Search found 59 matches
- Mon Jul 12, 2004 9:31 pm
- Forum: HEK General
- Topic: Radiosty Error
- Replies: 14
- Views: 1550
When you create polygons and faces AFTER you apply the UVW map, you have to reconvert the object to an editable mesh and then reapply the UVW map. You can find bad UVs by the way the face textures stretch abnormally while the others around it are fine. I have an image here of how the triangles look ...
- Tue May 18, 2004 4:54 am
- Forum: Modding Discussion
- Topic: Harry Potter mods and skins
- Replies: 172
- Views: 18471
- Tue May 18, 2004 4:35 am
- Forum: Modding Discussion
- Topic: Harry Potter mods and skins
- Replies: 172
- Views: 18471
- Sat Apr 17, 2004 7:23 am
- Forum: Modding Discussion
- Topic: A Quick ?...
- Replies: 12
- Views: 1769
You can't make them your allies. In SP, the map triggers create teams like 'player', 'covenant', etc, but in MP, the teams are determined by gametype triggers, so the type of teams in SP like 'Player' and 'Sentinel' doesn't work for MP. The gametype has triggers for no ingame objects besides players...
- Thu Apr 08, 2004 4:30 pm
- Forum: Modding Discussion
- Topic: Stack Mod!*giving out unfinished version!*
- Replies: 82
- Views: 6716
You should put some fog in. It's the solution to less lag and overload. I reccomend dark white(not as far as to gray). Import it from AotCR or something and just set the fog RGB brightness to 0.8. Make the distance 20, 30, or somewhere in that range. I'm downloading this when it comes out. Nice work...
- Wed Mar 24, 2004 10:26 pm
- Forum: Utilities
- Topic: Max to .Obj exporter and .obj to .max importer :D
- Replies: 44
- Views: 14780
- Fri Mar 19, 2004 6:00 pm
- Forum: Outstanding Mods
- Topic: Chain Spawning Projectiles- Bloodgulch
- Replies: 99
- Views: 59426
Just so you guys know, chain spawning DOES require map rebuilding. Swapping effects, particles, etc with projectiles makes them not appear at all. You need HHT or advanced hex-editing(or XML) knowledge to edit what projectiles chain spawn and what comes out. Since my way of doing this is rather rag-...
- Fri Mar 19, 2004 8:18 am
- Forum: Outstanding Mods
- Topic: Chain Spawning Projectiles- Bloodgulch
- Replies: 99
- Views: 59426
Well, here's one low-quality image of what happened with one shot of a rocket when I tried it with warthogs.
- Fri Mar 19, 2004 5:22 am
- Forum: Outstanding Mods
- Topic: Chain Spawning Projectiles- Bloodgulch
- Replies: 99
- Views: 59426
I used HHT to edit what projectile gets spawned when the first blows up.
Too bad single player maps weren't unrebuildable. It would've been fun chain-spawning in the small rooms and stuff.
Too bad single player maps weren't unrebuildable. It would've been fun chain-spawning in the small rooms and stuff.
- Fri Mar 19, 2004 1:57 am
- Forum: Outstanding Mods
- Topic: Chain Spawning Projectiles- Bloodgulch
- Replies: 99
- Views: 59426
- Thu Mar 18, 2004 5:55 pm
- Forum: Utilities
- Topic: (Halo 1)HHT - Halo Hacker Tools
- Replies: 111
- Views: 86880
Now that this program is out, with the help of HMT, I can build maps with bots in them from scratch(I don't mean building a map starting out with a blank mapfile, but as in, not editing other maps with bots in them, but actually inserting the bots myself). Good job. I'm going to use this frequently.
- Mon Jan 12, 2004 11:39 pm
- Forum: Modding Discussion
- Topic: Model swapping With hex
- Replies: 6
- Views: 783
Do 'meta of the model you want to change something to+34'(hex calculator), and you'll land on the first byte of an at least 8 byte whateveryoucallit. Copy the first four bytes(or write it down). Now, you do 'meta of the model you want to change+34', and overwrite the four bytes with the other 4 byte...
- Wed Jan 07, 2004 6:43 am
- Forum: Modding Discussion
- Topic: skull nade
- Replies: 34
- Views: 2186
'antr'(anitmation trigger), not 'actr'(actor). I don't know what mod2 does, and I have no clue why an animation trigger holds the model, yet isn't editable through swapping animation triggers themselves. Maybe antr doesn't hold the model at all. But like I said, the only reason to look for that 'ant...
- Wed Jan 07, 2004 5:53 am
- Forum: Modding Discussion
- Topic: skull nade
- Replies: 34
- Views: 2186
- Tue Dec 23, 2003 5:22 am
- Forum: Modding Discussion
- Topic: Warthog tires on fire
- Replies: 16
- Views: 1772
- Sun Dec 21, 2003 9:16 pm
- Forum: Modding Discussion
- Topic: Warthog tires on fire
- Replies: 16
- Views: 1772
- Sun Dec 21, 2003 6:01 am
- Forum: Modding Discussion
- Topic: NO COLORS IN MP
- Replies: 19
- Views: 1736
- Sun Dec 21, 2003 1:38 am
- Forum: Modding Discussion
- Topic: Changing weapon names...
- Replies: 7
- Views: 1274
- Sat Dec 20, 2003 10:26 pm
- Forum: Modding Discussion
- Topic: NO COLORS IN MP
- Replies: 19
- Views: 1736
Yeah, everyone is white for me also. The bitmap that red team, blue team, green players, pink players, brown players, and every other color of the players use are the same one: Cyborg Multipurpose. If a graphics card can't take changing the colors of the players, it'll just change all players to whi...
- Sat Dec 20, 2003 8:55 pm
- Forum: Modding Discussion
- Topic: How to test homing?
- Replies: 4
- Views: 599