Entity 1.5 Preview

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




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Post by trepdimeflou »

Yes, there is xbe stuff that you are missing :p
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Post by Jubakuba »

its almost the holidays MT :-)
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Post by Tural »

Too lazy to check if it's been suggested. (Also too lazy to check if it's in any recent Entity builds.)

Make it play and extract snd! files, much as Ch2r does.
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Post by Talin64 »

You guys should build something that does this
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A enviorment detail bump preview
A enviorment detail bump preview
Halo 2 normal map 1.jpg (117.7 KiB) Viewed 1206 times
You know who Bumpmap
You know who Bumpmap
halo 2 normal map 2.jpg (155.89 KiB) Viewed 1206 times
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Post by ScottyGEE »

Tural wrote:Too lazy to check if it's been suggested. (Also too lazy to check if it's in any recent Entity builds.)

Make it play and extract snd! files, much as Ch2r does.
ADI's is better :P It also injects...Although the sound tools covers that anyway.

I likes the looks of that Talin..
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Post by Tural »

ScottyGEE wrote:ADI's is better
Ch2r is open source, hence me using it as the example.
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Post by StalkingGrunt911 »

I like the bump maps Talin. =D Can't wait for that in the next Entity.
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Post by Digital Marine »

Just watching TV and an idea hit me. How about something where you can view the invisible walls with some red transparent shade to it or something. That way we could view where the invisible walls are, and possible edit them.
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Post by CDK908 »

does it need the shared.map file to run it lik the others? just askin cuz i can't find it.
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Post by Tain7ed »

CDK its on your box, you have to get the map off there
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Post by CDK908 »

ok thx.
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Post by neodos »

Add, on the BSP viwer a freature to swap the dependencie(itmc) of a collection spawn, for mach spawn too, and scen...
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Post by Jordan »

Talin, lovely idea!

I can't wait for this new version. :):)
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Post by foxfanatic23I7 »

Digital Marine wrote:Just watching TV and an idea hit me. How about something where you can view the invisible walls with some red transparent shade to it or something. That way we could view where the invisible walls are, and possible edit them.
Well, you can kind of do that right now, all you have to do is go to sbsp, blue plus sign, the bsp collision and then viewer. Then it shows the collsion of the sbsp.

Anyway, release soon :). I wanna move sounds around in sbsp viewer :D.
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Post by Monkey Terd »

foxfanatic23I7 wrote:
Digital Marine wrote:Just watching TV and an idea hit me. How about something where you can view the invisible walls with some red transparent shade to it or something. That way we could view where the invisible walls are, and possible edit them.
Well, you can kind of do that right now, all you have to do is go to sbsp, blue plus sign, the bsp collision and then viewer. Then it shows the collsion of the sbsp.

Anyway, release soon :). I wanna move sounds around in sbsp viewer :D.
You can move sounds in Entity 1.4, which you can find in the H2 download section.
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Post by foxfanatic23I7 »

Monkey Terd wrote:
foxfanatic23I7 wrote:
Digital Marine wrote:Just watching TV and an idea hit me. How about something where you can view the invisible walls with some red transparent shade to it or something. That way we could view where the invisible walls are, and possible edit them.
Well, you can kind of do that right now, all you have to do is go to sbsp, blue plus sign, the bsp collision and then viewer. Then it shows the collsion of the sbsp.

Anyway, release soon :). I wanna move sounds around in sbsp viewer :D.
You can move sounds in Entity 1.4, which you can find in the H2 download section.
It doesn't like me :(, and it will not open.
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Post by Agent ME »

Suggestion: Add support for viewing Trigger Zones (AKA "Death Zones", but that name is a misnomer as they aren't all killing zones), and for moving and sizing them. That could be very useful for something I might work on... (Why are there about no other mods with scripts?!)
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Post by DemonicSandwich »

How about giving the BSP viewer the ability to rotate Objective spawns like Hill vertexes or teleporter entrances/exits.
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Post by sundriedprawn »

being able to drag and drop sbsp tags = )
01001111 01001101 01000111 00100001 00100001 00110001 00110001 00110001 01101111 01101110 01100101

49204C494B4520434849434B454E
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Post by ScottyGEE »

Oh here's a feature that may or may not be hard to implement.
How about selectable areas for shaders...
Like, there are usually a few parts to the sbsp that has the same shader applied...What I'm saying is that you can select individual areas of a shader and have the abilitiy to change them...
Otherwise its just blind luck what your trying to do...

This is more of a skinning feature so I don't expect it to be implemented :(
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Technically its only me animating though ;)
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