Post your pics of mods in beta, or pictures that do not have a mod associated with them.
Pyroman
Posts: 2451 Joined: Thu Jan 13, 2005 5:18 pm
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by Pyroman » Sat Feb 17, 2007 8:00 pm
Last teaser for the night before I go to a bud's house.
<3 Dec's model.
Listen to Protest the Hero.
halo0001
Posts: 853 Joined: Tue Aug 22, 2006 7:59 pm
Location: USA
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by halo0001 » Sat Feb 17, 2007 11:00 pm
OMFG thx dude plz release
DWells55
Posts: 1445 Joined: Mon Dec 27, 2004 7:47 am
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by DWells55 » Sat Feb 17, 2007 11:52 pm
Extract the skybox and textures from the original and use them. Obviously you might have to do a bit of modification to both of them. Custom bumps and shaders to match the original map would be nice too.
Oh yes, and the M6D must be brougth back and must be exactly the same as the Halo 1 M6D. Same range, RoF, and the good old TSK. The pistol made Hang 'em High what it was.
ScottyGEE
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by ScottyGEE » Sun Feb 18, 2007 12:02 am
I disagree with your last statement.
DWells55
Posts: 1445 Joined: Mon Dec 27, 2004 7:47 am
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by DWells55 » Sun Feb 18, 2007 1:37 am
I disagree with your disagreement.
I was a pistol fiend. The pistol is what made Halo for me. Having that with the AR was just the perfect spawn weapon layout, if you played your cards right, they gave you a fighting chance in even the most desperate of situations. All my memories of Hang 'em High generally involve someone getting three-shotted. Ahhh.... good times.
JesseCuster
Posts: 400 Joined: Fri Apr 29, 2005 9:35 am
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by JesseCuster » Sun Feb 18, 2007 2:40 am
Hey Pyro, its been a while, but good to see u keeped it up...
thats a awesome work, u defently rock this ****........*thumbs up*
Hope someone can make i perfect to play.....
MasterChief2829
Posts: 1184 Joined: Sun Dec 26, 2004 2:18 pm
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by MasterChief2829 » Sun Feb 18, 2007 7:37 am
Yeah Hang em High wouldn't covert to well into Halo 2. You need the Halo weapons. At least the M6D.
Then again, we do have the Battle Rifle...
CDK908
Posts: 933 Joined: Sun Nov 26, 2006 9:15 am
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by CDK908 » Sun Feb 18, 2007 7:42 am
lol i see coagulation in the background. can we get out of there? it'll totally awesome if you could.
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Geo
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by Geo » Sun Feb 18, 2007 8:08 am
...
They go through all this effort of getting a 'Halo 1 BSP' into Halo 2, and you want to get out and walk around Coagulation?
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-DeToX-
Posts: 4589 Joined: Sun Jun 18, 2006 3:58 pm
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by -DeToX- » Sun Feb 18, 2007 8:54 am
Hey Pyro if you need help with custom Collision/Phmo you can holla at me.
Though I'll tell you now, its not a walk in the park.
newbymodder
Posts: 1475 Joined: Fri Nov 24, 2006 4:43 pm
Location: San Angelo, Tejas
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by newbymodder » Sun Feb 18, 2007 10:10 am
cool hang em high yes nice
Pyroman
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by Pyroman » Sun Feb 18, 2007 10:51 am
JesseCuster wrote: Hey Pyro, its been a while, but good to see u keeped it up...
thats a awesome work, u defently rock this ****........*thumbs up*
Hope someone can make i perfect to play.....
I'm gunna be getting some help on this one from some people so we can make this as perfect as ever.
And yes, I will try my hardest to recreate the H1 pistol Dwells. Same with the AR. And shotty...and all the other weapons...
Listen to Protest the Hero.
turk645
Posts: 2887 Joined: Wed May 18, 2005 12:32 pm
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by turk645 » Sun Feb 18, 2007 1:34 pm
looks real good. How did you fix the model so it doesnt have those anoying lines? Tell me your secret.
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Dootuz
Posts: 1237 Joined: Wed May 25, 2005 4:10 pm
Location: Under my xbox on Delta Halo
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by Dootuz » Sun Feb 18, 2007 1:53 pm
Ill help is it real BSP collsion or just machs?
Tural: Conversation over.
xlRainlx
Posts: 852 Joined: Thu Oct 05, 2006 8:30 pm
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by xlRainlx » Sun Feb 18, 2007 1:59 pm
If you want I can use some of my model magic and help you out. >.>
I've made some recent updates to the ar that im sure would be pretty cool.
Dootuz
Posts: 1237 Joined: Wed May 25, 2005 4:10 pm
Location: Under my xbox on Delta Halo
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by Dootuz » Sun Feb 18, 2007 2:00 pm
!!!!!!!!!!!!! Theres a pictures froum lol.
And just saying do the little toombsones have collsion? Cuase if there just machs well it might not come out that good
Tural: Conversation over.
warlord
Posts: 1242 Joined: Thu Jun 16, 2005 9:07 am
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by warlord » Sun Feb 18, 2007 2:03 pm
why not uvw the model if its a model injected over a mach and then you can skin it to a huge res making it look better.
looks good so far though.
halo0001
Posts: 853 Joined: Tue Aug 22, 2006 7:59 pm
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by halo0001 » Sun Feb 18, 2007 2:06 pm
lol that last pic says im playing
jk
Pyroman
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by Pyroman » Sun Feb 18, 2007 3:34 pm
warlord wrote: why not uvw the model if its a model injected over a mach and then you can skin it to a huge res making it look better.
looks good so far though.
That's why.
Listen to Protest the Hero.
DemonicSandwich
Posts: 1198 Joined: Sat Sep 30, 2006 6:10 pm
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by DemonicSandwich » Sun Feb 18, 2007 3:59 pm
Damm, that may take a while to fully skin that UV Map.
AIM wrote: Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit