OoEWolf has contributed to 64 posts out of 465278 total posts
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Unfortunately I've been busy with various life stuff, so I haven't been able to work on anything, but as soon as I get my time freed up I'll get back to it.
The best thing about this map is seeing Jesse getting pwned.
Isn't Yoyorast v2 protected lol?
K, so in my opinion the Mongooses from Yoyorast 2 were literally the best ones for CE, hands down. Only the ones from the first Yoyorast comes second to it. I plan on using either one of them in my map (koyote Village) preferably the newer one.
With that being said, does anyone have the tags for them? And if so can I has? (The ones from Yoyorast v2 that is)
Any major difference between 2014, over 2013? Because that's what I use, I don't experience any difficulties using it.
Yeah I didn't think it was complete, I just looked for it in the scripts for hugeass, since he was asking about those scripts, I think they're also in coldsnap.
But yeah I'm a bit curious on how one would get them working myself since I have not seen any maps that use them other than hugeass and coldsnap, that I know of.
Are these the scripts you're talking about?
(script static void red_fb_kill (begin (set red_fb_alive false) (object_create_anew red_hull) (objects_attach red_fighterbomber attach red_hull attach) (object_create_anew red_front) (objects_attach red_fighterbomber attach red_front attach) (object_create_anew red_tail) (objects_attach red_fighterbomber attach red_tail attach) (object_create_anew red_left_engine) (objects_attach red_fighterbomber attach red_left_engine attach) (object_create_anew red_right_engine) (objects_attach red_fighterbomber attach red_right_engine attach) (object_create_anew red_left_wing) (objects_attach red_fighterbomber attach red_left_wing attach) (object_create_anew red_right_wing) (objects_attach red_fighterbomber attach red_right_wing attach) (if (vehicle_test_seat_list red_fighterbomber w-driver (players)) (unit_kill (vehicle_driver red_fighterbomber))) (if (vehicle_test_seat_list red_fighterbomber g-driver (players)) (unit_kill (vehicle_gunner red_fighterbomber))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (objects_detach red_fighterbomber red_hull) (objects_detach red_fighterbomber red_front) (objects_detach red_fighterbomber red_tail) (objects_detach red_fighterbomber red_left_engine) (objects_detach red_fighterbomber red_right_engine) (objects_detach red_fighterbomber red_left_wing) (objects_detach red_fighterbomber red_right_wing) (object_destroy red_fighterbomber) (if (and red_fb (= red_fb_alive false)) (sleep 1800)) (if (and red_fb (= red_fb_alive false)) (object_create_anew red_fighterbomber)) (if (and red_fb (= red_fb_alive false)) (set red_fb_alive true))))
I have no idea how to get them to work though, not that good at scripting. Lol
Glad you like it.
Time for a quick update, haven't had much time to work on it, but I changed a bit.
First off, I added in a garage to the main bases. 
Changed the ground textures, and cliffs. (some minor stretched uvs in the cliffs)
Added a new sky that I put together.
And that's it, all be working on it more whenever I get free time, suggestions welcomed.
Must be the lighting, or the fact that the texture is stretched, or I'm just going crazy lol. Thanks for the clarification though.
Quote: --- Original message by: waffles OS currently does not affect bsp shaders (shader type in question is "shader_environment"). Its no different from using regular halo right now.
Ahh, yeah I figured that, but for some reason the ground looks different to me. lol
Specifically I was just wondering what was done to achieve this.

The BSP in particular, like what shader type was used etc.
Image links are dead :/. Would be nice to get a tutorial on how to take advantege of OS shadering in general.
Quote: --- Original message by: Maniac1000 What do you want to accomplish, and what is happening?
This
I intended to get the two bands of clouds in the background to animate, which I did with the texture scrolling animations.
Thanks, the scrolling animations work well. As far as the other animations I'm not sure, I believe I had it working once before a long time ago, but I forgot lol.
Ok, short story, I'm making a sky, with some rotating clouds, tried to export animations and I got this.
C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool animations sky\d estiny Couldn't read map file './toolbeta.map' ### destiny.JMO ### ERROR wrong version number. EAX: 0x00000000 EBX: 0x00000000 ECX: 0x768B5494 EDX: 0x00000208 EDI: 0x006AC3E4 ESI: 0x00000208 EBP: 0x00000000 ESP: 0x0018F8C0 EIP: 0x00446587, 83 3E 00 7F ????? EXCEPTION_ACCESS_VIOLATION
EXCEPTION (that's all I know!)
Anyone know what I did wrong?
Quote: --- Original message by: altis94 I think you should add more details to the ground and cliffs.
Yeah I know the cliffs still need some work, and I may add some more variation in the ground.
Quote: --- Original message by: ally cool, a backup get out quick route sounds good, that should solve it.
chinese buildings seem to be very very detailed, i can only go by google images, but from what i can see there's a fair amount of work to be done on them.
goodluck :)
Most of the work left is finding bitmaps for them, If I had to make another chinese styled building from scratch again I probably wouldn't be able to get it ingame without having to redo the portals, which I probably will have to do anyway after I do exact portals. The first time I modeled them they were a considerable amount of poly, until I got them down to a reasonable amount.
Quote: --- Original message by: ally but will it stop teams from over powering the base and just spamming the windows with grenades?
i must have spent almost a whole game earlier standing on a rock outside beavercreek base just lobbing grenades into the base, hmmm i got kicked for some reason tho lol.
No more than the bloodgulch base gets spammed lol, although I plan on making a garage in the back of each base so that players can easily get out from the back, as well as the sides.
it's also pretty difficult to land a grenade in the top floor. Edited by OoEWolf on Apr 15, 2013 at 12:29 AM
As you can see here, the base for each team is a 3 story bunker type building, the flaps over the windows offers some protection from high sniper fire and such.
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