Halo: realistic tech (check pg 6, suggestions please!)
I think this might be the first time in halo modding history that a mod has had an actual "expansion"
Before i begin...i wanted to say the most important modding tool i used for this mod was not HMT or HHT, but the modding discussion forum, i've learned a lot from posting issues there...and while im on that topic, thanks to everyone who helped with any issues i posted with this mod
so here's what the mod is...
basically, you play as a marine...one hella lucky marine to be able to survive what MC went through on halo...
it took some PMIs to get marines in on the last few maps, so some maps aren't ppfed... the bitmaps aren't ppfed because i used the EOF trick to apply the First person arms skin to JUST the SP maps since you don't play as a marine in multiplayer...(see deadhamster's post above)
i had originally planned for the original to play as a marine, but i thought some people might not like the different gameplay, since you lack shields as a marine, and because of the pings from getting hit (which i tried my best to get rid of), for those of you who don't know what pinging is, here is a pic of me pinging from a hit
for the most part, i fixed the problems above...but they still exist in some manner...for example...you still have shields...it's meant to represent body armor...but the shield meter and the health meter don't show up, for some reason, neither does the motion tracker...above pic shows that and despite having full shields, infection forms can still latch onto you (and not to mention sometimes it is so hard that it SEEMS like you have no shields )which brings me to my next subtopic
the AI, it was smarter in the original, but now, with more experience, i have learned how to make it even smarter...now you may just actually WANT your friends, the marines, by your side
a couple levels have dynamic lighting
i THINK that since i had to upload the entire bitmaps.map you will get V2's bloodgulch sand texture
all the weapons and vehicles that were useable in the original are useable as a marine. it was hard to remember though so i MIGHT have forgotten to do it on a couple maps...MIGHT...
so i made the flood levels harder in the original...so now i'm making it even HARDER by turning you into a marine?!...no...just no...flood projectile error is beefed up...i wish the flood good luck on hitting you with guns, but for the most part they charge you and don't even try to use guns
bugs: the cutscenes...whenever the new marine main character (who i've named Tyler) is supposed to perform an animation that the master chief has but he doesn't, he decides he sees the devil and forms a cross., but when he isn't doing that the cutscenes look awesome with a marine in MC's place
the example above where the shields are there, but you can't see them and infection forms still latch on to you...but also as long as your shields are up, you are immune to pings, but once your shields are down, you'll start pinging from hits
some times, specifically when you are "berserking" after taking too many hits, which is another bug that goes under this subtopic, if you turn around and try to shoot while moving, you won't hit where you're aiming.
on two betrayals... STAY AWAY FROM THE WARTHOG, dont try to flip it and get in, that warthog is an exception land mine, i will be sure to fix this in version 2 don't worry, didn't think anyone would want the hog anyways since the ghost has higher ROF, more damage, faster projectiles, and faster movement speed, and you don't need marines to fill up the seats in order for the guns to work
on The Maw...at some random points in the level...yes completely random, i can't point out the parts where this happens...but i would just RANDOMLY get a surprise exception, especially when i was getting way into the game...it sucked anyhoo, the bug isn't that, it is that the maw remains unchanged because of that...no d40.map for you!, like the 2 betrayals warthog exception, i will be sure to fix this in V2 and include the maw in the mod
grenades don't work, Tyler just drops them at his feet, but they make good booby traps if covenant or flood are chasing you
now that i've told you what this mod is, now it's time to tell you what it isn't!
1. this is NOT just a meta swap mod, although the concept revolves around meta swaps, a lot of time and effort went into this
2. this is NOT version 2, although there are a couple things from V2 in this, it is NOT v2, if i had to say what version it is, i would say like v1.23
3. but...it ISN't v1.23, it is just an "expansion" of v1
ok, now for some pics
first person hannnnnndzzzz
Tyler don't like shiny lights
there is no i in team...there is no i in ego either
no need for a description here, it's in the picture already
a group of covenant demonstrate why you shouldn't stay too close together
at first i thought it would be impossible to take a pic of the ai, but what if i told you i had nothing to do with this fight?
body count:
Covenant
1 Jackal
8 grunts
2 blue elites
1 gold sword elite
UNSC
5 marines went in, 2 came out, oorah!
these are the 2 that survived
the halomods attachment system still hates me so heres a rapidshare link...it was a long upload so it might be a long DL too
http://rapidshare.de/files/40171165/HRT ... n.rar.html
Poll: Do you guys think i should release more camo skins?
for example, snow camo marines, woodland camo hogs, desert camo sniper...etc, i think it'd be neat, i'm also thinking about putting "marine-style" sunglasses on desert camo marines, or some other things on the snow camo marines like balaclava, gloves, ballistic goggles.
Before i begin...i wanted to say the most important modding tool i used for this mod was not HMT or HHT, but the modding discussion forum, i've learned a lot from posting issues there...and while im on that topic, thanks to everyone who helped with any issues i posted with this mod
so here's what the mod is...
basically, you play as a marine...one hella lucky marine to be able to survive what MC went through on halo...
it took some PMIs to get marines in on the last few maps, so some maps aren't ppfed... the bitmaps aren't ppfed because i used the EOF trick to apply the First person arms skin to JUST the SP maps since you don't play as a marine in multiplayer...(see deadhamster's post above)
i had originally planned for the original to play as a marine, but i thought some people might not like the different gameplay, since you lack shields as a marine, and because of the pings from getting hit (which i tried my best to get rid of), for those of you who don't know what pinging is, here is a pic of me pinging from a hit
for the most part, i fixed the problems above...but they still exist in some manner...for example...you still have shields...it's meant to represent body armor...but the shield meter and the health meter don't show up, for some reason, neither does the motion tracker...above pic shows that and despite having full shields, infection forms can still latch onto you (and not to mention sometimes it is so hard that it SEEMS like you have no shields )which brings me to my next subtopic
the AI, it was smarter in the original, but now, with more experience, i have learned how to make it even smarter...now you may just actually WANT your friends, the marines, by your side
a couple levels have dynamic lighting
i THINK that since i had to upload the entire bitmaps.map you will get V2's bloodgulch sand texture
all the weapons and vehicles that were useable in the original are useable as a marine. it was hard to remember though so i MIGHT have forgotten to do it on a couple maps...MIGHT...
so i made the flood levels harder in the original...so now i'm making it even HARDER by turning you into a marine?!...no...just no...flood projectile error is beefed up...i wish the flood good luck on hitting you with guns, but for the most part they charge you and don't even try to use guns
bugs: the cutscenes...whenever the new marine main character (who i've named Tyler) is supposed to perform an animation that the master chief has but he doesn't, he decides he sees the devil and forms a cross., but when he isn't doing that the cutscenes look awesome with a marine in MC's place
the example above where the shields are there, but you can't see them and infection forms still latch on to you...but also as long as your shields are up, you are immune to pings, but once your shields are down, you'll start pinging from hits
some times, specifically when you are "berserking" after taking too many hits, which is another bug that goes under this subtopic, if you turn around and try to shoot while moving, you won't hit where you're aiming.
on two betrayals... STAY AWAY FROM THE WARTHOG, dont try to flip it and get in, that warthog is an exception land mine, i will be sure to fix this in version 2 don't worry, didn't think anyone would want the hog anyways since the ghost has higher ROF, more damage, faster projectiles, and faster movement speed, and you don't need marines to fill up the seats in order for the guns to work
on The Maw...at some random points in the level...yes completely random, i can't point out the parts where this happens...but i would just RANDOMLY get a surprise exception, especially when i was getting way into the game...it sucked anyhoo, the bug isn't that, it is that the maw remains unchanged because of that...no d40.map for you!, like the 2 betrayals warthog exception, i will be sure to fix this in V2 and include the maw in the mod
grenades don't work, Tyler just drops them at his feet, but they make good booby traps if covenant or flood are chasing you
now that i've told you what this mod is, now it's time to tell you what it isn't!
1. this is NOT just a meta swap mod, although the concept revolves around meta swaps, a lot of time and effort went into this
2. this is NOT version 2, although there are a couple things from V2 in this, it is NOT v2, if i had to say what version it is, i would say like v1.23
3. but...it ISN't v1.23, it is just an "expansion" of v1
ok, now for some pics
first person hannnnnndzzzz
Tyler don't like shiny lights
there is no i in team...there is no i in ego either
no need for a description here, it's in the picture already
a group of covenant demonstrate why you shouldn't stay too close together
at first i thought it would be impossible to take a pic of the ai, but what if i told you i had nothing to do with this fight?
body count:
Covenant
1 Jackal
8 grunts
2 blue elites
1 gold sword elite
UNSC
5 marines went in, 2 came out, oorah!
these are the 2 that survived
the halomods attachment system still hates me so heres a rapidshare link...it was a long upload so it might be a long DL too
http://rapidshare.de/files/40171165/HRT ... n.rar.html
Poll: Do you guys think i should release more camo skins?
for example, snow camo marines, woodland camo hogs, desert camo sniper...etc, i think it'd be neat, i'm also thinking about putting "marine-style" sunglasses on desert camo marines, or some other things on the snow camo marines like balaclava, gloves, ballistic goggles.
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
wow very nice mod man... camo's would be nice, especially for a theme in multiplayer, like snow camos on a snow map or desert on a desert map...
few questions: did you edit any other guns?
why is the elite energy sword still there?
any remodeling?
could you go into more detail on weapons/vehicles and their skins?
thanks... looks great
few questions: did you edit any other guns?
why is the elite energy sword still there?
any remodeling?
could you go into more detail on weapons/vehicles and their skins?
thanks... looks great
- Corvette19
- Posts: 1191
- Joined: Wed Jun 21, 2006 6:05 am
- Location: South Carolina
Good job, AbeFroman... I will give you a tip... "Never ever ever ever ever EVER EVER EVER do meta swaps. Use HHT and change the dependencies." The end result is much cleaner.
By the way... If you didn't do meta swaps, you could still have your HUD as a marine =P.
By the way... If you didn't do meta swaps, you could still have your HUD as a marine =P.
Last edited by Corvette19 on Wed Aug 06, 2008 11:44 am, edited 2 times in total.
Xfire = corvette19
WaeV wrote:Mess around with stuff, make exceptions, get messy! Do something we've never seen before.
- Corvette19
- Posts: 1191
- Joined: Wed Jun 21, 2006 6:05 am
- Location: South Carolina
yeah, i heard stuff about swapping dependencies instead of metas from the almighty modding discussion forum, i had plans to re-do all these with dependency swaps in V2
as for the skins, what would you suggest?
as for the camo poll, there is only one vote, but it says yes, so i'm gonna go right ahead and do it
as for the skins, what would you suggest?
as for the camo poll, there is only one vote, but it says yes, so i'm gonna go right ahead and do it
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
- Corvette19
- Posts: 1191
- Joined: Wed Jun 21, 2006 6:05 am
- Location: South Carolina
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
- Corvette19
- Posts: 1191
- Joined: Wed Jun 21, 2006 6:05 am
- Location: South Carolina
lol i really had no idea, i named him after Tyler Durden from fight club
and timmy, here's some answers to your questions...
1, the sword is still there because i turned off the "detonate when dropped" thing, since this is a realism mod and i didn't think that was realistic...it's just eye candy you can't use it
2. all information about modified weapons and such is in the first post
3. no remodeling, i don't know how to model
and timmy, here's some answers to your questions...
1, the sword is still there because i turned off the "detonate when dropped" thing, since this is a realism mod and i didn't think that was realistic...it's just eye candy you can't use it
2. all information about modified weapons and such is in the first post
3. no remodeling, i don't know how to model
Last edited by AbeFroman on Wed Aug 06, 2008 5:46 pm, edited 1 time in total.
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
ok, work on new sets of camo skins has begun http://forums.halomods.com/viewtopic.ph ... 972#807972
maybe in V2 i'll use these camo skins to make the vehicle/weapon camo change on each map like timmy suggested
maybe in V2 i'll use these camo skins to make the vehicle/weapon camo change on each map like timmy suggested
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
sorry for the double post, but i need opinions on this:
What do you guys think of a secondary fire grenade launcher for the AR? it will be a lot of work, but i'm willing to do it, it seems like a cool thing to try
What do you guys think of a secondary fire grenade launcher for the AR? it will be a lot of work, but i'm willing to do it, it seems like a cool thing to try
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
i was browsing the forums earlier and i learned about HEXing new names onto weapons and vehicles...
what do you guys think?
what do you guys think?
sorry for the double post again, but i need feedback on whether or not this is a good ideaSniper (M82A6 SASR)
AR (FN F7000)
Rocket launcher (AT9)
Pistol (.50 magnum Mark XXI Desert Eagle)
shotgun (Remington 3400 Tactical shotgun)
tank (M5 Abrams Main Battle tank
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
- Corvette19
- Posts: 1191
- Joined: Wed Jun 21, 2006 6:05 am
- Location: South Carolina