Beta Testers for HMT 4 needed
well we dont know if halo2 maps are even going to be in .map form any more, for all intensive pruposes they could be in .MMV(micorsoft makes viruses) or .BOA(Bungie owns all) or maybe even .GBXNCSA((lol)GearBoXsoftware NetCode Sucks A....u get my point) well. to yomama, i tried prgoramming a trainer with visual basic, i got the button to say hello, and when i tried to make it do the cheats(i talked to paulus a little) it made halo think it was something weird, i cant remember the name though
id be happy to test it out and help find bugs and report them to u guys, i just would have no idea on how to change it so the bugs are fixed
id be happy to test it out and help find bugs and report them to u guys, i just would have no idea on how to change it so the bugs are fixed

Well its not going to mod Halo 2 maps ,But MonoxideC is making another HMT for Halo 2 for the Xbox he told me all about it ,to tell the truth he has his own HMT for halo CE made just for him *Bastard* lol , but maybe i will work on HMT for Halo 2 with him i will ask him Later on Teamspeak, Dont count Mono out of modding Yet 

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hey GAM whats this code doing, im srry to be skeptical of you but
The only picture i've seen is of a halomaptools 3.5 with a moddified form caption and a Microsoft Windows Skin. Thats nothing very special and you dont even need the code of HMT 3.5 to make that pic, u could do it in photoshop. Please provide some more proof of this i mean look at this

they look pretty similar. Nothing special.
Also if you really are making a 4.0 what will be new. Will all the features of HMT 3.5 work on CE maps. or will it just open them and allow for editing that can be done using CE<->PC map converter in utilities section of the files forum.
Code: Select all
Private Sub listGroups_SelectedIndexChanged(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles listGroups.SelectedIndexChanged
Select Case listGroups.SelectedItem
Case "Weapons"
OL.RefInfo = scnr.Header.Weapon_Ref : ReDim OL.Ref(scnr.Header.Weapon_Ref.Count)
For x As Integer = 1 To scnr.Header.Weapon_Ref.Count : OL.Ref(x) = scnr.Weapon_ref(x) : Next
OL.ObjInfo = scnr.Header.Weapon : ReDim OL.Obj(scnr.Header.Weapon.Count)
For x As Integer = 1 To scnr.Header.Weapon.Count
OL.Obj(x).coord = scnr.Weapon(x).coord : OL.Obj(x).ID = scnr.Weapon(x).numid
OL.Obj(x).Offset = scnr.Weapon(x).mapOffset
Next
Case "Vehicles"
OL.RefInfo = scnr.Header.Vehicle_Ref : ReDim OL.Ref(scnr.Header.Vehicle_Ref.Count)
For x As Integer = 1 To scnr.Header.Vehicle_Ref.Count : OL.Ref(x) = scnr.Vehicle_ref(x) : Next
OL.ObjInfo = scnr.Header.Vehicle : ReDim OL.Obj(scnr.Header.Vehicle.Count)
For x As Integer = 1 To scnr.Header.Vehicle.Count
OL.Obj(x).coord = scnr.Vehicle(x).coord : OL.Obj(x).ID = scnr.Vehicle(x).numid
OL.Obj(x).Offset = scnr.Vehicle(x).mapOffset
Next
Case "Scenery"
OL.RefInfo = scnr.Header.Scenery_Ref : ReDim OL.Ref(scnr.Header.Scenery_Ref.Count)
For x As Integer = 1 To scnr.Header.Scenery_Ref.Count : OL.Ref(x) = scnr.Scenery_ref(x) : Next
OL.ObjInfo = scnr.Header.Scenery : ReDim OL.Obj(scnr.Header.Scenery.Count)
For x As Integer = 1 To scnr.Header.Scenery.Count
OL.Obj(x).coord = scnr.Scenery(x).coord : OL.Obj(x).ID = scnr.Scenery(x).numid
OL.Obj(x).Offset = scnr.Scenery(x).mapOffset
Next

they look pretty similar. Nothing special.
Also if you really are making a 4.0 what will be new. Will all the features of HMT 3.5 work on CE maps. or will it just open them and allow for editing that can be done using CE<->PC map converter in utilities section of the files forum.
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Ill go with what he said. Just cause Gren made you a mod, doesnt mean everyone likes you. Like populatrity. You can dress like popular people, but it doesnt matter.tack122 wrote:im a moderator now... can i beta?
Ya its gona be a long time.[CL]9mm-Man wrote:^^ Doesnt make you that must specialer. Could be a long wait, for HMT 4...

Feel free to send me an instant message if you need anything.
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