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pokecancer
Posts: 226 Joined: Wed Mar 10, 2004 10:37 am
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by pokecancer » Wed May 10, 2006 9:36 pm
I put water in beavercreek and since i cant add to a bsp, i had to inject in gemini. i didn't lay out any spawns though. If anyone wants to use this for a mod, go ahead. If you want to change the level of the water, follow the reflexive in the bsp at offset 548 and then go 132 bytes and that is the water level.
BTW, Patch Gemini.
Attachments
waterinbeavercreek.rar
(4.42 MiB) Downloaded 387 times
Du blev
Posts: 77 Joined: Wed May 10, 2006 3:50 am
Location: In Sweden somewere
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by Du blev » Wed May 10, 2006 9:38 pm
You should remove the door and the other stuffs...
shade45
Posts: 2270 Joined: Fri Apr 01, 2005 1:04 pm
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by shade45 » Wed May 10, 2006 10:05 pm
Nice job.. Good to see you got it working
ScottyGEE
Posts: 7352 Joined: Sun Aug 15, 2004 9:08 pm
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by ScottyGEE » Wed May 10, 2006 10:13 pm
kool! does it have the colissiony stuff? like if i shot the water...
This collaboration is not endorsed by Halomods
Technically its only me animating though
Tural
Posts: 15628 Joined: Thu Jun 16, 2005 3:44 pm
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by Tural » Wed May 10, 2006 11:04 pm
ScottyGEE wrote: kool! does it have the colissiony stuff? like if i shot the water...
*Leans forward in anticipation of the answer*
pokecancer
Posts: 226 Joined: Wed Mar 10, 2004 10:37 am
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by pokecancer » Wed May 10, 2006 11:17 pm
if zanzibar's ocean has the effects you are talking about, then it should. I got it from there.
ScottyGEE
Posts: 7352 Joined: Sun Aug 15, 2004 9:08 pm
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by ScottyGEE » Wed May 10, 2006 11:49 pm
hehe zanzibar's water on beavercreek hosted on gemini
Nice mix...
Well Ill check it out now anyway
This collaboration is not endorsed by Halomods
Technically its only me animating though
P8ntballer24
Posts: 795 Joined: Wed Aug 24, 2005 7:55 pm
Location: United States Total Posts: 1,039 .... Team: Brok3n Halo
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by P8ntballer24 » Wed May 10, 2006 11:59 pm
Cool glad to see you got that figured out!
casuela
Posts: 406 Joined: Mon Jun 27, 2005 3:01 am
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by casuela » Thu May 11, 2006 3:18 am
That looks sweet. Somebody should change the water level so it just hides you if you crouch. That would make for one crazy camping game.
-cas
mm-IRONMAN
Posts: 191 Joined: Mon Mar 06, 2006 5:07 am
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by mm-IRONMAN » Thu May 11, 2006 3:59 am
Very Very interesting.
If you were trying to get water high like that, coun't you have just used the original beaver creek water.
dead username...
BKbeaner
Posts: 60 Joined: Fri Feb 17, 2006 8:20 pm
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by BKbeaner » Thu May 11, 2006 4:38 am
wow that looks awesome. can u like jump outside the bevercreek to the bottom of gemini?
*BKbeaner slaps trepdimeflou around a bit with a large trout
* You were kicked from #TRP by trepdimeflou (trepdimeflou slaps BKbeaner around with a large ban)
Monkey Terd
Posts: 2032 Joined: Tue May 17, 2005 6:34 pm
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by Monkey Terd » Thu May 11, 2006 4:45 am
mm-IRONMAN wrote: Very Very interesting.
If you were trying to get water high like that, coun't you have just used the original beaver creek water.
No, the water in Beaver Creek, had no raw linked to it (I think), meaning that there wouldn't be any changable values. ( Thats all just a theory.)
x088x
Posts: 837 Joined: Sun Nov 06, 2005 1:46 pm
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by x088x » Thu May 11, 2006 4:47 am
Wow. You never fail to amaze me. Great work.
Halo 3 ruined everything..
Monkey Terd
Posts: 2032 Joined: Tue May 17, 2005 6:34 pm
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by Monkey Terd » Thu May 11, 2006 5:05 am
Not sure if anyone is interested, but Team Expisor made a plugin for the Water Level Reflexive. Although it never seemed to work, I checked it out, and it uses the same offsets as Poke's info at the top. So if anyone want's the water level plugin, you can find it....
Here
shade45
Posts: 2270 Joined: Fri Apr 01, 2005 1:04 pm
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by shade45 » Thu May 11, 2006 6:36 am
Monkey Terd wrote: mm-IRONMAN wrote: Very Very interesting.
If you were trying to get water high like that, coun't you have just used the original beaver creek water.
No, the water in Beaver Creek, had no raw linked to it (I think), meaning that there wouldn't be any changable values. ( Thats all just a theory.)
Yeah the original water in beaver creek is just a shader I believe
Snaku
Posts: 956 Joined: Thu Nov 10, 2005 9:40 am
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by Snaku » Thu May 11, 2006 7:01 am
So how did you do this exactly? Like, I've been trying to think of how to make lava in a map, and thought water with a diff shader would be ideal, but the map doesn't have water in it so I thought it was a no-go. If I wanted to inject the water into a map, how would I go about doing it? Like, what tag is it under and all that?
Monkey Terd
Posts: 2032 Joined: Tue May 17, 2005 6:34 pm
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by Monkey Terd » Thu May 11, 2006 7:34 am
Snaku wrote: If I wanted to inject the water into a map, how would I go about doing it? Like, what tag is it under and all that?
From the looks of things here, it looks like he injected the map into the water.
and the water is under the sbsp tag.
Snaku
Posts: 956 Joined: Thu Nov 10, 2005 9:40 am
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by Snaku » Thu May 11, 2006 8:17 am
He said he got the water from Zanzi.
Hey, does the water stay when you inject a new bsp? Like, would waterworks keep its water? (that's assuming WW even uses the same kind of water as Zanzi or Headlong).