WINTERGULCH V1

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DARKJB007
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WINTERGULCH V1

Post by DARKJB007 » Sat Aug 28, 2010 5:37 am

:mrgreen: HI um this if my first real mod includes bitmap changes
weapon changes-
-smg
-battle rifle
-beam rifle
-magnum(couldn't find halo 2 pistol tag)
-energy sword
-machine gun turret
includes ghost
and bipd changes
here picture
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HERE DOWNLOAD:
http://www.mediafire.com/?m9gtrwioid5ywjq
JB

Sugarlumps
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Re: WINTERGULCH V1

Post by Sugarlumps » Sat Aug 28, 2010 5:55 am

Please have a more in-depth explanation of your mod.
From your description, I have deduced that most of this mod is made out of CE Imports. Refrain from using them okay?
Next: That cliff texture is ....not exactly well made. I can tell you just used a white base for it, and ended up with a (if you don't mind me saying) pathetic cliff texture that keeps repeating. Maybe you should work on that.
I wonder whats that bipd...text looks different.
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Kayar
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Re: WINTERGULCH V1

Post by Kayar » Sat Aug 28, 2010 7:10 am

Oh, c'mon JB, you've been lurking around here long enough to know better than that! It's all CE imports... again...
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DARKJB007
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Re: WINTERGULCH V1

Post by DARKJB007 » Sat Aug 28, 2010 7:16 am

i know but i learned a bunch of new stuff so i decided to test it out
besides the only other mod i released ended up as a fail but anyway
if i dont import ce stuff how am i supposed to make stuff that looks like smg or
something i mean i could edit the bitmaps but i have no idea about stuff like models
or anything so i have to do something.
JB

Sugarlumps
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Re: WINTERGULCH V1

Post by Sugarlumps » Sat Aug 28, 2010 7:19 am

DARKJB007 wrote: if i dont import ce stuff how am i supposed to make stuff that looks like smg or
See any classic mods with SMGs?
You can work on your bitmaps. Models and animations? Leave them out of CE.
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DARKJB007
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Re: WINTERGULCH V1

Post by DARKJB007 » Sat Aug 28, 2010 7:29 am

all i know is how to edit bitmaps and even with that im not very good
if anyone could help me out her that would be nice because i don't have
a problem with scenery from halo full or vehicles that are non ce but how
do you do animations and create models that are non ce?
or are you supposed to ?
JB

Mgalekgolo
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Re: WINTERGULCH V1

Post by Mgalekgolo » Sat Aug 28, 2010 7:52 am

animations: no

tut for model importing(not mine) from an older topic
Requirements:
Wings 3D
OBJConverter
HMT
A custom model from Wings 3D (or a downloaded model, etc.)

First open HMT and any map (such as bloodgulch), if it is a demo map use Demo Header to swap the header.

Click the carrot that says mod2 and then save the meta that you want your custom model to replace in HMT (I’m using the ghost model).

Open OBJConverter and open the map (bloodgulch) and the .meta you saved.

Click Geometry 0 and Export to OBJ.

Now open Wings 3D and open the custom model and export it to a .obj file.

Then open wings 3d again and import both the custom model and the original model. (Do this if the model is not made from the original; it wont look right otherwise)

Adjust the model to the right size so that it fits correctly so when MC uses it, it doesn’t look screwed up.

Delete the original model.

Select the model, click on the completely red pyramid above, right-click=>Invert (this will fix "holes" in the model). Then click on the one red side and right-click=>tessellate=>triangulate (this will allow Halo to shade the model).

Export it once again and have the same name as the old .obj file and replace that one.

Now that you have a fresh working custom model go back to OBJConverter and go to Geometry 0 and change all of the parts’ vertices and indices numbers to 0 except for the part with the most verts and inds so find that part first. It is usually 0 or 1, if one has more verts but less inds just use one; it doesn't really matter.

Now go to the one whose verts and inds are not 0 and click update offsets.

Now click OBJ on the top and find the .obj file you made a little while ago. It will split into .vertices and .indices.

Now go back to the parts and press attach. And find both of those files (.vertices and .indices).

Now press save and name it temp (default) but once you save it change the name to temp.mod2.meta (You must rename it .meta!).

Now go to Misc. on the bottom tabs and press append models and find those two files again.

Quit OBJConverter for good (phew), and open HMT .75 with the same map.

Before you inject the meta highlight LoD 1 (which is the same as geometry 0 so if you used geometry 1 then you’d click LoD 2 but since you have used geometry 0 to make your model choose #1).

Now, inject the meta (with LoD 1 still highlighted) press Append Raw in the "Tag Specific." Find your .vertices and .indices one last time. Make sure you don mix those two files up, it lets you do that now.

Press "Save Offsets" (a must). When the button becomes clear again quit HMT, or it will crash and possibly mess up your map.

If it is a demo map, use Demo Hack to convert back to demo header.
by someone not edited by me at all
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Moxus
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Re: WINTERGULCH V1

Post by Moxus » Sat Aug 28, 2010 8:08 am

DARKJB007 wrote:all i know is how to edit bitmaps and even with that im not very good
if anyone could help me out her that would be nice because i don't have
a problem with scenery from halo full or vehicles that are non ce but how
do you do animations and create models that are non ce?
or are you supposed to ?
You could be creative, and invent your own weapon using existing resources. It's good that you're trying to showcase some new techniques you've learned, but when virtually all the changes you've listed are imported CE weapons, it doesn't appear that much has changed. Keep in mind: a mod isn't about flashy changes.

Besides, if all else fails, CE Import mods are so run-of-the mill that if they're even downloaded they'll at best be played once.
Last edited by Moxus on Sun Aug 29, 2010 3:21 am, edited 1 time in total.
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Mgalekgolo
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Re: WINTERGULCH V1

Post by Mgalekgolo » Sat Aug 28, 2010 8:25 am

Moxus wrote: they'll at best be played be once.
what?
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DARKJB007
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Re: WINTERGULCH V1

Post by DARKJB007 » Sat Aug 28, 2010 8:53 am

Well im still confused al little but i was wondering if there was an easier 3d modeling program to use such as google sketchup
or something because ive tried using wings 3d and it confuses me and i tried importing the files with sketchup and it didnt work
any ideas ?
JB

Mgalekgolo
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Re: WINTERGULCH V1

Post by Mgalekgolo » Sat Aug 28, 2010 9:05 am

you dont need wings 3d
and usually you need to import, not open OBJ or 3DS files
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Re: WINTERGULCH V1

Post by Zodiark » Sat Aug 28, 2010 9:11 am

Haruhi Suzumiya wrote:
Moxus wrote: they'll at best be played be once.
what?
CE import mods are not usually played alot, like Moxus said, they will probably be tried out but then not used again. When if you create your own stuff, It's more fun to play because with CE Import Mods you usually just see Halo 3 weapons, but when you create your own stuff it is much more fun, well IMO with regular weapons modified, there is more creativity then with CE weapons. Also if you make your own Scenery based map that is awesome. But just importing CE weapons into a little modified bloodgulch, your probably not going to be playing it more than once, as Moxus said.

DARKJB007
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Re: WINTERGULCH V1

Post by DARKJB007 » Sat Aug 28, 2010 9:26 am

i have new question how would you create bsp?
and can you do it on mac because a whole new bsp would definitely give
a different feel.
JB

Kayar
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Re: WINTERGULCH V1

Post by Kayar » Sat Aug 28, 2010 9:37 am

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tokage
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Re: WINTERGULCH V1

Post by tokage » Sat Aug 28, 2010 4:34 pm

Kayar wrote:Scen-based maps.
Swordedit makes me cry.
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