[WIP] a little BIG discovery

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
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xheadshotmastax




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[WIP] a little BIG discovery

Post by xheadshotmastax »

Well you probably saw in my WIP - Aerial 2 what the happened to the beatiful wasp.
U know i couldnt leave it like this...

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(testmod)

For people dont notice it - Wheres the green?
No green mach neither the masterchief is green.
The only thing annoys a little bit is that the masterchief gets "a little" darker.

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i remembered pokecancer said it could be in the model tag so i decided to research and i just editied some values of the model raw.
i turned those values to 0.
i dont know exact wich of those value it is because i dont got a lack of time.
anyone who would like to help finding the correct value?
so the masterchief doesnt go dark,green,red,yellow or whatever?

and yes this is the "no more green machs ever" topic...
Last edited by xheadshotmastax on Sun Aug 27, 2006 11:43 am, edited 4 times in total.
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Post by GametagAeonFlux »

:D

Sweet.
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Post by Pyroman »

Shweeeeet. Noice job.
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Post by T1xAnton »

sweet. 8)
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Post by jordanimal »

Cool stuff :)
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Post by xheadshotmastax »

lol i want you guys helping me finding the correct input for those values. ^^
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Post by kornkidcrazy »

Woot, looks nice. Im sure this will help out a lot of people in the future. H4x ftw!
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Post by Snaku »

That's in the mode tag, right? You just set all those values to zero?
Hm... exponentially small numbers. Wonder if some/all of those are actually made of two shorts. Could be there's a particular short that, if set to zero, fixes the green thing.
In your experience, are there any machs that don't cause the green to happen? It might help to have something to compare to...something that might already have the right values.

On a side note, I noticed that in the first Metroid tunnel, it seemed you didn't null the lightmap, and nothing turned green. However, the first ring (the one that was actually up against the rock wall) turned blue. Kind of a buffer, maybe? Like, because it was between the map and the rest of your machs, maybe it shielded them?
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Post by neodos »

yes!!!
Nice discovery !!!
Thank you :D
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Post by xheadshotmastax »

Snaku wrote:That's in the mode tag, right? You just set all those values to zero?
Hm... exponentially small numbers. Wonder if some/all of those are actually made of two shorts. Could be there's a particular short that, if set to zero, fixes the green thing.
In your experience, are there any machs that don't cause the green to happen? It might help to have something to compare to...something that might already have the right values.

On a side note, I noticed that in the first Metroid tunnel, it seemed you didn't null the lightmap, and nothing turned green. However, the first ring (the one that was actually up against the rock wall) turned blue. Kind of a buffer, maybe? Like, because it was between the map and the rest of your machs, maybe it shielded them?
actually you just gotta go to the mode tag of a mach and look if this value is enabled.
a part of lockout supports machs, this part ive been randomly using.
yes it is in the mode tag.
ill try some random values soon when i got time for that again ^_^
so far im happy that the gate to the land of "never green machs anymore" is found. :lol:
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Post by XxSilencedDeathxX »

Noice.
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Post by MrBalll »

Good find.
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Post by DoorM4n »

nice, mach mods are sure getting old thought...... :oops:

Make a block mod!!!!111 :D Those are hella more fun then mach mods.
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Post by x088x »

You are an ANIMAL. :o
Halo 3 ruined everything..
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Post by StalkingGrunt911 »

Nice find HSM I would try to help you but I don't mod anymore well until I get my new computer. >_>
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Post by llama_juice »

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Post by ScottyGEE »

Hmmm, although I doubt that this would prove useful, but maybe do a comparison between the mode on the original map's mode of the mach...
The odd thing is that although its three values, it doesn't look like any typical colour values I've seen (also taking into account that the mach is normally GREEN and rgb with an R of 9?). The number under it (in this case the 25) would be my idea of the strength of the forced colour (a possible reason why you went dark, because its on dark setting...)
The last value you made zero, I don't know what to think of it at all...To test what I said for the others though, maybe try a typical RGB setting first (eg 1,0,0 for red) and see if the MC goes red...Next try the 25 float changing to like 60 to see if the green or red gets stronger.
As for the last one again...put in the value "ScottyGEE was here" and Halo2, will sync AI in system link, allow xbox live co-op and 64 player deathmatch and thus making all sinble player maps available for SP>MP conversions no matter the size...
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Post by dec1234 »

WOW as the time passes by the headshotmasta's power gest stronger :x

only a perfect pokemon tainer can defeat him :shock:

And also GJ as always man this will imporove ariel by loads!!
:D
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Post by xzodia »

i just checked the values for the coontainment gate and they are EXACTALLY the same as the ones shown in that picture

also as far as i could see only machs have that reflexive
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Post by Snaku »

Only machs have the reflexive? Have you tried just cutting out the whole thing then?
DoorM4n wrote:nice, mach mods are sure getting old thought...... :oops:

Make a block mod!!!!111 :D Those are hella more fun then mach mods.
Mach mods are getting old? Are you kidding? They're the only way to have new maps. I hate that stuff where it's just a regular old map with new skins. I like having whole new maps to play on.
What's a block mod?
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