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Re: Section Rules - Halo 3 Modding Q&A

Posted: Tue Feb 24, 2009 2:39 pm
by SPARTAN-OMEGA
Domnio wrote:
Rogue_Modder wrote:i know just a simple effe swap, but as i said:
Rogue_Modder wrote:I know it's simple but it's cool.
you quoted yourself? lol
Pointless much? Also, I agree its easy but cool :P

Re: Section Rules - Halo 3 Modding Q&A

Posted: Tue Feb 24, 2009 3:28 pm
by DarkShallFall
Rogue_Modder wrote:i know just a simple effe swap, but as i said:
Rogue_Modder wrote:I know it's simple but it's cool.
All the things we post here aren't simple swaps, there complex meta edits that we found and labeled. Learn how to research kid.

Re: Section Rules - Halo 3 Modding Q&A

Posted: Tue Feb 24, 2009 3:54 pm
by ImpactPro
Alot of people have seen most of this stuff already. Your late to the Halo 3 Modding scene, even people who don't have debug xbox's have seen that.

Re: Section Rules - Halo 3 Modding Q&A

Posted: Tue Feb 24, 2009 5:02 pm
by SPARTAN-OMEGA
So, on a request note...well re-request...can you guys make the flamethrower giant and its projectile giant and burn Valhalla :twisted:

Re: Section Rules - Halo 3 Modding Q&A

Posted: Tue Mar 03, 2009 9:18 am
by Rogue_Modder
i can try to model resize it, no promises though.

Re: Section Rules - Halo 3 Modding Q&A

Posted: Tue Mar 03, 2009 2:51 pm
by SPARTAN-OMEGA
Thank you. I just want my revenge on Valhalla for not being Blood Gulch :(

Re: Section Rules - Halo 3 Modding Q&A

Posted: Tue Mar 03, 2009 4:06 pm
by Aumaan Anubis
...people still care about that?

Re: Section Rules - Halo 3 Modding Q&A

Posted: Fri Mar 06, 2009 5:45 pm
by SPARTAN-OMEGA
Sadly, I do :(

Re: Section Rules - Halo 3 Modding Q&A

Posted: Wed Mar 11, 2009 5:32 am
by Gruntlord5
I just want to see a forklift being driven.

Re: Section Rules - Halo 3 Modding Q&A

Posted: Wed Mar 11, 2009 5:49 am
by Rogue_Modder
dsf made one of them.

(think DeToX worked with him)

Re: Section Rules - Halo 3 Modding Q&A

Posted: Wed Mar 11, 2009 6:26 am
by Gruntlord5
Rogue_Modder wrote:dsf made one of them.

(think DeToX worked with him)
I want to SEE one being driven.

Re: Section Rules - Halo 3 Modding Q&A

Posted: Wed Mar 11, 2009 6:29 am
by Tural
You can SEE the pictures that were posted long ago.
Image
Image

You're not asking a question here, I'm not sure I understand what the purpose of this discussion is.

Re: Section Rules - Halo 3 Modding Q&A

Posted: Wed Mar 11, 2009 6:33 am
by Gruntlord5
I meant like a video, I seen jime post those.

Re: Section Rules - Halo 3 Modding Q&A

Posted: Wed Mar 11, 2009 6:36 am
by Tural
This thread is more for questions about modding, not requests for people to do things. This discussion was had a while back.

Re: Section Rules - Halo 3 Modding Q&A

Posted: Wed Mar 11, 2009 6:50 am
by Gruntlord5
Tural wrote:This thread is more for questions about modding, not requests for people to do things. This discussion was had a while back.
sad face, well does anyone know the enum for the sandbox skull? or is there one for the fuel rod gun?

Re: Section Rules - Halo 3 Modding Q&A

Posted: Wed Mar 11, 2009 11:32 am
by Rogue_Modder
add me on aim, i will give u a video.

Re: Section Rules - Halo 3 Modding Q&A

Posted: Mon Mar 16, 2009 7:20 am
by uralllame
Is there anyway we can mod usermaps to change the number of items on a map. Bungie have said that, even if you delete them, the default items on Sandbox still contribute to the overall item limit. People seem to be pretty pissed off about that, so perhaps we could make something like an Ultimate Sandbox Canvas, with the number of items on map to 0.

Re: Section Rules - Halo 3 Modding Q&A

Posted: Mon Mar 16, 2009 11:14 am
by Rogue_Modder
No, that's .map.

Re: Section Rules - Halo 3 Modding Q&A

Posted: Tue Mar 17, 2009 4:00 am
by ImpactPro
What causes a map in Halo 3 to freeze the box if a tag was poked but if you modify the binary it works just fine? (Modifying binaries takes too much time)

Re: Section Rules - Halo 3 Modding Q&A

Posted: Tue Mar 17, 2009 6:33 am
by uralllame
Rogue_Modder wrote:No, that's .map.
Really? When you spawn a new object, the object count goes up by 1, and when you delete it, it goes down again... That sounds like the object count is stored in the usermap to me, so why can't you set it to 0?