I really hope this gets finished
Search found 19 matches
- Thu Dec 09, 2004 4:19 pm
 - Forum: HEK General
 - Topic: Huge Community Tag Project - Please read...
 - Replies: 64
 - Views: 10964
 
- Thu Dec 09, 2004 10:14 am
 - Forum: HEK General
 - Topic: Huge Community Tag Project - Please read...
 - Replies: 64
 - Views: 10964
 
- Wed Dec 08, 2004 1:20 pm
 - Forum: HEK General
 - Topic: Huge Community Tag Project - Please read...
 - Replies: 64
 - Views: 10964
 
Indeed. If someone - anyone could pick up the pieces of this project, we'd be enternally grateful. There is a lot of good, good stuff that could be done with all the tags from HaloPC. Yes, the desertplat enemies were converted, but that particular tool will most likely never see the light of day - w...
					- Tue Dec 07, 2004 2:32 pm
 - Forum: HEK General
 - Topic: Huge Community Tag Project - Please read...
 - Replies: 64
 - Views: 10964
 
- Mon Nov 29, 2004 11:34 am
 - Forum: HEK General
 - Topic: Huge Community Tag Project - Please read...
 - Replies: 64
 - Views: 10964
 
- Thu May 13, 2004 10:59 am
 - Forum: HEK General
 - Topic: I've restored missing SP tags
 - Replies: 9
 - Views: 1802
 
Unfortunately, this is all rather superficial. It is the hard data that defines enemies, AI, scripts, triggers etc. that are missing. Only decompilation of the HaloPC files can achieve this. However, am I right in remembering that the bitmap and model formats changed significantly between HaloPC and...
					- Thu May 13, 2004 10:55 am
 - Forum: HEK General
 - Topic: Waiting for space to clear constantly when starting a map
 - Replies: 2
 - Views: 817
 
- Wed May 12, 2004 9:49 am
 - Forum: Art Studio
 - Topic: New Map: Grandma
 - Replies: 71
 - Views: 13359
 
All level meshes for Halo have to have no open edges. That is, all edges must have two polygons - one on either side. For example, if you create a hollow hemishpere object and try to compile it as a level, it won't work - because all the edges around the circular perimeter are along the edge of one ...
					- Tue May 11, 2004 11:23 am
 - Forum: HEK General
 - Topic: Diffuse terrain texture- what am I missing here?
 - Replies: 2
 - Views: 923
 
You are missing one final step in your process. The thing that actually gets applied to your geometry is the .shader The .shader can reference multiple .bitmaps (base, detail, micro detail, bump, reflection etc) If you've managed to get your .bitmap compiled, you just need to create a .shader with t...
					- Sun May 09, 2004 10:39 am
 - Forum: Modding Discussion
 - Topic: Its Here...Whoop-de-fucking-doo
 - Replies: 14
 - Views: 2733
 
Well, seeing as that in order to mod Halo XBox, you have to mod your XBox; it's very doubtful XBox modding will ever be made official. You can debate the finer points of the legality of XBox chipping, but it is still not something that game companies like Gearbox and Bungie want to get involved with...
					- Sun May 09, 2004 6:56 am
 - Forum: HEK General
 - Topic: Creating new .bitmap tags
 - Replies: 2
 - Views: 761
 
- Sun May 09, 2004 4:01 am
 - Forum: HEK General
 - Topic: I got an animation to export from max, i think so at least..
 - Replies: 2
 - Views: 597
 
Ok, that's quite promising. All we have to do is figure out how to name these individual animations in 3ds. There are so many ways to go about this, though. CS has its own animation sets system (not entirely sure of it - been a while since I used CS) - or it is possible to add comment tracks to the ...
					- Sun May 09, 2004 3:51 am
 - Forum: HEK General
 - Topic: Creating new .bitmap tags
 - Replies: 2
 - Views: 761
 
Creating new .bitmap tags
I can't quite believe this is so tricky. 1. I have my .tif - a 24bit 512x512 image, saved from photoshop. 2. I put this file in the same folder as tool.exe (to save confusion of paths) 3. I try: tool bitmap filename.tif and get ==> !!WARNING!! failed to open TIFF: file does not exist <== when the fi...
					- Sat May 08, 2004 3:05 pm
 - Forum: HEK General
 - Topic: Missing tags?
 - Replies: 5
 - Views: 1299
 
- Mon Apr 26, 2004 1:22 pm
 - Forum: Art Studio
 - Topic: Tutorial on importing/exporting models with 3DS Max
 - Replies: 15
 - Views: 2116
 
- Thu Mar 04, 2004 1:52 pm
 - Forum: Modding Discussion
 - Topic: First Strike Weekly Update 3
 - Replies: 40
 - Views: 2871
 
First Strike Weekly Update 3
How? Who? When? There's been a bunch of questions floating around the team, ever since the project was first started. Big questions like "How do we translate events from the book to a game?" "Who's designing what?" "When is the HEK coming out?" (an old favorite, that on...
					- Thu Feb 26, 2004 4:29 pm
 - Forum: Modding Discussion
 - Topic: First Strike Weekly Update 2
 - Replies: 4
 - Views: 634
 
First Strike Weekly Update 2
Has it been a week already? When you are revolving in a whirl of new people and content, the world seems a blur. Team IRC sessions into the small hours of the morning don't help either :) This past week has seen some new members and we have a promising future ahead of us with excellent 3D artists, 2...
					- Wed Feb 18, 2004 3:36 pm
 - Forum: Modding Discussion
 - Topic: First Strike mod - Weekly Update 1
 - Replies: 28
 - Views: 3831
 
Well, as nice as official blessing would be, the likelyhood of Microsoft giving a project like this backing is... low. We all know that Bungie loves this sort of thing, but they don't own Halo. Halo is (C) Microsoft - and we all know what they think about people who 'rip them off' :P No. We'll keep ...
					- Wed Feb 18, 2004 12:32 pm
 - Forum: Modding Discussion
 - Topic: First Strike mod - Weekly Update 1
 - Replies: 28
 - Views: 3831
 
First Strike mod - Weekly Update 1
[First Strike Update 1] - [Tuesday 17.02.04] Hi there! Welcome to the first weekly update for the First Strike mod project. The project aims to re-tell the two main story arcs from the novel of the same name by Eric Nylund. The first half will be played from the POV of Spartan-104, Fred, as he crash...