Flood_Lock test...

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bloompyle





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Flood_Lock test...

Post by bloompyle »

Okay, here is my map so far. I'm just asking for opinions, practicaly nothing has been done. The skin was done by the person that made "Outflod". The lightmap was done by Eaton. Other than that...I have only done about 7 things, I'm asking for opinions mainly on the meteor gun (plasma pistol)

frag - rings and squigles (effect)
plasma granade - bunch of sparks and some green ones (effect)
rocket - bunch of blue sparks (effect), different model, and different sound
sniper - same effect for plasma granade (except it acually has sound)
plasma charged - 100 meteors flying from above (with different model so it looks like meteors I know its not balanced, but I'm working on a longer charge time, and only one available shot, its just like this for easier testing...)
needler - faster needles, and contrail change

So just tell me what you think! :D Thanks for ANY feedback, and thanks for downloading if you do...
Thanks Eaton!
Thanks person who made skin for OutFlod
Attachments
Flood_Lock.serenity
Lockout patch :)
(7.32 MiB) Downloaded 25 times
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Aumaan Anubis




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Re: Flood_Lock test...

Post by Aumaan Anubis »

It sounds like 1,000 meteors would make the game lag quite a bit.

Providing pictures would greatly improve your chances of receiving multiple opinions. Few people have the motivation to download a mod that isn't finished.
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bloompyle





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Re: Flood_Lock test...

Post by bloompyle »

Aumaan Anubis wrote:It sounds like 1,000 meteors would make the game lag quite a bit.

Providing pictures would greatly improve your chances of receiving multiple opinions. Few people have the motivation to download a mod that isn't finished.
I said 100 not 1,000 and its not laggy at all. And I dont how to take pics...
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Aumaan Anubis




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Re: Flood_Lock test...

Post by Aumaan Anubis »

Oh, I apologize. My mistake. But I would still assume 100 to be rather laggy as well. But whatever, I obviously didn't test it.

Have you used Yelo?
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Tural wrote:MrMurder, we're going to hold you to that promise.
It is expected, and demanded.
bloompyle





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Re: Flood_Lock test...

Post by bloompyle »

Aumaan Anubis wrote:Oh, I apologize. My mistake. But I would still assume 100 to be rather laggy as well. But whatever, I obviously didn't test it.

Have you used Yelo?
yes and no, I have to activate AI...thats about it...lol...
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Eaton




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Re: Flood_Lock test...

Post by Eaton »

Doesn't sound bad. And Yelo can take screenshots.
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bloompyle





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Re: Flood_Lock test...

Post by bloompyle »

Eaton wrote:Doesn't sound bad. And Yelo can take screenshots.
Were you the one download? And I'm working on making the PP a skull, but the HMLT only works for the actual weap, not the FP for it :( Then I swapped the mode, but that does nothing besides make this worse...WTF...
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NotZachary82





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Re: Flood_Lock test...

Post by NotZachary82 »

bloompyle wrote:Then I swapped the mode, but that does nothing besides make this worse...WTF...
You need to swap the FP model (mode) and animation (jmad).
bloompyle





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Re: Flood_Lock test...

Post by bloompyle »

NotZachary82 wrote:
bloompyle wrote:Then I swapped the mode, but that does nothing besides make this worse...WTF...
You need to swap the FP model (mode) and animation (jmad).
That did nothing. before swapping the JMAD I could see the skull on another screen, but then after swapping I still cant it when in 1st person...
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DemonicSandwich




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Re: Flood_Lock test...

Post by DemonicSandwich »

bloompyle wrote:
NotZachary82 wrote:
bloompyle wrote:Then I swapped the mode, but that does nothing besides make this worse...WTF...
You need to swap the FP model (mode) and animation (jmad).
That did nothing. before swapping the JMAD I could see the skull on another screen, but then after swapping I still cant it when in 1st person...
He is referring to these Idents.
Image

Swap both [mode] Idents to objects\weapons\multiplayer\ball\fp_ball\fp_ball
Swap the first [jmad] Ident to objects\characters\masterchief\fp\weapons\multiplayer\fp_ball\fp_ball
Swap the second [jmad] Ident to objects\characters\dervish\fp\weapons\multiplayer\fp_ball\fp_ball
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
bloompyle





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Re: Flood_Lock test...

Post by bloompyle »

DemonicSandwich wrote:
bloompyle wrote:
NotZachary82 wrote:
bloompyle wrote:Then I swapped the mode, but that does nothing besides make this worse...WTF...
You need to swap the FP model (mode) and animation (jmad).
That did nothing. before swapping the JMAD I could see the skull on another screen, but then after swapping I still cant it when in 1st person...
He is referring to these Idents.
Image

Swap both [mode] Idents to objects\weapons\multiplayer\ball\fp_ball\fp_ball
Swap the first [jmad] Ident to objects\characters\masterchief\fp\weapons\multiplayer\fp_ball\fp_ball
Swap the second [jmad] Ident to objects\characters\dervish\fp\weapons\multiplayer\fp_ball\fp_ball
Thats exactly what I did...
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newbymodder




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Re: Flood_Lock test...

Post by newbymodder »

so far it doesn't seem like to complex of a mod but it seems to be going well, keep it up don't let h2 modding die completely.

P.S. i have 2 maps that i never completed if anyone wants them, Lockout = SwampOut just needs new weapons etc. and i think i have a h3 style turf map as well.
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Join Halo 2.5, Can't stop never stop modding halo 2 http://www.halo25.co.nr/
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