Quarantine <--- preview (relase in max 3 days)
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Hill moving isn't something you can do with SparkEdit unless you're talking about moving the king of the hill circle. Even a PC user will say that if you want to change map geometry it'll take 2 letters. C and E. As for bsp rebuilding, if C#MT don't work and unless HMT 0.5 actually does bsps (which I don't think it does), conversions of that nature ain't looking too promising.
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i was talking about moving hill circles...Altimit01 wrote:Hill moving isn't something you can do with SparkEdit unless you're talking about moving the king of the hill circle. Even a PC user will say that if you want to change map geometry it'll take 2 letters. C and E. As for bsp rebuilding, if C#MT don't work and unless HMT 0.5 actually does bsps (which I don't think it does), conversions of that nature ain't looking too promising.
the idea come out after moving race checkpoints (are 5 in total, minor than bg)
in sword's CSSornot thread, there is not wrote if race checkpoints are CSS.
are them?
PS: i batch extracted b30's and island's bsp with HMT0.5,
the problem is that i dont know how to import/inject/whatever it in bloodgulch!!! can someone help me? ‹_‹
Well assuming it works like it's supposed to in the PC version, what you should end up doing is batch extract bloodgulch. Put a copy of bloodgulch in your batch extract folder. Toss the bsp stuff from whatever map (folders and metas) and make sure to merge everything. (The main important stuff is bitmaps, shaders and the like.) Edit the scnr.xml to have a dependency to your new bsp and then when rebuilding, use the add meta button at the bottom to add each and every new meta you are importing into bloodgulch. This is of course a general outline from what I've picked up of the various methods. You'll have to experiment a bit with what I've outlined plus a PC tutorial like this one. It's not an exact science on macs yet, and since you're reduced to HMT rebuilds, it'll take awhile for each trial and error attempt. G'luck.
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thanks altimit. u ever give ur your help to us o_o it's admirableAltimit01 wrote:Well assuming it works like it's supposed to in the PC version, what you should end up doing is batch extract bloodgulch. Put a copy of bloodgulch in your batch extract folder. Toss the bsp stuff from whatever map (folders and metas) and make sure to merge everything. (The main important stuff is bitmaps, shaders and the like.) Edit the scnr.xml to have a dependency to your new bsp and then when rebuilding, use the add meta button at the bottom to add each and every new meta you are importing into bloodgulch. This is of course a general outline from what I've picked up of the various methods. You'll have to experiment a bit with what I've outlined plus a PC tutorial like this one. It's not an exact science on macs yet, and since you're reduced to HMT rebuilds, it'll take awhile for each trial and error attempt. G'luck.

however... Last News:
now phoenix phys are different, it hovers for some meters over ground

and... (with full shaders) u can see for more than original 0.5 meters trough water... so u can search for abyssal secrets <_< mehahehhahhheshehhhe
what else... oh yes, i made shades spawn out; and maybe i will cut out saber...
should i cut it out? (the saber weapon) and maybe do a banshee-plasma rifle instead of it? or a pushing gun?

I have been expirimenting with map rebuilding myself, and have had success with this. Adding more than one tag was unsuccessful, however, this could be because of the nature of the tags I was adding (I don't remember what they were, so don't ask). Rebuilding maps has kinda been my "top-secret" project, only because I haven't yet released a rebuilt map. To be truthful I just never found anything worth rebuilding that actually worked for me, due to lack of working rebuild-able tags.Altimit01 wrote:Well assuming it works like it's supposed to in the PC version, what you should end up doing is batch extract bloodgulch. Put a copy of bloodgulch in your batch extract folder. Toss the bsp stuff from whatever map (folders and metas) and make sure to merge everything. (The main important stuff is bitmaps, shaders and the like.) Edit the scnr.xml to have a dependency to your new bsp and then when rebuilding, use the add meta button at the bottom to add each and every new meta you are importing into bloodgulch. This is of course a general outline from what I've picked up of the various methods. You'll have to experiment a bit with what I've outlined plus a PC tutorial like this one. It's not an exact science on macs yet, and since you're reduced to HMT rebuilds, it'll take awhile for each trial and error attempt. G'luck.
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in first post.I wrote:New weapon replacing the saber (or maybe not...)
<name to decide> will have a mod2 like this:
image link
(i dont know why, but it wont turn 90° left... <_<)
the clip will hold a only white needle that will remain attached to what it's shot to. it does a lot of damage XP
neko-chan is doing the model for me because she has more experience than me and wings 3d wont open up =_=
Last edited by TaxiService on Tue Sep 18, 2007 8:54 pm, edited 1 time in total.
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Last News:
SWORD GAVE ME PERMISSION!!!! WHAHAAA mod will be relased soon
• i decided the name of the <name to decide> weapon.
it will be called Spiker.
it will shoot spikes, that will remain attached to stuff for about 166 minutes...
them skips shields, so be careful. An headshot kills.
clip: 20 rounds
, reloads 5 spikes at time and shoots 1.5/2 rounds per second.
the mod2 will be the original needler one
but i did some skins... here's 2:




tell me what you people prefer between these 2 <_<
ok so, i'll relase it when i will be able to move some last stuff (like oddball spawns etcetera ‹_‹) so in.... lets say, 3-4 days.
peace! taxiservice out.
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first post edited.
omfg double post! >_<
Last News:
SWORD GAVE ME PERMISSION!!!! WHAHAAA mod will be relased soon

• i decided the name of the <name to decide> weapon.
it will be called Spiker.

it will shoot spikes, that will remain attached to stuff for about 166 minutes...
them skips shields, so be careful. An headshot kills.
clip: 20 rounds

the mod2 will be the original needler one

but i did some skins... here's 2:




tell me what you people prefer between these 2 <_<
ok so, i'll relase it when i will be able to move some last stuff (like oddball spawns etcetera ‹_‹) so in.... lets say, 3-4 days.
peace! taxiservice out.
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first post edited.
omfg double post! >_<
Double posting is fine in these types of topics. When you are showing progress with a mod, post the progress. This is different than if you had replied 2 minutes after you had just posted.TaxiService wrote:omfg double post! >_<
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!!! omg its monomanMonoman wrote:Double posting is fine in these types of topics. When you are showing progress with a mod, post the progress. This is different than if you had replied 2 minutes after you had just posted.

thanks for info, now i know i did not a noob action

yes? i dont like the purplish front part, maybe i'll bake it more grey or reddish...Moxus wrote:I think the first "Spiker" looks better.
and what do you think of the name? "Spiker"... i have not a lot of ideas or knowledge about weapon names... (DUMBASS is an example XD)
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i knowJello_Jello wrote:I thought a spiker was a gun in halo 3.

this is why i dont want to use spiker as a name
linky
i love that weapon <3<3<3
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As as long as you dont use 'Stinger' I am good. It a cool weapon in my new mod that shoots.... welll.... I dunno... 30-40 needles that have super long range and homing ability... and they are blue... and clip size and ammo per shot is 20 also
! When i finally get a round to finishing it you all will see. 


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