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Monkey Terd




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Post by Monkey Terd »

Anthony wrote:
demonicsandwich wrote:How about a "unselect all" button in the BSP viewer for when you try to unselect something and end up selecting an item under it.
press the scroll button down on your mouse :lol:
I also added a button to a new context menu strip for the bottom toolstrip. :)
smacktalker wrote:add map to mainmenu function. :)
We've got something very similar to that. You should like it. :D
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Th3 ScarY BeaR




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Post by Th3 ScarY BeaR »

Make it able to generate ppf, sppf and serenity patches of a finished map..

:o
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Post by kibito87 »

Th3 ScarY BeaR wrote:Make it able to generate ppf, sppf and serenity patches of a finished map.. :o
Good call. Like that idea.
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Post by Monkey Terd »

Th3 ScarY BeaR wrote:Make it able to generate ppf, sppf and serenity patches of a finished map..

:o
Well, ppfs and sppfs have become obsolete. Serenity would be the only format worth adding, but considering it's not open sourced...I don't see that happening anytime soon.
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Post by slayer410 »

With this tutorial out-
http://files.halomods.com/viewtopic.php?t=62917

I'd say add weather to the bsp viewer then make the adjustments to allow which sections of bsp allow weather.
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Post by Th3 ScarY BeaR »

Monkey Terd wrote:
Th3 ScarY BeaR wrote:Make it able to generate ppf, sppf and serenity patches of a finished map..

:o
Well, ppfs and sppfs have become obsolete. Serenity would be the only format worth adding, but considering it's not open sourced...I don't see that happening anytime soon.
True. But who knows. You might be able to convince IronForge to help make something. Even if it calls on Serenity from a External Source and is able to generate a patch like that. Or Just Incorp. Serenity patching in Entity and keep it a closed source.
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Post by Tural »

You could bundle Serenity with Entity and pass values to it to create the patch, much as the Serenity Autopatcher did.

http://files.halomods.com/viewtopic.php?t=53350

Edit: Beat me to it, but yeah, you get the idea.
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Post by pokecancer »

i don't see entity and serenity becoming one any time soon. It would make the serenity pointless as a stand alone app and I don't think iron_forge wants his work just clumped together with ours since that is his own project.

i like the idea of being able to edit the weather for a certain area by clicking different visual meshes in the sbsp.
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Post by snakejknight »

entity currently is not very good for bipds... perhaps u can make it so they are injected like insolence, or better yet make it so when u inject them into an mp map it injects the with all sounds already nulled so that they are "ready for use"
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Post by Munsie »

snakejknight, did you mean in-game bipds, or like... Customly made bipds? If you've ever tried to make a custom biped, you'd understand why I asked. >_>

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Post by SpecOp44 »

I'd like to see BSP scenery movable in the BSP viewer.

And also that the BSP viewer makes models like the Scarab and the Pelican visible. Because now I am forced to use Darkmatter to place them, wich messes with objective placement for some reason.
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Post by snakejknight »

no i mean like marines, grunts, hunters, etc

when u inject them with entity they are almost impossible to fix, and when u do it with insolence u can fix them, but its time consuming. it would be nice it entity had an option to inject a working bipd
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Post by kibito87 »

SpecOp44 wrote:I'd like to see BSP scenery movable in the BSP viewer.

And also that the BSP viewer makes models like the Scarab and the Pelican visible. Because now I am forced to use Darkmatter to place them, wich messes with objective placement for some reason.
I agree with this one. I mentioned this over at haloplugins. Couple people thought it was a good idea, but from there, it basically died.
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Post by Monkey Terd »

kibito87 wrote:
SpecOp44 wrote:I'd like to see BSP scenery movable in the BSP viewer.

And also that the BSP viewer makes models like the Scarab and the Pelican visible. Because now I am forced to use Darkmatter to place them, wich messes with objective placement for some reason.
I agree with this one. I mentioned this over at haloplugins. Couple people thought it was a good idea, but from there, it basically died.
It could be done fairly simply, but when you move it, It's model gets distorted, and loses all collision.
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Post by kibito87 »

Either way it would be helpful. That way, even if you move the object and it loses it's collision, it would be handy for the people who would want to get it out of the way(ie. out of playable area of the map). plz :o
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Post by Anthony »

kibito87 wrote:Either way it would be helpful. That way, even if you move the object and it loses it's collision, it would be handy for the people who would want to get it out of the way(ie. out of playable area of the map). plz :o
k ill have MT get right on that :wink:
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Post by kibito87 »

lol awesome. Thanks guys.
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Post by SpecOp44 »

Anthony wrote:k ill have MT get right on that :wink:
SpecOp44 wrote:And also that the BSP viewer makes models like the Scarab and the Pelican visible. Because now I am forced to use Darkmatter to place them, wich messes with objective placement for some reason.
Will this be looked into as well?
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Post by Monkey Terd »

SpecOp44 wrote:
Anthony wrote:k ill have MT get right on that :wink:
SpecOp44 wrote:And also that the BSP viewer makes models like the Scarab and the Pelican visible. Because now I am forced to use Darkmatter to place them, wich messes with objective placement for some reason.
Will this be looked into as well?
If you can tell me why its not rendering them...I would be happy to fix it, but I don't know why it's not. ;)

And, BSP scenery will be movable before the release. =)
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Post by MilyardoX2 »

I havn't read through all the post on the last 4 pages but if it isn't already in there I think that selecting multiple chuck/reflexives would help alot, when I say select I mean using Shift and Ctrl. Not have 2 chuck cloners open at the same time, which I noticed in that first post and I'm looking forward to that. Also fixing those bipd errors would be nice but.... insolence does work fine for transfering bipds.
it's just time consummers that I run in to like having to delete 20 chucks at once but I have to keep selecting and deledte then refind the fill and select and delete, very annoying. this is how I would go about fixing them.
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