Heh, sounds good to me. Good luck and nice work so far.mtxboxfreak wrote:Ah, I see, thanks for the link.
As you haven't released any code/docs I shall carry on with my app.
Search found 441 matches
- Sun Apr 12, 2009 1:01 pm
- Forum: Modding Discussion
- Topic: Script Decompiling
- Replies: 7
- Views: 15055
Re: Script Decompiling
- Sun Apr 12, 2009 9:52 am
- Forum: Modding Discussion
- Topic: Script Decompiling
- Replies: 7
- Views: 15055
Re: Script Decompiling
Zteam already gave him hep with that. ShadowSpartan gave him our source code for script extraction awhile back. Oh nice, is that stuff public? We open sourced bungies extracted campaign scripts awhile back, but that's the only thing public at the moment. http://www.modacity.net/forums/showthread.ph...
- Sun Apr 12, 2009 6:29 am
- Forum: Modding Discussion
- Topic: Script Decompiling
- Replies: 7
- Views: 15055
Re: Script Decompiling
Zteam already gave him hep with that. ShadowSpartan gave him our source code for script extraction awhile back.kibito87 wrote:mt, I think this is the stuff that Luis was looking for to integrate into arsenic. Maybe you should post a thread with this information in the Test Team section so he can read it.
- Tue Apr 07, 2009 8:48 am
- Forum: Utilities
- Topic: Halo 2 Vista Blastation Mod by Pingo RELEASED
- Replies: 18
- Views: 45446
Re: Halo 2 Vista Blastation Mod by Pingo RELEASED
Really? Thats why we can add data to maps right? Also some of the reflexives are not editable in the guerilla so we couldn't add some of the data if we wanted too. Also tags are not the only thing AI need, they need multiple reflexives in both the scenario and the bsp. I've also heard that when add...
- Tue Apr 07, 2009 7:39 am
- Forum: Utilities
- Topic: Halo 2 Vista Blastation Mod by Pingo RELEASED
- Replies: 18
- Views: 45446
Re: Halo 2 Vista Blastation Mod by Pingo RELEASED
There was some AI for an E3 mock up, but you don't have nearly any of the required info to do it. Trust me, AI will most likly never happen do to the restriction of not being able to add data to maps. You do realize that with a hacked tool set and a few third party tools, it's quite possible to add...
- Sat Mar 21, 2009 1:25 pm
- Forum: Modding Discussion
- Topic: Section Rules - Halo 3 Modding Q&A
- Replies: 1224
- Views: 911585
Re: Section Rules - Halo 3 Modding Q&A
Bsp collision is compressed. Afaik it's not stored in the meta at least.Veegie wrote:Unless you wanna view the collision.
- Wed Mar 18, 2009 4:11 pm
- Forum: Complaints & Suggestions
- Topic: Staff Are Not Doing Their Job
- Replies: 57
- Views: 57949
Re: Staff Are Not Doing Thier Job
Staff are the ones the should turn to if there is a problem: people should not be rewarded for helping keep the forum clean, they would do it because they wanted to make a difference, not have a fucking colored name. gash. And if a staff member is nowhere to be found? My point is that sometimes thi...
- Wed Mar 18, 2009 4:00 pm
- Forum: Complaints & Suggestions
- Topic: Staff Are Not Doing Their Job
- Replies: 57
- Views: 57949
Re: Staff Are Not Doing Thier Job
If your willing to give this group the said power, why not just make them staff? I don't see the point in designating a covert group to perform the same abilities as a staff member. If you want it to be a watered down version of what staff can do, then why not give them a different colored name? Peo...
- Tue Feb 24, 2009 1:26 pm
- Forum: Utilities
- Topic: Construct - Open Source Map Editor
- Replies: 71
- Views: 84030
Re: Construct - Open Source Map Editor
You've been a great contributor and overall have had a better attitude than most of the programmers on this site, you'll be missed.
- Tue Feb 24, 2009 12:18 pm
- Forum: Discussion
- Topic: Halo Wars
- Replies: 75
- Views: 70989
Re: Halo Wars
Nice contradiction.grimdoomer wrote:You don't need to send me illegal files, thats illegal. I already have it.SPARTAN-OMEGA wrote:Are you going to wait, or do you want an early view of the .xex
- Sun Feb 22, 2009 9:09 am
- Forum: Discussion
- Topic: Halo Wars
- Replies: 75
- Views: 70989
Re: Halo Wars
It doesn't seem to be lzx or zlib.grimdoomer wrote:The era files are not encrypted, they are compressed. Most likly lzx, which anyone with the 360 SDK would be able to decompress.
- Tue Feb 03, 2009 3:19 pm
- Forum: Discussion
- Topic: Halo Wars
- Replies: 75
- Views: 70989
Re: Halo Wars
Also, this.Tural wrote:As if the map format was what's stopping modding.
- Tue Feb 03, 2009 2:57 pm
- Forum: Discussion
- Topic: Halo Wars
- Replies: 75
- Views: 70989
Re: Halo Wars
I highly doubt they would use the same map format for an entirely different game, developed by an entirely different studio, for an entirely different genera of game (RTS).grimdoomer wrote:I've been hearing it has the same map format as Halo 3 with some differences, so I wouldn't get your hopes up.
- Sun Feb 01, 2009 6:07 am
- Forum: Modding Discussion
- Topic: .Map Modding
- Replies: 80
- Views: 22550
Re: .Map Modding
Nobody is going to sell a Devkit to you people who just want to play mods. There are people who use them for research, and those are the types of people who should have them (Moreso than you). Possibly the reason i was sarchastic, and explained how i even know i couldnt use it. Your entirely correc...
- Thu Jan 29, 2009 6:58 pm
- Forum: Discussion
- Topic: *NEW* Mythic Mappack Screenshots
- Replies: 50
- Views: 51067
Re: *NEW* Mythic Mappack Screenshots
Looks to me like you can actually place those blocks in forge and build your own structures.Eaton wrote:I was really excited about Sandbox... But it just looks like a normal map.
- Wed Dec 17, 2008 1:36 pm
- Forum: Modding Discussion
- Topic: Halo 3 Retail Game Research
- Replies: 673
- Views: 339005
- Tue Dec 16, 2008 3:41 pm
- Forum: Utilities
- Topic: Gravemind Beta v1.3 Updated 2/8/08
- Replies: 183
- Views: 115101
We never said we weren't going to release the animation injector , it's just a matter of finishing it. In it's current state it's entirely useless to the public community anyway, we would have to make a new perfect model injector that supports nodes for it to be useful to any of you, and we would ha...
- Sun Oct 19, 2008 2:09 pm
- Forum: Modding Discussion
- Topic: translate vertices points into collision model
- Replies: 15
- Views: 2198
So you wouldn't happen to know the process by which it subdivides the model shape, and how all of that is stored in a coll tag? I had a method awhile back to extract collision models with faces, though it was buggy in the sense that it kept creating multiple faces using the same 3 vertex indices. I...
- Sun Oct 19, 2008 1:04 pm
- Forum: Modding Discussion
- Topic: translate vertices points into collision model
- Replies: 15
- Views: 2198
- Thu Oct 02, 2008 3:20 pm
- Forum: Modding Discussion
- Topic: Section Rules - Halo 3 Modding Q&A
- Replies: 1224
- Views: 911585