starscream20 has contributed to 132 posts out of 465278 total posts
(.03%) in 3,969 days (.03 posts per day).
20 Most recent posts:
I was wondering if it's possible to NOT have to resort to going into classic theme mode anymore to use this? If so is there a HEK+ or Sapien I am not seeing for download?
Quote: --- Original message by: NeX Yeah, unlock for spv3 a50 beta was goodiez4uandme
Hahahah thanks a lot. I remember that. Good on ya!
EDIT: Does this not work for the one in the CMT download section. Says the code isn't valid. Edited by starscream20 on Sep 21, 2015 at 07:37 PM
I think it was teh_lag that released this. It was I believe a single player modification that had a shotgun with Color Shifting reticles. I also remember they teased the unlock code for the map and did indeed release it so we could use their tags. Does anyone know what particular map this was. I know for a fact it was CMT.
Quote: --- Original message by: SS FlankerQuote: --- Original message by: starscream20So let me tell the story. A couple years ago my buddy DeadHamster taught me how to put AI in a map. Sometime after that I started talking to him about putting the Infinity Bases in the BG. Long story short he was able to do it. Not only did he remove the BG bases and seal the ground up but he made it into an actual scenery item as well. But the bases on the map themselves are part of the map. The problem I have run into at this point is the base he ripped was the blue base. So both bases are only sporting the Blue lights and textures. I am sure this requires 3DS max to fix this issue. But the problem is I have no idea how to do this with Halo. At the time I had zero experience with 3DS. But since then I have had a fair amount of experience. I modded GTA SA for a while with my friend. To put this into perspective. I was able to mount lightbars on police cars via hierarchy and texture them. So I have a general idea of materials. I can mess around with custom shapes a bit. But I have never modded halo. I want someone to teach me or at-least guide me in the right direction. I am willing to learn and pay attention to anyone willing. It does't appear to be that big of an issue, it used to have light-map errors but thanks to people here and OpenCarnage I have fixed and learned that. I have a TeamSpeak and Steam for those interested. If someone is able to help me with this I will credit them in the mod. Right now it's on the working title of "Dark Forest" Here are some images to show you what we're dealing with: Blue-Base http://puu.sh/kifnY/f44e1d3aa0.png Red-Base http://puu.sh/kifAH/396ff21883.png The problems I have: The Ramp on Red-Base http://puu.sh/kiFWz/0662cc880a.png The light panel on the inner beam core http://puu.sh/kiFZW/8ac9fc365d.png These seem to be my only issues. Any help at all is 100% appreciated. So let me get this straight all you really want is to be shown how to get the bases from infinity, sealed and applied to the bloodgulch mesh with all materials acting correctly? K. I'll make a tutorial on that.
If it's not too much trouble. I would really appreciate it!
EDIT: My friend helped me. Thanks though. Edited by starscream20 on Sep 23, 2015 at 04:26 PM
So let me tell the story.
A couple years ago my buddy DeadHamster taught me how to put AI in a map. Sometime after that I started talking to him about putting the Infinity Bases in the BG. Long story short he was able to do it. Not only did he remove the BG bases and seal the ground up but he made it into an actual scenery item as well. But the bases on the map themselves are part of the map.
The problem I have run into at this point is the base he ripped was the blue base. So both bases are only sporting the Blue lights and textures. I am sure this requires 3DS max to fix this issue. But the problem is I have no idea how to do this with Halo. At the time I had zero experience with 3DS. But since then I have had a fair amount of experience. I modded GTA SA for a while with my friend. To put this into perspective. I was able to mount lightbars on police cars via hierarchy and texture them. So I have a general idea of materials. I can mess around with custom shapes a bit. But I have never modded halo.
I want someone to teach me or at-least guide me in the right direction. I am willing to learn and pay attention to anyone willing. It does't appear to be that big of an issue, it used to have light-map errors but thanks to people here and OpenCarnage I have fixed and learned that.
I have a TeamSpeak and Steam for those interested. If someone is able to help me with this I will credit them in the mod. Right now it's on the working title of "Dark Forest" Here are some images to show you what we're dealing with:
Blue-Base
Red-Base
The problems I have:
The Ramp on Red-Base
The light panel on the inner beam core
These seem to be my only issues. Any help at all is 100% appreciated.
Quote: --- Original message by: SS Flanker power > 0.01
Quote: --- Original message by: ZX 707 You can make it darker by changing the indoor and outdoor ambient radiosity power and color at the top of the sky tag.
Thank you both for your replies. I will mess with this here in a little while. Will reply with results.
Sorry for a back to back thread post.
Currently I have this:
my settings are:
Is it not possible to get it any darker? Or is this the limit?
Quote: --- Original message by: Kinnet
thats a dirty bug (i think), to fix it, just change the name 0f the lightmap bitmap (levels\test\bloodgulch\bloodgulch.bitmap), from "bloodgulch.bitmap" to any another name just not "bloodgulch", then reference it again from the .scenario_structure_bsp. that should fix ur problem Edited by Kinnet on Sep 19, 2015 at 08:19 PM
You're a pal. Thanks! It's working now.
Having an issue here. I edited the sky tag in guerilla and ran the maps in Sapien. It looked fine until I built the map.

It looked normal in Sapien. Not sure what the hell to make of this.
 Edited by starscream20 on Sep 19, 2015 at 08:04 PM
Quote: --- Original message by: MEGASEAN2812 Crap I made a mistake, change the skybox in GUERILLA. SORRY D:
No big deal. I haven't even gotten to that yet. Still extracting with HEK+
Quote: --- Original message by: MEGASEAN2812 Change the skybox of the scenario in sapien to the a50 one or any other night sky, then do radiosity_quality 0 and radiosity_start in sapien. Then when its done do radiosity_save
Been a good long ass time since I messed with Sapien and all that. Let me go fool around with it. If I can't figure it out I'll get back to you.
So I want to make night versions of the vanilla maps. But for the time being I want to do the Blood Gulch. I was just wondering how I would render them for a night time variant? I ran lightmaps only one time for a custom map and never again. I have forgotten how actually.
I still am lol
Well I must say these look fantastic!
I would like those modular forerunner pieces Kthnx ;)
Ew open sauce
It appears Dennis is not going to approve these and the creator of these files refuses to upload elsewhere so. No files for anyone.
Awaits female spartan! And everything else not approved by Dennis.
Still awaiting that Female Spartan so I can use it. Dennis COME ON !
I do want this just making that known xD. It's legit!
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