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Green Key [halo 2]
Posted: Sun Jul 23, 2006 2:07 pm
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....
Posted: Sun Jul 23, 2006 2:11 pm
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.
Posted: Sun Jul 23, 2006 2:12 pm
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.
Posted: Sun Jul 23, 2006 2:26 pm
by Monkey Terd
You null the lightmap in the [sbsp] tag..not [scnr]
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
Posted: Sun Jul 23, 2006 2:31 pm
by cherabum
ya cause when you do it on waterworks its not green...ill try that stuff you guys suggested
Posted: Sun Jul 23, 2006 3:23 pm
by cherabum
what program do you use to null out the lightmap
Posted: Sun Jul 23, 2006 3:25 pm
by Monkey Terd
cherabum wrote:what program do you use to null out the lightmap
Dothalo, ADI, or Entity.
Posted: Sun Jul 23, 2006 3:30 pm
by cherabum
i dont get how to do it...can someone explain it to me
Posted: Sun Jul 23, 2006 3:33 pm
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.
Posted: Sun Jul 23, 2006 4:08 pm
by cherabum
its not their
Posted: Sun Jul 23, 2006 4:53 pm
by cherabum
o never mind i used adi and found it... the map color looks weird now but in a cool way
Posted: Sun Jul 23, 2006 11:44 pm
by Tural
Don't double post.