Search found 70 matches
- Mon May 15, 2006 8:20 am
- Forum: Modding Discussion
- Topic: REMOving barrier
- Replies: 3
- Views: 381
I believe that the invisible walls can be removed by using an app called bsp master and lowering the top vertices (the ceiling) underneath the map. If you're wanting to fly a banshee up there, though, that's something else entirely. It's called a banshee blocker, and I don't believe anyone has foun...
- Sat May 13, 2006 12:21 pm
- Forum: Modding Discussion
- Topic: Custom sound injection? Dual Projectiles?
- Replies: 6
- Views: 794
I uploaded it to halomods in This Thread.Juniorman030790 wrote:I looked for GG's mainmenu injector tool but i can't seem to find it. If anyone has a link I would appreciate it
- Sat May 13, 2006 10:00 am
- Forum: Modding Discussion
- Topic: Lets discuss what we have not accomplished in Halo 2 modding
- Replies: 78
- Views: 5853
Re: k
Secondary vehicles already had a place in the mpas, 3rd bipeds do not.yivkX wrote:I dont know, if shade could add a second heavy vehicle option im sure with alot of work someone could add a third choosable biped.
- Sat May 13, 2006 9:56 am
- Forum: Modding Discussion
- Topic: Custom sound injection? Dual Projectiles?
- Replies: 6
- Views: 794
- Sat May 13, 2006 9:55 am
- Forum: Modding Discussion
- Topic: spawns not matching bsp viewer?
- Replies: 3
- Views: 399
Re: spawns not matching bsp viewer?
I'm trying to position itmc's for projectiles. So, I have it spawning a rocket (so I can position it), and point is where I want to. Half of the ones that I put out work like they're supposed to, and the other half are 90 degreees off! I look in the bsp viewer of darkmatter or entity, and the spawn...
- Fri Mar 24, 2006 1:43 pm
- Forum: Modding Discussion
- Topic: wrong position of model injected
- Replies: 12
- Views: 889
- Thu Mar 23, 2006 1:44 pm
- Forum: Modding Discussion
- Topic: Broken scarab in Turf
- Replies: 21
- Views: 1689
- Mon Mar 20, 2006 3:17 pm
- Forum: Modding Discussion
- Topic: Moving backgrounds/textures
- Replies: 7
- Views: 551
those arent animated skins. They are shader swaps. You take t alphagasgiant ROB.shad, inject it into a MP map, then find the clouds bitmap fo it change that to anything u'd like, go tot hte SBSP tag, and find what you want to be animated, swap that shader for the alpha gas giant rob, and boom, a mov...
- Mon Mar 20, 2006 3:13 pm
- Forum: Modding Discussion
- Topic: Broken scarab in Turf
- Replies: 21
- Views: 1689
- Thu Mar 16, 2006 1:49 pm
- Forum: Modding Discussion
- Topic: Trouble with collision
- Replies: 3
- Views: 806
- Tue Mar 14, 2006 2:26 pm
- Forum: Modding Discussion
- Topic: Modding mainmenu.map images...
- Replies: 16
- Views: 1937
Re: Tested program...
I suggest using tfav's bitmap adder :wink: ...Hmm, it just says "Bitmap Is Already Internal." for every one I try to make Internal, although they already should be, as all blank (white bitmaps) in the mainmenu.map slots are already in the mainmenu.map itself... Thanks... :wink: No not the...
- Mon Mar 13, 2006 7:48 pm
- Forum: Modding Discussion
- Topic: Modding mainmenu.map images...
- Replies: 16
- Views: 1937
- Sun Mar 12, 2006 11:34 pm
- Forum: Modding Discussion
- Topic: Capital ship
- Replies: 18
- Views: 1325
- Sun Mar 12, 2006 11:23 pm
- Forum: Modding Discussion
- Topic: Modding mainmenu.map images...
- Replies: 16
- Views: 1937
- Sun Mar 12, 2006 11:15 pm
- Forum: Modding Discussion
- Topic: lock out no rock wall how ?
- Replies: 8
- Views: 854
- Sun Mar 05, 2006 6:25 pm
- Forum: Modding Discussion
- Topic: tree spawning
- Replies: 24
- Views: 1442
well when i transfer a mach into the map the map gives an error everythime i try to open it in anything. Because the map doesn't have a mach tag already so you can't do it. -Silenced Really. Lockout didnt have a mach? And pyroman spawned The cable Room (practially the biggest mach ever) and he did ...
- Sun Mar 05, 2006 12:34 pm
- Forum: Modding Discussion
- Topic: tree spawning
- Replies: 24
- Views: 1442
Grr...your hopless. the recharge station isnt an itmc, its a scen(i think). Go to the rocket launcher itmc, change the tag class to mach, then the dependency to the fan. Then Change the fan's hlmt to that of a tree. move the tree with darkmatter or place it whereever, and there....now you have a tre...
- Sat Mar 04, 2006 6:41 pm
- Forum: Modding Discussion
- Topic: tree spawning
- Replies: 24
- Views: 1442
- Sat Mar 04, 2006 1:54 pm
- Forum: Modding Discussion
- Topic: tree spawning
- Replies: 24
- Views: 1442
- Sat Mar 04, 2006 1:51 pm
- Forum: Modding Discussion
- Topic: tree spawning
- Replies: 24
- Views: 1442
To give a tree full collision, there is only one rule. it MUST havea phomo. All you do is duplicate machine, goto its hlmt, change the Coll/phomo/model dependencies to that of a treee, and null out the jmad. It works for most tree's, but Ancient trees dont have a phomo so i doesnt work on those. But...
