WINTERGULCH V1
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- Night Stalker
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Re: WINTERGULCH V1
emulate Sparkedit!! Or use a windows machine if you have one and cannot emulate!
Swordedit kills maps slowly! D:
Swordedit kills maps slowly! D:
- TaxiService! Shitposting since 2007!
Re: WINTERGULCH V1
That'd explain why my maps begin to crash after I've worked on them for a while....TaxiService wrote:Swordedit kills maps slowly! D:
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- Ranger
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Re: WINTERGULCH V1
^Hold on, Swordedit kills?
Never happened to me, as I always have backups for even 1 modification I do.
Make sure not to save twice when swordedit is open! Or your map will crash.
Never happened to me, as I always have backups for even 1 modification I do.
Make sure not to save twice when swordedit is open! Or your map will crash.
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- Night Stalker
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Re: WINTERGULCH V1
Me too! but look at this scenario!!Sugarlumps wrote:I always have backups for even 1 modification I do.
then look at the same scenario as sparkedit reads it!:
what the shit are these artifacts?!!
D: sparkedit made those fake tags when i added the reals one into the scenario!! (using swordedit)
now my scnr is fuck'd up in that section, and i don't know what those stuff do!!
luckily the map still works o_o but i'm not sure how much i can use swordedit on that map again! o_o
- TaxiService! Shitposting since 2007!
Re: WINTERGULCH V1
You could have converted a CE mod then RIP off its BSP then work from there.
scenery based maps are usually not that good.. ( take galaxy wars for example. was it not very good when it came to scenario. CMT multiplayer maps do... try looking for 'snowgrove' thats a good one.. >_>)
scenery based maps are usually not that good.. ( take galaxy wars for example. was it not very good when it came to scenario. CMT multiplayer maps do... try looking for 'snowgrove' thats a good one.. >_>)
Re: WINTERGULCH V1
^no not rly.
And if you duplicate too many times on swordedit you no longer can import
And if you duplicate too many times on swordedit you no longer can import
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
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Re: WINTERGULCH V1
uhh... NO!{DKW}Drk wrote:You could have converted a CE mod then RIP off its BSP then work from there.
scenery based maps are usually not that good..
first of all, the map in question is not a scenery map. ._. why did you assume that?
secondly, thanks dicks that CMT bsps are better than scenery maps! but what'cha gonna do? If we were all always only importing BSPs from CE then we would all be dead a long time ago. \-:
but goddammit! I would like to have seen you all before pearl or harbinger came out!! >_< Today is so easy to just convert whole maps that you people just wont bother learning even the simplest modding bases! bahrrg! this is just so outrageous!!
- TaxiService! Shitposting since 2007!
Re: WINTERGULCH V1
Inorite, noobs think that oh if i can get this super awesome map in CE (which is super awesome...IN CE >_>) to demo people will praise me and think i am awesome. When the truth is anyone can convert (minus those without full >_>) but seriously, pearl was made so you can play CE maps on demo, not to release them as mods. If only the new people make real mods, modding is about being creative and manipulating things to make them your way, not about what tags you can get and how much your mod looks like halo 3 >_>but goddammit! I would like to have seen you all before pearl or harbinger came out!! >_< Today is so easy to just convert whole maps that you people just wont bother learning even the simplest modding bases! bahrrg! this is just so outrageous!!
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
Re: WINTERGULCH V1
Start small, JB.
Here are some things for you to experiment with, by way of vehicles:
1. Enable all vehicles by going under scnr and changing all the vehicle references to a single vehicle type.
2. Move the blue machinegun warthog outside of the map, then swap a scen reference with a vehi reference in the scnr tag. Then use SwordEdit to duplicate that vehicle around the map.
3. Change the vehicle seats between third-person and first-person views using Bitmask flags and trak references in the vehi tag.
4. Change the Vehicle Passthrough Penalty (Float value) of damage that projectiles do when they hit a vehicle.
5. Change the phys(ics) and speed of vehicles.
Here are some things for you to experiment with, by way of weapons:
1. Swap to a different projectile (or replace with a biped or other object) using the dependency swapper for the weap tag.
2. Change the firing ejection port offset positions (Float value) in the weap trigger reflexive (I think it's there?).
3. Change rate of fire and ammo count (not projectiles per shot, which is not CSS).
4. Change maximum loaded ammo count and use the Ammo Display Converter application to change the same number on the Assault Rifle, if you need to.
5. Swap a new model into the mod2 reference. Change the shaders. Mess with the appearance of the weapon.
Here are some things for you to experiment with, by way of player physics:
1. Using the bipd tag (cyborg_mp), change the jumping velocity. Also null falling damage under Bitmasks.
2. Change the running speed and crouch velocity multiplier under the matg tag.
3. Enable wall-walking under bitmasks for the bipd tag, then change the falloff angle under the matg tag.
4. Running faster and jumping higher are not CSS, but what else can you change that is CSS? Maybe "passes through other bipeds"?
5. Experiment with the flag "runs around flaming". Mess with the falling distance and velocity float values.
Here are some things for you to experiment with, by way of vehicle physics:
1. In the phys tag, can you make the warthog hover?
2. Can you make the ghost handle like a pelican?
3. Hint: not everything regarding physics is in the phys tag type. Look in the vehi, coll and mod2 tag types, also.
4. Change the name of the markers for the vehicles. Can you make bullets shoot out of the headlights?
Here are some things for you to experiment with, by way of vehicles:
1. Enable all vehicles by going under scnr and changing all the vehicle references to a single vehicle type.
2. Move the blue machinegun warthog outside of the map, then swap a scen reference with a vehi reference in the scnr tag. Then use SwordEdit to duplicate that vehicle around the map.
3. Change the vehicle seats between third-person and first-person views using Bitmask flags and trak references in the vehi tag.
4. Change the Vehicle Passthrough Penalty (Float value) of damage that projectiles do when they hit a vehicle.
5. Change the phys(ics) and speed of vehicles.
Here are some things for you to experiment with, by way of weapons:
1. Swap to a different projectile (or replace with a biped or other object) using the dependency swapper for the weap tag.
2. Change the firing ejection port offset positions (Float value) in the weap trigger reflexive (I think it's there?).
3. Change rate of fire and ammo count (not projectiles per shot, which is not CSS).
4. Change maximum loaded ammo count and use the Ammo Display Converter application to change the same number on the Assault Rifle, if you need to.
5. Swap a new model into the mod2 reference. Change the shaders. Mess with the appearance of the weapon.
Here are some things for you to experiment with, by way of player physics:
1. Using the bipd tag (cyborg_mp), change the jumping velocity. Also null falling damage under Bitmasks.
2. Change the running speed and crouch velocity multiplier under the matg tag.
3. Enable wall-walking under bitmasks for the bipd tag, then change the falloff angle under the matg tag.
4. Running faster and jumping higher are not CSS, but what else can you change that is CSS? Maybe "passes through other bipeds"?
5. Experiment with the flag "runs around flaming". Mess with the falling distance and velocity float values.
Here are some things for you to experiment with, by way of vehicle physics:
1. In the phys tag, can you make the warthog hover?
2. Can you make the ghost handle like a pelican?
3. Hint: not everything regarding physics is in the phys tag type. Look in the vehi, coll and mod2 tag types, also.
4. Change the name of the markers for the vehicles. Can you make bullets shoot out of the headlights?
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: WINTERGULCH V1
lol blue hog... has anyone ever figured out why that even happens?
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
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- Night Stalker
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Re: WINTERGULCH V1
^ probably because it has spawning index == 0? and since vehicles swapned by weapons don't have a spawning index they all spawn there? o_O
- TaxiService! Shitposting since 2007!
Re: WINTERGULCH V1
Happens to ones replaced with scenery.. I'd imagine they would have a spawn index.TaxiService wrote:^ probably because it has spawning index == 0? and since vehicles swapned by weapons don't have a spawning index they all spawn there? o_O
Stupid tinypic removing my images
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Re: WINTERGULCH V1
Hmm. :-\ i'd wonder if the specific spawn index is within the max vehicle spawn index, but that isn't the reason since if you swap every scenery in bg with vehicles, they will all spawn at blue's hog. <_<Mota-Lev wrote:Happens to ones replaced with scenery.. I'd imagine they would have a spawn index.
then vehicles have a special spawning index or something! something that is set in the gametype!
- TaxiService! Shitposting since 2007!
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