really? sweet! could everyone else see it too?(that had the mod too of course)aaa wrote:i was able to play it system link wise
[ MOD ] drivable mlx on turf
- TheTyckoMan
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you should put in the first post that you fixed the driver seat and the passenger seat and that the passenger seat is where you want it, so that people will stop trying to help you "fix" it
btw did you just swap out the warthog's model? or what did you do?

btw did you just swap out the warthog's model? or what did you do?
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Yes I caught tycko with the f!rst p0st filter, lolthetyckoman wrote:you should put in the I am an idiot that you fixed the driver seat and the passenger seat and that the passenger seat is where you want it, so that people will stop trying to help you "fix" it![]()
btw did you just swap out the warthog's model? or what did you do?

they, like you, just didnt bother to read the f1rst postthetyckoman wrote:you should put in the I am an idiot that you fixed the driver seat and the passenger seat and that the passenger seat is where you want it, so that people will stop trying to help you "fix" it![]()
btw did you just swap out the warthog's model? or what did you do?

or else they would see that it does say it there lol. and at least 2 more times in later posts
- TheTyckoMan
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it's not the first time MR. "first post"looknbarrel wrote:Yes I caught tycko with the f!rst p0st filter, lolthetyckoman wrote:you should put in the I am an idiot that you fixed the driver seat and the passenger seat and that the passenger seat is where you want it, so that people will stop trying to help you "fix" it![]()
btw did you just swap out the warthog's model? or what did you do?
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i didnt see the second part of your post before. to put this in this map. i moved the whole m1x bloc tag from oldmambossa into turf. i nulled out all the warthogs shader except the tires which i switched with the m1x tires. lowered the m1x model on the axis about .2 . added the m1x hlmt to the warthog horn weap with h2x. used your ch2r plugin to tweak the seat positions. nullled out the taillights because they didnt look rightthetyckoman wrote: btw did you just swap out the warthog's model? or what did you do?
there now everyone will know my dirty secrets
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Nice car, I was just thinking about this the other day.
Not to go any farther off topic, but I'd like to explain real quick why the Main Menu mod discussed above messes up the other maps.
The main menu map contains textures, models, sounds, and such that are shared by the other maps. The normal level maps, such as turf, might expect the city wall texture to be at a specific offset in mainmenu, say 0x11111111 for example. Then, when you inject the brute or some model, it'll be put with all the other model data, which comes before bitmaps/texture, therefore pushing the city wall texture to 0x22222222. (These numbers are completely made up, just for examples..) Anyway, the offset in turf's map will still expect the texture at 0x1111111, so it will look weird or not load.
The only way to do what you want (putting other models in MM), would require somehow adjusting the raw data so that everything lines up where it did before the model was injected, or going through each map you want to play with the new MM, and adjusting every shared offset to point to it's new location. The second option, although it would work is nearly impossible in scope because it'd require locating every shared offset which points to MM in the playable map, like turf, tracking the shifts in MM, and then updating every shared offset in the playable map. The first option could be accomplished easily by overwriting the raw data you're replacing, then no shifting would be required, so there wouldn't be an issue with shared textures or models. But then you have to find a model smaller or equal to MC's in raw data size if you wanted to replace MC.
Anyway, I don't want to derail this topic more than you folks already did, just wanted to offer a little insight about what was happening with those maps.
Nice car.
Not to go any farther off topic, but I'd like to explain real quick why the Main Menu mod discussed above messes up the other maps.
The main menu map contains textures, models, sounds, and such that are shared by the other maps. The normal level maps, such as turf, might expect the city wall texture to be at a specific offset in mainmenu, say 0x11111111 for example. Then, when you inject the brute or some model, it'll be put with all the other model data, which comes before bitmaps/texture, therefore pushing the city wall texture to 0x22222222. (These numbers are completely made up, just for examples..) Anyway, the offset in turf's map will still expect the texture at 0x1111111, so it will look weird or not load.
The only way to do what you want (putting other models in MM), would require somehow adjusting the raw data so that everything lines up where it did before the model was injected, or going through each map you want to play with the new MM, and adjusting every shared offset to point to it's new location. The second option, although it would work is nearly impossible in scope because it'd require locating every shared offset which points to MM in the playable map, like turf, tracking the shifts in MM, and then updating every shared offset in the playable map. The first option could be accomplished easily by overwriting the raw data you're replacing, then no shifting would be required, so there wouldn't be an issue with shared textures or models. But then you have to find a model smaller or equal to MC's in raw data size if you wanted to replace MC.
Anyway, I don't want to derail this topic more than you folks already did, just wanted to offer a little insight about what was happening with those maps.
Nice car.
Blah blah blah
- TheTyckoMan
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thanks for the info there, anybody that knows anything about how the raw data is set up should have known that (but seeing as not to many people actually know how to do more than swapping dependencies.......)
but it's always fun to read an explanation
but it's always fun to read an explanation

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wow, i understood that stuff tj!
A buddy and I got half way through doing this a while back when the triplicate car thing was happening but then he quit xbox and I guess I got wrapped up in other things. We got as far as driving the car but it sat way up in the air cuz we didn't figure out how to move it down yet. Anywho I would like to know how you moved the model down so that it sits right on the ground if you would please explain(did ya just change the z co ord of the model or what?).
A buddy and I got half way through doing this a while back when the triplicate car thing was happening but then he quit xbox and I guess I got wrapped up in other things. We got as far as driving the car but it sat way up in the air cuz we didn't figure out how to move it down yet. Anywho I would like to know how you moved the model down so that it sits right on the ground if you would please explain(did ya just change the z co ord of the model or what?).
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yep just the z cords in the modeJuniorman030790 wrote:wow, i understood that stuff tj!
A buddy and I got half way through doing this a while back when the triplicate car thing was happening but then he quit xbox and I guess I got wrapped up in other things. We got as far as driving the car but it sat way up in the air cuz we didn't figure out how to move it down yet. Anywho I would like to know how you moved the model down so that it sits right on the ground if you would please explain(did ya just change the z co ord of the model or what?).
i also stretched it a tad on the x axis
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you do not need to post the same question i multiple topics. and at least post wut u need help with
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