UHMM - 3/28 GruntMaps.com is up

Post maps and mods for Halo CE here.
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PigFarker




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Post by PigFarker »

Damned mouse doesnt have a middle mouse button... I miss my old mouse, but then again it would short my motherboard... >.< ANyway nice work and hope to see this finish soon! You seem to be working very hard since so much is being doe so quick!
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HK-47





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Post by HK-47 »

im sure we all hope it finishes quick! cuz we need a good ce map maker other than HEK
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Xiion




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Post by Xiion »

i jsut hope that by then it will work for me, and it will be required to have an install shield wizard type prog so it will automaticly do all the required stuff to make it work.
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Post by HK-47 »

i whole heartedly agree...but it will make it so we can have coolie maps
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Xiion




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Post by Xiion »

yes, yes indeedy do.... and maybe it should make models and create all the tags and stuff for them eh! thatd be sweeeeeeeeeet!
and maybe even a model converter, so like from other games? but thatd be ripping.... so forget the MConverter.....
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Post by BlairBitch »

he never told me if my drawing app are wat he wants i dont think hes ben on for a wile so hope fully that means heas werking on the app
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gh0570fchurch




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Post by gh0570fchurch »

is it compatible w/ halo ce?
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Ombre




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Post by Ombre »

gh0570fchurch wrote:is it compatible w/ halo ce?
Well considering it will make maps for it, then I would say yes.....
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Post by HK-47 »

why the hell else would he post it in CE? xD
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Post by infamouslink »

i liked the drawing pad blair but um to make terrain you dont draw lines it is consisted of squares/rectangles and circles if you have aim ill tell ya how it works
NiTrOuSoXiDe wrote:NiTrOuSoXiDe: the sky is really like, white here, not even grey
NiTrOuSoXiDe: its almost like god forgot to set up the skybox....
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

listen, im at school, can somone post a pic of blair's drawing pad? (damn winrar...)
I need an additive drawing tool, such that the loinger you hold down the mouse button, the more white or black the pad becomes (starting at 50% grey or rgb(127,127,127)
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

ok... yeah... no offense, but that wasnt very good...
mine screwes up cause it doesnt use circles, but rather it uses an image and adds based on overall darkness, but for some reason it didnt like that. im looking for a purely additive tool, such as a brush with opacity, extending from WHITE in the middle to 50% GREY at the border, with oppacity as such, WHITE = x% (based on user input) and GREY = 0
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Post by HK-47 »

No offense bacon but dont double post Mods dont like it
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

shit... sry...
i have a head ache....
didnt notice that...
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Post by sil3ntdarkn355 »

*puts a comforting wet towel over FleetAdmiralBacon's head*

...
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

Ive finally figured out most of a JMS (though some of it still confuses me.. dang Max Script and Chimp...)
and my head is starting to feel better : )

Code: Select all

Yes, everything is a VB comment cause I stuck this in the Source for reference
'8200 -> absolutely no idea, but this
'3251 -> And quite a lot below it
'1    -> is all hard coded, so we'll keep it that way!
'Frame
'-1
'-1
'0.000000    0.000000    0.000000    1.000000 -> origin? And what's with the one....
'64.0    128.0   72.0 -> Actual frame location
'1 -> NUMBER OF TEXURES
'TEXTUREGOESHERETH -> Name of Texture
'<none> -> Hard Coded
'HERESANOTHERTEXTURE
'<none>
'0 -> Hard Coded
'1 -> Hard Coded
'unnamed  -> Hard Coded
'3 -> I think this is number of vertecies...
'0 -> Hard Coded
'-3.0    9.0 5.0 -> ahh.. vertex numero uno!
'0.0 0.0 1.0 -> normals
'-1 -> No idea...
'0 -> More with normals? or could this have to do with UVing?
'0.0 -> U
'0.0 -> V
'0 -> Hard Coded
'------- NEXT VERTEX
'0 -> Hard Coded
'-3.0    -1.0    5.0 -> Vertex 2
'0.0 0.0 1.0
'-1 -> Hard Coded
'0 -> Hard Coded
'0.0 -> U
'0.0 -> V
'0 -> Hard Coded
'------- NEXT VERTEX
'0 -> Hard Coded
'9.0 9.0 5.0 -> Vertex 3
'0.0 0.0 1.0
'-1 -> Hard Coded
'0 -> Hard Coded
'0.0 -> U
'0.0 -> V
'0 -> Hard Coded
'1  -> ChimpFaces.count
'0  -> Hard Coded
'0  -> ChimpFaceIDs AKA the texture reference ?
'0   1   2 -> EDIT: Vertices that make up the face : )
That shouldn't be too hard to implement : )
Let's see..
Paste the texture for the ground from the project file...
For loops for the verticies from the ground...
For loops for the faces on the ground...
Man, this'll be easy XD
Too bad I don't have a computer that has VB6 cause of, err.. 'problems' I've encountered.
Last edited by FleetAdmiralBacon on Tue Dec 13, 2005 12:44 pm, edited 1 time in total.
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Post by [CL]9mm-Man »

Dire Hunter wrote:No offense bacon but dont double post Mods dont like it
Definatly..

Looks cool.
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

[CL]9mm-Man wrote: Looks cool.
woah.. wait... Was that a compliment from you?
You, who said I didn't even make the engine, which I did (you can't consider reading a tuturial and modifying it greatly NOT making it)
I'm amazed.
And, i believe Ive figured out the last line in the jms (for each face), if you happen to know and Im wrong correct me, but is it the vertices that make up the face?
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Post by HK-47 »

sweet

[Release date] [End release date\] :O TELL!
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

release date: wit
in the next 2 months.
working beta date: may change, 01-01-06*


*by working beta, i mean with JMS export for terrain.
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