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Post your pics of mods in beta, or pictures that do not have a mod associated with them.
slayer410





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Post by slayer410 »

xGhostlySnowx wrote:dont know if you can but do you think you can work on the real time editing cause usualy you change one thing and then when you try again nothing happens... dont know if it has been fixed yet but it would be cool it it was...Good job so far on the progress that you are reporting
I don't think the source was released for that.
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JesseCuster




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Post by JesseCuster »

I talked to scotty about my new map and the sky...so i got a idea ...

dk , but could it be possible to make then sky visible in the bsp viewer?

Because..i changed mine a bit to see the big eye of the storm, before i changed it, it was behind the big wall....now u can see it....

Maybe it s cool to replace the sky in the viewer :roll: ???
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Post by smacktalker »

or maybe make a mode in the bspviewer for editing its bitmaps and shaders.. that'd be very kool
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Tain7ed





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Post by Tain7ed »

hey guys do you think you could include a lod switcher in the bsp viewer? cause it laggs a ton on startup and when selecting and moving objects...like i might see somthing move every 5 min
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Post by Geo »

I wish it were possible to run the BSP viewer without textures/fancy effects, so it will actually move at > 1frame per second on my laptop.
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ScottyGEE




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Post by ScottyGEE »

I'm the opposite...I dislike it when it runs at a super fast framerate on my super fast coimputer...I have to add everything as viewable to put a stop to sending my objects to the other side of the map by tapping a key
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snakejknight




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Post by snakejknight »

use the subtraction key on the number pad... slow it down... for the rest uf us dumming down the graphics would be usefull
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Post by Jubakuba »

or make it an option that will save itself.
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Post by xzodia »

a chunk localiser is needed

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Post by jkjk »

Nice work guys. One thing that you need to fix in the matg-mm plugin is: the Value slot should be Unknown and Next Value is the actual Value of the current map (not Next).
I'd like to see more XBC mods and less projectile mods!
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Post by myriads_requiem »

myriads_requiem wrote:Also, is it possible to be able to view water in the bsp viewer? Because I made a mod with water in it, and I want to put things above and below the water, but Its like using dothalo and insolence (Guess and Test) :(
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snakejknight




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Post by snakejknight »

just remember wat u set the water level to (z axis)... it always stays the same, then pay attention to the z axis of the stuff ur placing
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Post by myriads_requiem »

snakejknight wrote:just remember wat u set the water level to (z axis)... it always stays the same, then pay attention to the z axis of the stuff ur placing
ya, I started doing that , but at the same time, I think it would be easier to just be able to see it. And if you open sanctuary in the bsp viewer, then you can see the water by one of the bases, so I figured , "Why cant they just do it like the water in sanctuary?"
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Anthony




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Post by Anthony »

jkjk wrote:Nice work guys. One thing that you need to fix in the matg-mm plugin is: the Value slot should be Unknown and Next Value is the actual Value of the current map (not Next).
value is a unknown and the Next is not the map value but its the "Map ID" it is what tells Halo 2 to use that map, it also is referenced in the Halo 2 Multilayer Matchmaking Play list on XBL inform what game type is for what map :roll:
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Post by foxfanatic23I7 »

myriads_requiem wrote:
myriads_requiem wrote:Also, is it possible to be able to view water in the bsp viewer? Because I made a mod with water in it, and I want to put things above and below the water, but Its like using dothalo and insolence (Guess and Test) :(
All you have to do is remember the height you set the water at, and then put the objects above or below that height.
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Post by smacktalker »

can't you read fox? thats exactly what snake wrote :? plus the guy also wrote feedback about it :roll:
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snakejknight




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Post by snakejknight »

sanctuar's water is different then zanzibar, headlong, or dune... sanctuary's water is like coags, or beaverscreak... its not a plane
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Post by myriads_requiem »

snakejknight wrote:sanctuar's water is different then zanzibar, headlong, or dune... sanctuary's water is like coags, or beaverscreak... its not a plane
yea, but still, couldnt they use that as a shader(or even zanzi's shader) and put it all over the map depending on the z axis in the sbsp tag?

*Excuse me for my ignorance of programming, I just have ideas*
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Post by jkjk »

Anthony wrote:
jkjk wrote:Nice work guys. One thing that you need to fix in the matg-mm plugin is: the Value slot should be Unknown and Next Value is the actual Value of the current map (not Next).
value is a unknown and the Next is not the map value but its the "Map ID" it is what tells Halo 2 to use that map, it also is referenced in the Halo 2 Multilayer Matchmaking Play list on XBL inform what game type is for what map :roll:
Call it whatever you want. Just make sure folks understand that the second box's value is the one that affects the order it is in the mainmenu. Take a look at the values for headlong/waterworks/zanzibar. The higher the value, the later it appears on the map selection list.
I'd like to see more XBC mods and less projectile mods!
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Post by trepdimeflou »

New Entity features:

Bump Map Injection / Extraction!

Extraction:
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(^^^ crappy jpeg compression, not actual output)

Injection: in progress.

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