Section Rules - Halo 3 Modding Q&A

Discussion about modding Halo 3.
JDMFSeanP





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Post by JDMFSeanP »

You wouldn't seriously post like your smarter than korn
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Post by haxalot88 »

JDMFSeanP wrote:You wouldn't seriously post like your smarter than korn
and i didn't.
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Post by JDMFSeanP »

I was just kidding.

I wanna see some cool stuff on ghost town, that map looks so nice.
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Post by fritz_da_monkey »

Veegie wrote:Yes.
Care to elaborate?
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Post by Veegie »

fritz_da_monkey wrote:
Veegie wrote:Yes.
Care to elaborate?
No.

Anyways: I've thought up a process to generate my own Zdepth within Halo 3 with a combination of custom sefc (forge filters) and skya tags.

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Completely automated with my process. Obviously not perfect yet as there are quite a few unknown values to map out. But it's progress.
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Post by SHOUTrvb »

Impressive so far.
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Post by G.I.R. »

Veegie wrote:
fritz_da_monkey wrote:
Veegie wrote:Yes.
Care to elaborate?
No.

Anyways: I've thought up a process to generate my own Zdepth within Halo 3 with a combination of custom sefc (forge filters) and skya tags.

[img]http://img225.imageshack.us/img225/86/forgeke7.jpg[img]
Completely automated with my process. Obviously not perfect yet as there are quite a few unknown values to map out. But it's progress.
Awesome work. I can't wait to see what sorts of thing you'll be able to do with Halo 3 when you guys map everything out. The screenshot/art aspect of it using forge filters and stuff just seems awesome.
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Post by kornman00 »

haxalot88 wrote: You were seriously directing that at me weren't you.
To quote Veggie, "Yes."

wat
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Post by turk645 »

VG you ever get an somewhat inverted effect from that tag yet? If so could we get a screen shot. :P also i want to see a flood muffin edit.
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Post by Tural »

We get it already, you can stop now.
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Post by turk645 »

:P you have a problem with the flood muffin? Fine ill call it generic muffin.

Also have any of you tried editing the main menu's quick option features yet?
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Post by latinomodder »

Veegie wrote:
fritz_da_monkey wrote:
Veegie wrote:Yes.
Care to elaborate?
No.

Anyways: I've thought up a process to generate my own Zdepth within Halo 3 with a combination of custom sefc (forge filters) and skya tags.

Code: Select all

[img]http://img225.imageshack.us/img225/86/forgeke7.jpg[/img]
Completely automated with my process. Obviously not perfect yet as there are quite a few unknown values to map out. But it's progress.
I see you found blur... I was still looking for that
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Post by Veegie »

latinomodder wrote:
Veegie wrote:
fritz_da_monkey wrote:
Veegie wrote:Yes.
Care to elaborate?
No.

Anyways: I've thought up a process to generate my own Zdepth within Halo 3 with a combination of custom sefc (forge filters) and skya tags.

Code: Select all

[img]http://img225.imageshack.us/img225/86/forgeke7.jpg[/img]
Completely automated with my process. Obviously not perfect yet as there are quite a few unknown values to map out. But it's progress.
I see you found blur... I was still looking for that
No I didn't.
Don't quote pictures.
turk645 wrote:VG you ever get an somewhat inverted effect from that tag yet? If so could we get a screen shot. :P also i want to see a flood muffin edit.
Yes.
No.
No.
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Post by kornman00 »

turk645 wrote: Also have any of you tried editing the main menu's quick option features yet?
What do you mean exactly?
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latinomodder





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Post by latinomodder »

kornman00 wrote:
turk645 wrote: Also have any of you tried editing the main menu's quick option features yet?
What do you mean exactly?
Like in halo 2 you could add a option to the menu that was spawning a secondary heavy vehicle, but I don't know how it would be useful in halo 3..
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Post by shade45 »

latinomodder wrote:
kornman00 wrote:
turk645 wrote: Also have any of you tried editing the main menu's quick option features yet?
What do you mean exactly?
Like in halo 2 you could add a option to the menu that was spawning a secondary heavy vehicle, but I don't know how it would be useful in halo 3..
Cant really look at anything in the sily tag right now because we don't know how string ids work yet.
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Post by Veegie »

.rmw
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Though, Detox and I had the waves large enough to hide a tank(we did).
Last edited by Veegie on Wed Apr 16, 2008 5:13 pm, edited 1 time in total.
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Post by Supermodder911 »

:shock:

Thats pretty cool.
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Post by Dissolution241 »

.rmw relates to waves only or does it have other qualities? What can you do with it so far?

Regardless, really neat.
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Post by Aumaan Anubis »

Awesome :shock:

Tidal Waves ftw!
Last edited by Aumaan Anubis on Wed Apr 16, 2008 5:26 pm, edited 2 times in total.
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