Invisible walls ( i know patchs exists, but read it anyway)

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sk84life





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Invisible walls ( i know patchs exists, but read it anyway)

Post by sk84life »

hi, i would like to know how to delete manually the invisible walls, cause just applying a patch makes me feel cheap and like a ppf noob, what i am not, i wanna know how to do it, so could somebody help me? plz?
Take a look at my Hide And Seek mod for halo pc
http://files.halomods.com/viewtopic.php?t=39302
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r0tten
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Post by r0tten »

half those patches don't work anyways, go to the tutorials section i thnk there is a tut there on how to do it, maybe it's on halokit.com ...
sk84life





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Post by sk84life »

ok i'll search thx

EDIT: Didn't found nothing here or on halokit, sry
Take a look at my Hide And Seek mod for halo pc
http://files.halomods.com/viewtopic.php?t=39302
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T1xAnton




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Post by T1xAnton »

ok open your map in bsp master or some other app like that. Then extract the map as an .obj file then open it in milkshape 3d and there are a straight line of polygons? or point things and just select them and lower them.
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sk84life





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Post by sk84life »

i got a prob with milkshape, it dont let me save XD, is there another prog then 3ds max and milkshape?
Take a look at my Hide And Seek mod for halo pc
http://files.halomods.com/viewtopic.php?t=39302
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T1xAnton




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Post by T1xAnton »

gmax maybe? I don't know. Never modeled in my life. :?
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sk84life





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Post by sk84life »

XD lol ok, i found a way to hmm... CONVINCE milkshape to help me hmm... hm... lol :lol:
Take a look at my Hide And Seek mod for halo pc
http://files.halomods.com/viewtopic.php?t=39302
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Post by wilson »

Milkshape might not open the BSP properly, because Milkshape 3D is a very low poly modelling tool, and some of the BSPs are more than 20,000 polys and can cause Milkshape to view them improperly or crash.
sk84life





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Post by sk84life »

ok, but i used AC3D to do it, is thi ok?
Take a look at my Hide And Seek mod for halo pc
http://files.halomods.com/viewtopic.php?t=39302
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Post by wilson »

sk84life wrote:ok, but i used AC3D to do it, is thi ok?
No idea, I don't know anything about modelling.
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Axel18





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Post by Axel18 »

Here this will help.

Removing Death Barriers

This Tutorial is on how to move the death barriers, eg. Under Ascension, Lockout, Zanzibar Sea wall

Difficulty: 3/10

Step 1: Needed Equipment

Modded Xbox
Halo 2 On your PC
Halo 2 On your Xbox
Insolence
FTP access

Step 2: Removing The Death Zones
Open Insolence
Open the map you want to remove the zones from
Then go the the [scnr] tag
Double click the word IPF Plugin, to switch it to DEV Mode
Then go to Unknown 6
Under the Reflexives Tilte

Now double click on ALL the numbers, some you can change and others you cant.

The ones you can change, change the values to 0


Step 3: Signing, FTPing and Playing

Now Sign the map in Dothalo or in another map signer
Close the map

FTP it to your xbox

Load the level and your map should be able to get to where you want without the pesky death zones

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Post by The Flying Dutchmen »

thats from halokit.. he searched there already -_-

and if you wouldve taken time to read, you wouldve noticed that AND the fact that he's talking about invisible walls and not about deathzones -_-
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I don't think the dds files work in the ppf o matic
sk84life





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Post by sk84life »

yeah he's right, and by the way The flying dutchmen, your custom mainmenu ownnnnn, but anybody have ideas? i did the thing for the .obj to get the vertices down, but it looks like that doesnt work, oh and another question, what's the tag for the gun models???
Take a look at my Hide And Seek mod for halo pc
http://files.halomods.com/viewtopic.php?t=39302
selyb





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Post by selyb »

ive just been researching this lately and found a couple things that might help

http://www.haloplugins.com/forums/index ... gopid=1305&

the format of obj output by milkshape and others is not recognized by Entity
Obj files are just text files with all the information needed to create a 3d model

BSPMaster only outputs the vertices (prefixed by v in the obj file)
Entity outputs the vertices and lines (lines are prefixed by f in the obj file)

the lines output by Entity are in the format

Code: Select all

f n n n
output from Milkshape is

Code: Select all

f n/n/n n/n/n n/n/n
the output from Entity is the first number from each section of the output from milkshape but for some reason after i remove lines and convert the format back to what Entity outputs, it still does not import correctly
when i try to inject the bsp collision mesh i get a msgbox of 'test' and when i test the level, i have no collision at all :(

when i export from entity and then reinject the unedited file, it seems to work correctly...
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