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Modding Questions

Posted: Tue Jan 08, 2008 10:09 pm
by JDMFSeanP
Well I tried modding a long time ago then gave up when the Halo 3 beta came out, and I just have some quick questions now that I started up again.

Can you make fog only go up to a certain height?

Can you remove the coag trees?

What bitmap is it that overlays the green over when you change the grass bitmap?

Can you remove the coag bases or are they a piece of the bsp?

I may have more, thanks for the answers I can get, I searched the whole tut forum to no avail.

Posted: Tue Jan 08, 2008 10:56 pm
by DarkShallFall
Q: Can you make fog only go up to a certain height?
A: Look into headlong I think theres a fog mask above the map.
Q: Can you remove the coag trees?
A: Yes you can use Visual Scenery Mover
Q: What bitmap is it that overlays the green over when you change the grass bitmap?
A: scenarios\bitmaps\multi\halo\coagulation\coag_ground
Q: Can you remove the coag bases or are they a piece of the bsp?
A: No they are a part of the Coagulation sbsp mesh.

Posted: Wed Jan 09, 2008 3:45 am
by kibito87
DarkShallFall wrote:Q: Can you make fog only go up to a certain height?
A: Look into headlong I think theres a fog mask above the map.
Q: Can you remove the coag trees?
A: Yes you can use Visual Scenery Mover
Q: What bitmap is it that overlays the green over when you change the grass bitmap?
A: scenarios\bitmaps\multi\halo\coagulation\coag_ground
Q: Can you remove the coag bases or are they a piece of the bsp?
A: No they are a part of the Coagulation sbsp mesh.
For the last question, you aren't entirely correct. You can infact move SOME of the base. These only being the bracers and the ramps in the back of the bases.

Posted: Wed Jan 09, 2008 6:51 am
by DarkShallFall
Oh yea I remember Jackson being a retard and moving parts in Wake Island.

Posted: Wed Jan 09, 2008 8:42 am
by JacksonCougAr
lawl wut? It not like you would ever see it...

Posted: Wed Jan 09, 2008 8:45 am
by DemonicSandwich
JacksonCougAr wrote:lawl wut? It not like you would ever see it...
You'd see it till the deathzone was put in...XD

Posted: Wed Jan 09, 2008 1:39 pm
by JDMFSeanP
Alright thanks guys.

One more thing, I remember a while ago that I believe insolence cloned things incorrectly or imported them incorrectly so that sound was messed up when the weapon was dropped? Was there a fix for that? I think it was just use entity lol but I'm not sure and can't find hte tutorial.

Posted: Wed Jan 09, 2008 6:57 pm
by kibito87
JDMFSeanP wrote:Alright thanks guys.

One more thing, I remember a while ago that I believe insolence cloned things incorrectly or imported them incorrectly so that sound was messed up when the weapon was dropped? Was there a fix for that? I think it was just use entity lol but I'm not sure and can't find hte tutorial.
Transfer the sound using Entity. Then rename the sound you just transfered. Then transfer what ever else you want. Then relink the broken sound to the sound that you injected first and renamed.

Posted: Wed Jan 09, 2008 7:28 pm
by DarkShallFall
Renaming just screw the map up even more.