
Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Dec 8, 2015 09:05 PM
Msg. 71 of 105
there is no way i can change the original BSP :( to change something i have to reference it from a .effect, so i can replace it with schaton. There is no way i can reference a bsp.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Dec 8, 2015 09:10 PM
Msg. 72 of 105
Quote: --- Original message by: EmmanuelCD Do you want me to remake the BSP? I still hace the other file you send me BSP and collision are shared, there is no way to visually change the bsp and keep the same BSP collision. Edited by MEGASEAN2812 on Dec 8, 2015 at 09:10 PM
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Dec 9, 2015 02:19 AM
Msg. 73 of 105
There is actually, you can set the whole render geometry as render_only and set the sealed colission BSP as colission_only or give it a sky material maybe.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Dec 9, 2015 03:09 AM
Msg. 74 of 105
Quote: --- Original message by: Mootjuh There is actually, you can set the whole render geometry as render_only and set the sealed colission BSP as colission_only or give it a sky material maybe. Sky material wouldn't work, grenades and other projectiles wouldn't be capable of properly colliding with the BSP. The best option would probably be to keep the regular BSP as collision but make all the shader references point to a completely invisible shader type. It'd be a lot of work with a pre-lit BSP but it is possible.
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Dec 9, 2015 05:01 AM
Msg. 75 of 105
Then just use colission only, IIRC it has all the things you said the sky lacks.
Add a material For cliffs, ground and metal, give respective surfaces their respective ID. Add a @ or *(didn't test that one) after the material name.
So your colission geometry would have 4 materials.
+sky Ground@ Cliffs@ Metal@ Edited by Mootjuh on Dec 9, 2015 at 05:06 AM
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Dec 9, 2015 08:00 AM
Msg. 76 of 105
It would work in this kind of mods tho? Because with the method I use I need to reference it from .effect
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Mokou Price
Joined: Oct 30, 2014
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Posted: Dec 9, 2015 08:07 AM
Msg. 77 of 105
Sadly no alpha test dis tim...... But your texmod looks much better than the previous version :D
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Dec 9, 2015 12:30 PM
Msg. 78 of 105
You cant even change at least lightmaps? They are bitmaps.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Dec 9, 2015 12:44 PM
Msg. 79 of 105
Only if lightmap UVs are exactly the same.
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Noble Six ROCKS
Joined: Oct 22, 2015
ALL FEAR THE GAUSSHOG!!!!
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Posted: Dec 13, 2015 09:36 AM
Msg. 80 of 105
I'm assuming the cliff's new texture is inspired by Reach's Forge World? If so, I might suggest making the cliffs at the back of one base look like someone has placed some Forge windows or something, and then beyond that you can see the beach? Don't know if there is a flat expanse of rocks that would work for it, or if you even can do it. Looks good!
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Dec 13, 2015 09:48 AM
Msg. 81 of 105
Quote: --- Original message by: EmmanuelCD You cant even change at least lightmaps? They are bitmaps. yes, i already did that but they are default ones: i had to re run the lightmaps cuz otherwise the ground of the teleport would look green intead of the cool blue. Quote: --- Original message by: altis94 Only if lightmap UVs are exactly the same. i have no idea what are UVs :'v Quote: --- Original message by: Noble Six ROCKS I'm assuming the cliff's new texture is inspired by Reach's Forge World? If so, I might suggest making the cliffs at the back of one base look like someone has placed some Forge windows or something, and then beyond that you can see the beach? Don't know if there is a flat expanse of rocks that would work for it, or if you even can do it. Looks good! nah xD i just riped them from a random latino coagulation mod, but yeah i can put any custom scenery to the map (maximum 5) (without collision) with that i'm gonna add more trees, small rocks and some plants ( and an easteregg of course :v) what other scenery would you like to see ?
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Dec 13, 2015 08:03 PM
Msg. 82 of 105
Quote: --- Original message by: Kinnet
i have no idea what are UVs :'v They are the bitmaps coordinates in the model, its where the lightmaps should go. You can use them in 3ds max with V-Ray Quote: nah xD i just riped them from a random latino coagulation mod, but yeah i can put any custom scenery to the map (maximum 5) (without collision) with that i'm gonna add more trees, small rocks and some plants (and an easteregg of course :v) what other scenery would you like to see ? Im still porting some stuff from HR if you want trees or rocks or other stuff. Why the hell do you hate latinos? Why the hell so much hatred towards us? Im just a normal guy, with a normal life, and i dont eat tacos every day Wel just ignore me
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Dec 13, 2015 08:15 PM
Msg. 83 of 105
At least some of us learn from our errors. Back to the thread if you need ported models from HR ask me
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Dec 14, 2015 01:31 PM
Msg. 84 of 105
It pains me to see high detail models shoehorned into a low poly DX7-quality map like that. . .
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Dec 14, 2015 01:40 PM
Msg. 85 of 105
i know right, is just like minecraft with HD textures* xD Edited by Kinnet on Dec 14, 2015 at 01:40 PM
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Dec 15, 2015 01:22 AM
Msg. 86 of 105
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Noble Six ROCKS
Joined: Oct 22, 2015
ALL FEAR THE GAUSSHOG!!!!
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Posted: Dec 16, 2015 07:49 AM
Msg. 87 of 105
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Dec 16, 2015 01:37 PM
Msg. 88 of 105
I'm planing on doing a small beta release in one week.
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Noble Six ROCKS
Joined: Oct 22, 2015
ALL FEAR THE GAUSSHOG!!!!
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Posted: Dec 16, 2015 09:55 PM
Msg. 89 of 105
Quote: --- Original message by: Kinnet I'm planing on doing a small beta release in one week. Woot!
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 19, 2015 09:09 PM
Msg. 90 of 105
Quote: --- Original message by: OrangeJuice It pains me to see high detail models shoehorned into a low poly DX7-quality map like that. . .
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Dimacave
Joined: Mar 30, 2015
-MauriX
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Posted: Dec 27, 2015 04:54 PM
Msg. 91 of 105
. Edited by Dimacave on Dec 28, 2015 at 06:59 PM
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NeX
Joined: Apr 11, 2013
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Posted: Dec 27, 2015 07:09 PM
Msg. 92 of 105
Lol video is private, and you didn't even say what the bug was in the post. 0/10 critique
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Dimacave
Joined: Mar 30, 2015
-MauriX
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Posted: Dec 27, 2015 08:06 PM
Msg. 93 of 105
Quote: Lol video is private, and you didn't even say what the bug was in the post. 0/10 critique It is not a criticism, simply he said that if you find a bug, we notify. For the simple fact that I liked the beta, and play often, I would like to fix the bug. What if you're doing a bad criticism, because you not understand the meaning of the post. *Google traductor*Edited by Dimacave on Dec 27, 2015 at 08:10 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 28, 2015 09:19 AM
Msg. 94 of 105
Quote: --- Original message by: NeXLol video is private, and you didn't even say what the bug was in the post. -10/10 critique
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Dec 28, 2015 02:40 PM
Msg. 95 of 105
LOL I was doing experiments with the sniper rifle and I forgot to change that in the last moment. Don't worry I'll try to fix it today, I'll update the fixed link at my video.
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Dimacave
Joined: Mar 30, 2015
-MauriX
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Posted: Dec 28, 2015 07:15 PM
Msg. 96 of 105
Quote: --- Original message by: Kinnet LOL I was doing experiments with the sniper rifle and I forgot to change that in the last moment. Don't worry I'll try to fix it today, I'll update the fixed link at my video. Ok very good!
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mihirgates
Joined: Sep 6, 2014
https://youtube.com/mihirgates
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Posted: Dec 31, 2015 06:45 AM
Msg. 97 of 105
Happy birthday kinnet :) 
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HyperLuke
Joined: May 5, 2016
csgosucks.org
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Posted: Jun 2, 2016 10:45 PM
Msg. 98 of 105
Quote: --- Original message by: KinnetHi ! So i have been working on this for 2 months,i think now is the moment to post this here, is a replace for the old and classic bloddgulch, This mod contains new vehicles, new weapons, new sounds and much more, is not just a texture or sound mod, this adds new models, particles, effects , making the map more enjoyable. You can join any server of blood gulch on any game-type.(This is my first project in halo ce) Special Thanks to:CMT (for almost all the tagset) Altis94 (for helping to fix the fp animations) Nex (Amazing shaders, bitmaps and effects) Deathstar ( u know why ) little Q&A:Q: Are you going to do the same with all the classic maps ? A: Hell yeah !. Q: Does all the new "fp" animations match with the old ones ? A: Yes!, but i still working on this. Q: This mod will have adventages ? A: Some, like zoom with any weapon, shield sounds, etc. Still work in progress, but hopefully is going to be relased in this year's CE3 here are some pics: Some vehicles: http://i58.tinypic.com/8h13.jpg http://i62.tinypic.com/14cb1is.jpg http://i62.tinypic.com/105z11u.jpg http://i61.tinypic.com/zv3au1.jpg http://i61.tinypic.com/2zxsgup.jpg YES! Backpack weapons, also these bipeds are placeholders, i'm working on a custom biped compatible with backpack weapons http://i62.tinypic.com/dq2p29.jpg http://i62.tinypic.com/xarii1.jpg http://i60.tinypic.com/63umf4.jpgthe bitmaps of the bsp, are placeholder too http://i59.tinypic.com/mvgrgz.jpg http://i58.tinypic.com/2qs8jeu.jpg I'm open to any suggestion. So feel free to! Edited by Kinnet on Jun 16, 2015 at 11:28 PM Nice, i played your beta. The only problem is that The sniper rifle has a weird reload animation when reloading when clip is empty.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jun 2, 2016 11:40 PM
Msg. 99 of 105
Dat necro tho
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HyperLuke
Joined: May 5, 2016
csgosucks.org
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Posted: Jun 4, 2016 03:20 AM
Msg. 100 of 105
Quote: --- Original message by: R93_Sniper Dat necro tho Problem Bro?
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Feb 18, 2019 01:17 AM
Msg. 101 of 105
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Tachikoma
Joined: Oct 13, 2018
Thanks for everything.
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Posted: Feb 18, 2019 03:24 PM
Msg. 102 of 105
where are those animations from owo
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Kavawuvi
Joined: May 24, 2018
Brrrrrrring Ha!
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Posted: Feb 18, 2019 07:02 PM
Msg. 103 of 105
Quote: --- Original message by: MEGA_VKNG
BSP and collision are shared, there is no way to visually change the bsp and keep the same BSP collision. Edited by MEGASEAN2812 on Dec 8, 2015 at 09:10 PM I know this is a pretty old post I'm replying to and the original poster probably won't ever see this reply, but while they do share the same tag, the collision part of a BSP is mapped out exactly the same way as any other model_collision tag. In theory, you could extract this collision model (Mozzarilla maybe?), make a new BSP, and import the old collision model. Edited by Kavawuvi on Feb 18, 2019 at 07:05 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 18, 2019 11:27 PM
Msg. 104 of 105
Those are some beefy sounds
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Apr 21, 2019 01:06 PM
Msg. 105 of 105
Quote: --- Original message by: Tachikoma where are those animations from owo The ones that don't look that were made by cmt-zteam are ports from cs:s or cs:go tweaked by me to fit the origins and what not for the weapons of the mod, except the shotgun fire, that one was traced frame by frame from reach (so yeah that's also a rip) sorry for not answering sooner but totally forgot that I posted here also: Beta release YAY https://youtu.be/7oRozfrBQIA have a nice Easter :)
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