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Posted: Fri Jun 04, 2004 8:59 pm
by Gabs
Pokecancer, could you please make recursive meta saving for this program? It'll make this program even more easier to use.

Cheers.

Posted: Fri Jun 04, 2004 10:03 pm
by SEHF
Well, pokecancer... I got to start making more mods, but I'm lazy! I'm have done with a crewmen BG mod. Maybe...

Posted: Sat Jun 05, 2004 12:38 am
by pokecancer
it will probably be in the next version and to Z, I've written like 30 tutorials on this. look at the other threads. i even included a quick guide in the readme that comes with it.

Posted: Sat Jun 05, 2004 6:03 am
by zulux
with you guys talking about the light bridge... i had a problem like that with PC, but i injected the machine and everything. The problem you will get is the antr. I had to give it the antr of the flashing light, and then it would flash on and off like a broken light bridge. But the coll model would not work. So even if you inject everything (BTW to make the tag there just switch it from effe to mach even if it is not already in the level) you will still have some troubles.

Posted: Sat Jun 05, 2004 6:18 am
by mr_abc
hey i think it didnt work for u zulux because there r two diferent kinds of bridge in keyes the one that works and the one that flickers on and off.
maybe u should try and import the bridge from the level halo. and the bridge tht flickers on and off wouldn't have a collison anyways so you cant get across.

thts wht i think anyways :roll:
hope this helps
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-=Mr~Abc=-
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Posted: Sat Jun 05, 2004 7:24 am
by Stinger77s
Just wondering if the injecting was working in version 2.6 because that is the one I have had because I do not get to use the internet that often but I have been trying to replace the ice in Sidewinder with some normal ground and I can get the textures to work but when I try to replace the effects the ice is still slick when I drive on it. Anyone ever tried this or know how to do it.

Posted: Sun Jun 06, 2004 11:28 am
by zulux
mr abc... no, i didn't import the one that flickers
I had to give it the antr of the flashing light
i said right there that i changed it's antr to make it flicker :P

Posted: Sun Jun 06, 2004 11:38 am
by joesbadday
So... as of now... a working lightbridge in a MP map (boarding action, please!) sounds like a job only pokecancer could successfully do. (hint hint)... haha.

Posted: Mon Jul 12, 2004 12:36 pm
by swese44
Wow, I'm amazed at how easy you've made this pokecancer. I do have a question, I'm sure it has a simple answer I just haven't found it yet. Say I inject a warthog over a tank, so there are 2 warthogs in the level. Both warthogs point to the same warthog skin. How can I make one point to another bitmap? Thanks.

Posted: Thu Jul 29, 2004 5:15 pm
by Flying Poo
back to the light bridge...... enlongate a "building block" and skin it w/ the light bridge's skins that way you alread have a collision model may not look as good but... eh... its an idea

i'm working on a map similar to that of FTC yellow team's weapons base in Hang em high... i have all the weapons enlarged and large rockets.... here are the problems....

1) the gun positions are off when it changes views... i think i can fix that by moving the model arround in Gmax or Milkshape

2) the plasma rifle glo is still in its usual place and not on the end of the gun... anyone know how to move it or get rid of it?

3) also i was wondering if theres a way to change where the projectiles appear outa the gun.

4) oh yea and how to get rid of the shocks on the hog

Thanks... Reply, PM, email, AIM, what ever

oh yea i'm also working on a "Warthog junk yard" hogs everwhere, torn to pieces, cant be driven yet you can still get in them... null out its physics :wink:

Posted: Sun Jan 02, 2005 11:51 am
by Uber-Banana
it just says arithmetic operation resulted in an overflow, help

Posted: Wed Aug 15, 2007 11:08 pm
by 123LNR
POKECANSER how do i PMI. it seems so difficult. do i have to use HHT or HMT with it. I CANT SP to SP PMI