Search found 31 matches

by Veditor
Sun Sep 10, 2006 4:49 pm
Forum: Hardware & Software
Topic: System Link Double Kill Freezing Issues
Replies: 6
Views: 477

Thanks for the replies everyone. I did modify some sounds in shared.map so maybe that's what was causing the freezes. I'll test it again and see if the maps freeze, both with my modified shared.map and the original shared.map.
by Veditor
Sun Sep 10, 2006 1:17 pm
Forum: Hardware & Software
Topic: System Link Double Kill Freezing Issues
Replies: 6
Views: 477

System Link Double Kill Freezing Issues

Hey everyone, Last weekend I put together a map pack for some friends and I to play. Basically everything was working on system link okay and we were playing just fine when someone got a double kill and their Xbox froze. We had to reboot that Xbox and we started playing again but then it happened ag...
by Veditor
Sat Sep 09, 2006 1:27 pm
Forum: Hardware & Software
Topic: What Are The Waterfalls in Sanctuary?
Replies: 4
Views: 506

What Are The Waterfalls in Sanctuary?

Hello everyone, I've been wanting to add one or more of the waterfalls from Sanctuary (deltatap.map), into a mod of Lockout that I'm making. The only problem is that I cannot seem to find them under any of the tags (ex. scenery) so that leads me to believe that they are part of the BSP. If that is t...
by Veditor
Fri Sep 08, 2006 5:06 pm
Forum: Hardware & Software
Topic: halo 2 unmodded maps
Replies: 14
Views: 854

Try using Internet Explorer to FTP to and from your Xbox. Here's the address I use to FTP to my Xbox using Internet Explorer --> ftp://xbox:xbox@192.168.0.3 The first xbox is the username that is set in the Xbox's dashboard. The second xbox is the password that is set in the Xbox's dashboard. The 19...
by Veditor
Fri Sep 08, 2006 4:59 pm
Forum: Hardware & Software
Topic: Model Won't Inject Using Entity or Dark Matter
Replies: 5
Views: 583

Thanks G.I.R., I'll try to see if he can model the antenna in 3D Studio Max and hopefully it will import!
by Veditor
Fri Sep 08, 2006 8:41 am
Forum: Hardware & Software
Topic: Model Won't Inject Using Entity or Dark Matter
Replies: 5
Views: 583

Thanks for the reply iGeo. I should also mention that my friend also dropped the antenna model in Bryce and just stretched it a little bit, thus just modifying it slightly, in order to see if it could import - and it did not. It still gave the same error message. So I don't think it's an issue with ...
by Veditor
Thu Sep 07, 2006 8:14 pm
Forum: Hardware & Software
Topic: Model Won't Inject Using Entity or Dark Matter
Replies: 5
Views: 583

*bump

Any help would be greatly, greatly, greatly appreciated. I'm really hopeful that somehow this model can be injected. If this mod gets completed with the model I'll give credit to any person who helps us out. Thanks again!
by Veditor
Fri Sep 01, 2006 4:45 pm
Forum: Hardware & Software
Topic: Model Won't Inject Using Entity or Dark Matter
Replies: 5
Views: 583

Model Won't Inject Using Entity or Dark Matter

Hello everyone, I am currently having issues trying to import a modified model into Ascension. The model is the antenna and my friend modified it using the program Bryce. In both programs the error message pops up that "The index was outside the bounds of the array" I have made sure the ob...
by Veditor
Wed Jul 26, 2006 9:39 pm
Forum: Hardware & Software
Topic: Removing Pillars in Midship - Black Spots on Ground
Replies: 15
Views: 866

Thanks everyone! The spots in fact are part of the lightmap and when I nulled the lightmap out of the scnr it they went away. Now, is there a way to remove the spots from the lightmap, and if so how would I go about doing this. Hopefully this can be accomplished - removing them from the lightmap, an...
by Veditor
Tue Jul 25, 2006 6:28 pm
Forum: Hardware & Software
Topic: Removing Pillars in Midship - Black Spots on Ground
Replies: 15
Views: 866

So basically there is no possible way to remove these black spots? I'd really like the pillars to be removed for the mod that I'm making, without sacrificing the look of the ground. If indeed the spots cannot be removed does anyone have any suggestions as to what scenery, obstacle, etc. to place ove...
by Veditor
Mon Jul 24, 2006 3:31 pm
Forum: Hardware & Software
Topic: Removing Pillars in Midship - Black Spots on Ground
Replies: 15
Views: 866

I don't know if it is though. There were 3 BSP sceneries for the pillars so I used the BSP Scenery Editor program to move them below the map (the front of the pillars, the back of the pillars were regular scenery). But other than that I don't know.
by Veditor
Mon Jul 24, 2006 2:46 pm
Forum: Hardware & Software
Topic: Removing Pillars in Midship - Black Spots on Ground
Replies: 15
Views: 866

Removing Pillars in Midship - Black Spots on Ground

Hey everyone, I have successfully removed the pillars in Midship in the middle of the map but I have run into a problem. For some reason there are black spots right where the pillars used to be and they are overlaying the ground textures. Is there any way to remove these as they look terrible and I ...
by Veditor
Sat Jul 22, 2006 9:06 am
Forum: Hardware & Software
Topic: Coagulation Ground/Grass Shaders
Replies: 5
Views: 583

Thanks kornkidcrazy! The coag_ground bitmap is used for the greenish tint for anyone who is interested - just change it to whatever color you want the ground tint to be. Thanks again, that was driving me crazy trying to figure it out.
by Veditor
Wed Jul 19, 2006 10:22 am
Forum: Hardware & Software
Topic: Coagulation Ground/Grass Shaders
Replies: 5
Views: 583

Unfortunately this doesn't work. If I null out both coag_ground shaders in the sbsp the map's ground becomes transparent and very weird looking. Any further help would be grealty, greatly appreciated.
by Veditor
Wed Jul 19, 2006 7:51 am
Forum: Hardware & Software
Topic: Coagulation Ground/Grass Shaders
Replies: 5
Views: 583

Coagulation Ground/Grass Shaders

I'm wondering if there is any way to null out the ground and grass shaders in Coagulation in order to remove the greenish tint that is still present even after replacing all the ground and grass bitmaps. Any help would be greatly appreciated, thanks!
by Veditor
Sun Jul 02, 2006 8:18 pm
Forum: Hardware & Software
Topic: Greenish Tint on Coagulation Ground
Replies: 2
Views: 350

Thanks. I tried swapping the ground shader with the one from Burial Mounds but it takes away the sand look - by shading it with the burial mounds ground bitmap texture. I tried nulling out the ground shader but it made the ground a transparent grey that looked really weird, so that definitely isn't ...
by Veditor
Sun Jul 02, 2006 6:52 pm
Forum: Hardware & Software
Topic: Greenish Tint on Coagulation Ground
Replies: 2
Views: 350

Greenish Tint on Coagulation Ground

Hello again, I hope I'm not asking too many questions in a short amount of time. I just finished replacing all the ground bitmaps in Coagulation with a yellow sand bitmap. But for some reason some green spots (overlays over the sand with a greenish tint) are showing up over the sand like from the gr...
by Veditor
Sun Jul 02, 2006 6:37 pm
Forum: Hardware & Software
Topic: What are the Red Cedar trees in Coagulation?
Replies: 6
Views: 420

Thank you kornkidcrazy!!! That worked great!
by Veditor
Sun Jul 02, 2006 4:48 pm
Forum: Hardware & Software
Topic: What are the Red Cedar trees in Coagulation?
Replies: 6
Views: 420

Is there any way to remove them entirely, including collision? Thanks.
by Veditor
Sun Jul 02, 2006 4:35 pm
Forum: Hardware & Software
Topic: What are the Red Cedar trees in Coagulation?
Replies: 6
Views: 420

What are the Red Cedar trees in Coagulation?

Hello everyone, I have been trying to figure out what the heck the red cedar trees (red_ceder_m) in Coagulation over by the teleporter are. I have first off tried to swap them with palm_tree_c from Zanzibar but have been unable to do so. I have been able to swap a palm tree with the rocket launcher ...