mrhyperpenguin wrote:*hard sigh*
another attempt down the drain, and to clarify, you can inject bitmaps with xinject and hht recursive injection will still work (for me) but im having trouble with some bsp shaders, injecting them, becuase there's no space.
i tried to use xinject 3.4 tag adder but that just messes up the bsp/map or something. i might try one more time tonight
mrHYperpenguin
So you mean I can still add things like models and stuff or what. I dont believe I get what you mean
If you are worried about the map size limit, why not just increase the map size. You'd need the xbe patch by The Swamp Fox but then we would have a lot more room to add stuff to(somewhere around 68MB extra space). IDK if you want this but it is just an idea.
Well there are some problems concerning v2.
Mr Hyperpenguin has succesfullly recursive injected the map over battlecreek so that he could add things.
Then I did the spawns, the extended bases fix the sky and deleted some trees.
Also Swese44 helped me out on the weapons (there were only three weapons on tne map) and some bitmaps for tne trees.
The only problem is that the sounds of the warthog and the scorpion (instead of the bashee) are messed up.
According to CLuis this is due hhtv4 and the porblem will be fixed in hhtv5.
So I just have to wait untill that comes out, and then I will release v2!
So far v2 contains:
- Scorpion instead of banshee
- less trees
- extended base
- light beacons
- covie shield generator
- support all gametypes
- better lightmap (now it actually has shadows in the map!
- some bugs fix, as two spawn points, the red flag now doesnt fall of the pole, and the active camo is there
well if its not nightime why is it so dark? or gloomy I should say?
You can't see anyone far away I dunno I dont like all the "sneakiness" that puts in...
was just wondering if there's a way to make it look a lot more like the original...