Search found 17 matches

by HapeMask
Thu Mar 18, 2004 11:33 am
Forum: Art Studio
Topic: HHT and Model rebuilding
Replies: 7
Views: 1348

I do understand magic... assuming you mean map magic and not magic magic :wink:
by HapeMask
Sun Mar 14, 2004 8:04 am
Forum: Art Studio
Topic: HHT and Model rebuilding
Replies: 7
Views: 1348

MasterNeoChief wrote:I don't think it's that easy, and besides, that's not what he meant.
Correct. I'm trying to fix the models that you rebuild into a level via HMT 3.
by HapeMask
Sat Mar 13, 2004 11:09 am
Forum: Art Studio
Topic: HHT and Model rebuilding
Replies: 7
Views: 1348

Right, I know what it does. But I also know that it can be used to repair models.
by HapeMask
Sat Mar 13, 2004 7:54 am
Forum: Art Studio
Topic: HHT and Model rebuilding
Replies: 7
Views: 1348

HHT and Model rebuilding

I downloaded HHT awhile ago, and just recently found that it can be used to fix HMT's improperly imported models, but I can't figure out how. I've tried rebuilding, say a wraith, into a level, and then using HHT to re-inject the proper model meta, and I've tried injecting the wraith model meta over ...
by HapeMask
Sat Feb 14, 2004 8:12 pm
Forum: Modding Discussion
Topic: Walpaper
Replies: 14
Views: 1582

Personally, I think it would look better without the bullets. Just the lens flare. Backgrounds don't always have to be super full of action :D
by HapeMask
Thu Feb 12, 2004 9:02 pm
Forum: Modding Discussion
Topic: Forest sidewinder - check it out
Replies: 25
Views: 2176

Everything looks ok except for the ground. It looks like something green died on it. Try using the grass from bloodgulch instead of a homemade texture.
by HapeMask
Wed Feb 11, 2004 2:56 pm
Forum: Modding Discussion
Topic: AotCR Mod, Pelican Mod
Replies: 491
Views: 65189

morphias_22 wrote:192.168.1.101:2302
Um, I'm guessing you're behind a router. That's not a valid IP address. It's your local LAN ip, but to host, you need to open forwarding for port 2302 and get your WAN IP.
by HapeMask
Mon Feb 09, 2004 3:36 pm
Forum: Modding Discussion
Topic: AotCR Mod, Pelican Mod
Replies: 491
Views: 65189

Just curious, is there any place posting the methods you used to do things like BSP importing and such?
by HapeMask
Fri Jan 23, 2004 6:26 pm
Forum: Art Studio
Topic: AK47 moddel + skin <moded existing weapon>
Replies: 16
Views: 2016

FP models really aren't too hard. I think that if you're desperate, you can try to import the TP model as the FP, but that may or may not work.
by HapeMask
Fri Jan 23, 2004 10:45 am
Forum: Art Studio
Topic: AK47 moddel + skin <moded existing weapon>
Replies: 16
Views: 2016

Or, just post us the model file :D
by HapeMask
Thu Jan 22, 2004 9:54 am
Forum: Art Studio
Topic: Uhmmm...mmm..mm...Whats wrong with this picture?
Replies: 11
Views: 2134

:shock: Run!! BLACK HOLE! :D
by HapeMask
Thu Jan 22, 2004 9:46 am
Forum: Modding Discussion
Topic: making things teleportable
Replies: 16
Views: 2538

Well if the bipeds you create with say a pistol don't go through, then it must have some other method of deciding what goes through. It may just be that there's some code in the game (not map files) that decides if MC (your character, only the one played by the current player) is on a teleporter, mo...
by HapeMask
Sun Dec 28, 2003 6:06 pm
Forum: Art Studio
Topic: Limited Edition Nintendo Worthog
Replies: 26
Views: 3715

Sweet skin! I think that the gameplay shot in the radar is a nice touch.
by HapeMask
Fri Dec 19, 2003 2:51 pm
Forum: Modding Discussion
Topic: Height Barrier Removal
Replies: 31
Views: 3308

your overlooking the simple suggestion that it isnt part of the map but simply the limit of the code, on xbox there was no real barrier except for vehicles, i think that they just run out of code and the game wont let you go any farther. it is out of its "environment" if you will(slinging...
by HapeMask
Thu Dec 18, 2003 3:00 pm
Forum: Modding Discussion
Topic: Is this photoshopped?
Replies: 34
Views: 4131

To change the model, export it, then import it into milkshape.
by HapeMask
Thu Dec 11, 2003 3:54 pm
Forum: Art Studio
Topic: LavaGulch
Replies: 10
Views: 2093

Oh, and if you have photoshop, I think that there's an option to make the lava texture tileable. That would make it look even better too.
by HapeMask
Wed Dec 10, 2003 4:14 pm
Forum: Art Studio
Topic: LavaGulch
Replies: 10
Views: 2093

I think it looks sweet except for one thing: the walls look kinda funky/old school Doom style because the textures are so big. Maybe you could scale the rocks down a bit.