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Post your pics of mods in beta, or pictures that do not have a mod associated with them.
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StalkingGrunt911




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Post by StalkingGrunt911 »

Lookin nice, I like the sound spawning thingy =D.
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Post by Monkey Terd »

snakejknight wrote:perhaps make it show the ai squads as they spawn... meaning show the bipd and vehicles they are in... and if possible have options to show individual squad spawns instead of all @ once
I could probably do that, but considering I have never modified or even downloaded an AI mod, I wouldn't know exactly how to get to the Variaition that is spawned in game, but If someone was to help me, it shouldn't be too hard. ;)
pyroman31 wrote:Still no progress in the bsp meta way?
No progress in Entity, someone else is making progress on a totally diffrent scale. ;)
GruntLeet wrote:So we get to view the spawns as bitmap MC..?
Uhh, no. Thats just what visble spawns are open. Playerspawns, Teamspawns, AI/Biped spawns, and the model less objective spawns show as the default MC. :D
PyroBlizzard wrote: Could the hill points and objective things be different models there models or something different each. Because i find it difficult that on levels like foundation you have about 6 objectives in one spot and they all look like master chiefs.
Actually, any objective location spawn that has a model, spawns with it (I.E. Oddball, Flag, Assault Bomb) however, I guess that we could make some sort of custom shape model like the sounds and camera for each diffrent type.
smacktalker wrote:perhaps you can make the bsp viewer somewhat more optional... for example with the objective locations, you can set something in the bsp viewer, which i think is the bind..

perhaps make it so when you click the scenery chunk, it shows the sceneryname like in entity alpha

perhaps make it when you click a collection in bspviewer, make the spawn time adjustable, and max on map and such.. just some stuff so it makes modding somewhat more easier..

and sound internalizer :x :x :evil:
and the internal sound player!

so far looking very good. best entity so far 8) 8)
The first part shouldn't be hard at all, and for the sceneryname thing, it shows the name in the treeview, but I guess it wouldn't hurt to add a new label as well...

For the collections bit, ok, just added it for you. 8)

Making a proper sound internalizer is not worth the effort it would take, considering Entity will import the RAW if you duplicate it, and add it to the map like a new tag. And, it IS diffrent that bitmap internalization...If you open up a map in UberAnalyzeTool, and see where each meta is in the map, you'll see that an insane number to things need to be shifted, including the index, for a sound to be changed. Bitmaps are before the index so they are easier. 8)

And, sound player, has been started. 8)
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Post by WastingBody »

Its good to see someone actually doing something great to Entity. I don't understand all of the complicated things too well.
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Post by GametagAeonFlux »

:)

Sweeeeeet.
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Post by -DeToX- »

Cool, I had fun with this =)
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Post by xGhostlySnowx »

it would be cool if in the bsp veiwer you could click on an object or spawn and duplicate it with a button or somthing.. It would make it a lot easier to do a lot of things when making a mach mod and in genral... so yea nice job on the progress so far
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Post by Bankhead »

Halo PC map support.
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Post by Choking Victim »

could you possibly make it extract bumpmaps correctly? this would make me happy
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Post by -DeToX- »

Choking Victim wrote:could you possibly make it extract bumpmaps correctly? this would make me happy
Not discovered yet.

And Photoshop can't save them correctly...
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Post by Monkey Terd »

-DeToX- wrote:
Choking Victim wrote:could you possibly make it extract bumpmaps correctly? this would make me happy
Not discovered yet.

And Photoshop can't save them correctly...
It does extract bump maps correctly. =x

It's injecting them that's the problem...
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Post by -DeToX- »

It can Inject its extracted bitmaps meaning it does both wrong. And Photoshop cannot open it.
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Post by Tural »

Indeed. Bump map extraction was possible back when the latest Ch2r was released.

A long time ago I emailed XIU for the Ch2r source with hopes of a newer version having more bump map stuff, it didn't though.
Hey Tural,

I just rarred up all the files from the Ch2r project, it'll probably do
a bit more then WIP3 I couldn't build or test it because I don't have
Visual Studio 2003 installed anymore.
The code you are looking for is in the Ch2r\Bitmap folder. From what I
can remember bumpmap injection was working or at least almost :-)
Edit: Photoshop can open the images.
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Post by -DeToX- »

My Plugin Doesn't. My bad. :P
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Post by ScottyGEE »

The only problem that photoshop faces is that it ends up freezing when trying to save the bumpmap... That's what happened to me but it may just be my computer or that my photoshop isn't CS2. Just use the alternate methods for making bumpmaps show up proper (the method itself isn't exatly proper though)...
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Post by Tural »

I use Photoshop CS with this plugin. I can read and write every format of dds file.
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Post by ScottyGEE »

Have you actually tried a8? when it saves it stops...
I think its a8...Havnt tried in awhile
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Technically its only me animating though ;)
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Post by scynide »

Wow! I can wait for the release. Will the String Editor be able to lengthen weapon names and such. If not, you should see what you can do to make it where they can be any length. :D I can never get Alius Bos to work unless I name the weapons before the map is modified. :?
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Post by Anthony »

scynide wrote:Wow! I can wait for the release. Will the String Editor be able to lengthen weapon names and such. If not, you should see what you can do to make it where they can be any length. :D I can never get Alius Bos to work unless I name the weapons before the map is modified. :?
thats because Alius Bos is based off static offsets for maps :?

I made the unicode string editor read and edit them how it should be so there wont be any problems with that and you will be able to edit even after you map is modded

as for longer string names that requires shifting alot of things in the map which is a pain but since I already wrote the Code to shift data for the Tag Names I can just reuse alot of the code but I still have to add quite a bit

but yea I already had that planned :p
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Post by kibito87 »

xGhostlySnowx wrote:it would be cool if in the bsp veiwer you could click on an object or spawn and duplicate it with a button or somthing.. It would make it a lot easier to do a lot of things when making a mach mod and in genral... so yea nice job on the progress so far
YES! SparkEdit FTW! This is a very good and helpful idea.
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Post by Anthony »

kibito87 wrote:
xGhostlySnowx wrote:it would be cool if in the bsp veiwer you could click on an object or spawn and duplicate it with a button or somthing.. It would make it a lot easier to do a lot of things when making a mach mod and in genral... so yea nice job on the progress so far
YES! SparkEdit FTW! This is a very good and helpful idea.
its not that easy to make it so you can just click a button :roll:
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