Green Key [halo 2]

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cherabum





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Green Key [halo 2]

Post by cherabum »

so im doing a bsp conversion and im using gemini as the map..when i inject the key like in sentlebase its all green and i dont know how to change it....
Last edited by cherabum on Sun Jul 23, 2006 2:30 pm, edited 1 time in total.
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JunkfoodMan





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Post by JunkfoodMan »

I think the only way to change it to normal, (if its a mach) is to null the lightmap in the scnr (scenario) tag i think.
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Post by StalkingGrunt911 »

The only thing I could think of that would help that is by nulling out the lightmapping. It might make the map different looking(darker/lighter)but I think that's the only way to fix it.
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Post by Monkey Terd »

You null the lightmap in the [sbsp] tag..not [scnr] :wink:

Also, you may want to read xheadshotmastax's discovery...

[quote="xheadshotmastax"]soo...the last week i received ALOT of pms how i "fixed" the lightmap... well i didnt fix it. its all about wich base map you use. CONTAINMENT i say. CONTAINMENT is the way how to make a machmod with lightmap. there are some bsps making your mach
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cherabum





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Post by cherabum »

ya cause when you do it on waterworks its not green...ill try that stuff you guys suggested
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Post by cherabum »

what program do you use to null out the lightmap
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Post by Monkey Terd »

cherabum wrote:what program do you use to null out the lightmap
Dothalo, ADI, or Entity.
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Post by cherabum »

i dont get how to do it...can someone explain it to me
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Post by Monkey Terd »

Ok, Dothalo..Click the sbsp tag. Then goto dependencies. Wait for it to load (It will take a long time). Goto the end. Find the [ltmp] tag, and null it out.
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Post by cherabum »

its not their
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Post by cherabum »

o never mind i used adi and found it... the map color looks weird now but in a cool way
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Post by Tural »

Don't double post.
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