Search found 70 matches

by Limpmybizket
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...
by Limpmybizket
Sat May 13, 2006 12:21 pm
Forum: Modding Discussion
Topic: Custom sound injection? Dual Projectiles?
Replies: 6
Views: 794

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
I uploaded it to halomods in This Thread.
by Limpmybizket
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

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.
Secondary vehicles already had a place in the mpas, 3rd bipeds do not.
by Limpmybizket
Sat May 13, 2006 9:56 am
Forum: Modding Discussion
Topic: Custom sound injection? Dual Projectiles?
Replies: 6
Views: 794

xXxCocoFangxXx wrote:Just drag and drop the tags.
He means add his own sounds. You cant. You can however inject wmv files into the mainmenu.
by Limpmybizket
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...
by Limpmybizket
Fri Mar 24, 2006 1:43 pm
Forum: Modding Discussion
Topic: wrong position of model injected
Replies: 12
Views: 889

That is completly normal. It will be high up if u did it to any vehicle. The only way to fix this, would be to extract the model, then move it down in milkshape, then re inject it.
by Limpmybizket
Thu Mar 23, 2006 1:44 pm
Forum: Modding Discussion
Topic: Broken scarab in Turf
Replies: 21
Views: 1689

Thats because the scarab from turf, has a totally diffrent model than the scarab from SP :wink:
by Limpmybizket
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...
by Limpmybizket
Mon Mar 20, 2006 3:13 pm
Forum: Modding Discussion
Topic: Broken scarab in Turf
Replies: 21
Views: 1689

I havnt actually looked into the map, but considering its a barrier in the map, i'd guess its linked to the BSP.
by Limpmybizket
Thu Mar 16, 2006 1:49 pm
Forum: Modding Discussion
Topic: Trouble with collision
Replies: 3
Views: 806

i duno y what map u using? I tried on both lockout and ascension and it didnt have coll. Try headlong and im sure itll work.
by Limpmybizket
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...
by Limpmybizket
Mon Mar 13, 2006 7:48 pm
Forum: Modding Discussion
Topic: Modding mainmenu.map images...
Replies: 16
Views: 1937

I suggest using tfav's bitmap adder :wink:
by Limpmybizket
Sun Mar 12, 2006 11:34 pm
Forum: Modding Discussion
Topic: Capital ship
Replies: 18
Views: 1325

shade45 wrote:Not really with a few tricks u could get it to fly ;)

*hint* null out all the banshees shaders and change its weapons model to the capital ship model
Didnt you make one of these amazing flying ships once? :wink:

Image
by Limpmybizket
Sun Mar 12, 2006 11:23 pm
Forum: Modding Discussion
Topic: Modding mainmenu.map images...
Replies: 16
Views: 1937

To save a 32 bit bitmap for use on the mainmenu, you need these dds settings

Image

32bitARGB

No MIP maps

And image No MIP maps, non power 2
by Limpmybizket
Sun Mar 12, 2006 11:15 pm
Forum: Modding Discussion
Topic: lock out no rock wall how ?
Replies: 8
Views: 854

go to the spsp tag, and null out the shader for which ever ones have cliff or ceiling in the names.
by Limpmybizket
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 ...
by Limpmybizket
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...
by Limpmybizket
Sat Mar 04, 2006 6:41 pm
Forum: Modding Discussion
Topic: tree spawning
Replies: 24
Views: 1442

You dont need to add chunks. Just replace an existing mach, or swap an itmc ofr it. if you still need help......


Limpmybizket911
by Limpmybizket
Sat Mar 04, 2006 1:54 pm
Forum: Modding Discussion
Topic: tree spawning
Replies: 24
Views: 1442

Yes, i use the containment gate everytime i do it.
by Limpmybizket
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...