Temptii has contributed to 18 posts out of 465278 total posts
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I'm kind of new to this. Is it possible to set a property (as opposed to an effect) to have a model spawn inside of another model at a marker?
For example, let's say I have a gun rack as a scenery object, and I want to spawn a scenery object of a gun at a particular marker in the rack. Is this possible without effects or scripts?
You can also get reference models here and just merge them into 3DS scenes.
I didn't think it would work, but it did, and beautifully at that. Thanks a lot!
I'm trying to spawn a non-collidable object for a short time, then have it despawn. Currently I'm using the garbage object and it works fairly well, but it despawns within 10 seconds. I'm lookin for it to stay spawned for a few minutes. Is there a way to control the garbage despawn time?
If not, I figured the next best thing would be to create a scenery object instead. Problem is, how do I despawn a scenery object without scripts?
Thank you. There was the creation effect and another effect that it triggered. I set the delay for the wrong one.
I can't seem to get a creation effect for bipeds to work. I figured it would use the effect_locations_block marker but that doesn't seem to work. Changing it to a marker on the biped (e.g "left foot") does not work either. The effect works when I trigger it any other way, such as through a projectile detonation.
I'm trying to have an effect trigger when a player spawns.
Yes, it is a scenery item. It sounds like a pain having to change all the projectiles, but I guess it'll have to do. Thanks all
So I'm making a little chain-link fence and I wanted bullets to be able to go through it but not people. Is there a way to do this? I also wanted a way to prevent grenades from going through it but as far as the game cares, the grenade is a projectile just like any other bullet (right?).
I thought I would make a collision model of a wall with a bunch of holes in it so some bullets will get through and grenades will most likely not get through, but it adds a lot of polys and will affect game performance (right?).
Good to see this project is still alive.
I got a new computer and I have Windows 7 64 bit. I'm running into problems with 3DS Max 8 where it starts to take an abnormal amount of resources and completely freezes. What is the latest version of 3DS Max where I will be able to run it fine on this system and be able to run all the HEK scripts (gbx model importer, jms exporter, etc) without problem?
Setting anti-aliasing to application control fixed it up. Thanks all.
I just got a new laptop and it's on Windows 7 Ultimate x64. I installed Halo Custom Edition and the installation seems to have went fine. I ran the installation as administrator and in compatibility mode. When I run the game, it loads the splash screen then "loads" the game in the background...so the game is stuck at the splash screen but if I move my mouse around I hear the noises of hovering over multiplayer, settings, etc. I never had problems on Windows 7 Home Premium x64 on my desktop. I also have the same problem and more with Halo: Combat Evolved on this laptop.
I've tried running as administrator, XP compatibility, windowed mode, disabling visual themes, disabling desktop composition, and disabling scaling on high DPI.
I'd really like some sort of solution as soon as possible because I'm voice acting in Project: Lawson and I'd really like to play through it...help?
When I load Guerilla, Halo Tag Converter, HEK Plus, or anything like that and open up the menu (File, Tools, View, etc...) I have a bunch of loading bars ticking down around the menu and it freezes. Then I get this exception:
Value cannot be null. Parameter name: value.
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.ArgumentNullException: Value cannot be null. Parameter name: value at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument) at Microsoft.Win32.RegistryKey.SetValue(String name, Object value, RegistryValueKind valueKind) at Microsoft.Win32.RegistryKey.SetValue(String name, Object value) at HTCLib.Globals.SaveGlobals(Boolean FirstStart) at HaloTagConverter.DefaultNamespace.MainForm.Form_OnClose(Object sender, CancelEventArgs e) at System.Windows.Forms.Form.OnClosing(CancelEventArgs e) at System.Windows.Forms.Form.CheckCloseDialog(Boolean closingOnly)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4984 (win7RTMGDR.050727-4900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- HaloTagConverter Assembly Version: 1.0.1978.28836 Win32 Version: 1.0.1978.28836 CodeBase: file:///C:/Program%20Files%20(x86)/Microsoft%20Games/Halo%20Custom%20Edition/Halo%20Tag%20Converter%20Public%20Release/HaloTagConverter.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4986 (win7RTMGDR.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4985 (win7RTMGDR.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4985 (win7RTMGDR.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- Skybound.VisualStyles Assembly Version: 1.1.0.0 Win32 Version: 1.1.2.0 CodeBase: file:///C:/Program%20Files%20(x86)/Microsoft%20Games/Halo%20Custom%20Edition/Halo%20Tag%20Converter%20Public%20Release/Skybound.VisualStyles.DLL ---------------------------------------- ConversionLib Assembly Version: 1.0.1978.28832 Win32 Version: 1.0.1978.28832 CodeBase: file:///C:/Program%20Files%20(x86)/Microsoft%20Games/Halo%20Custom%20Edition/Halo%20Tag%20Converter%20Public%20Release/ConversionLib.DLL ---------------------------------------- SandBar Assembly Version: 1.1.2.0 Win32 Version: 1.1.2.0 CodeBase: file:///C:/Program%20Files%20(x86)/Microsoft%20Games/Halo%20Custom%20Edition/Halo%20Tag%20Converter%20Public%20Release/SandBar.DLL ---------------------------------------- SandBarTaskPane Assembly Version: 1.0.1978.28857 Win32 Version: 1.0.1978.28857 CodeBase: file:///C:/Program%20Files%20(x86)/Microsoft%20Games/Halo%20Custom%20Edition/Halo%20Tag%20Converter%20Public%20Release/SandBarTaskPane.DLL ---------------------------------------- XPCommonControls Assembly Version: 2.1.3.28832 Win32 Version: 2.1.3.28832 CodeBase: file:///C:/Program%20Files%20(x86)/Microsoft%20Games/Halo%20Custom%20Edition/Halo%20Tag%20Converter%20Public%20Release/XPCommonControls.DLL ---------------------------------------- HTCLib Assembly Version: 1.0.1978.28832 Win32 Version: 1.0.1978.28832 CodeBase: file:///C:/Program%20Files%20(x86)/Microsoft%20Games/Halo%20Custom%20Edition/Halo%20Tag%20Converter%20Public%20Release/HTCLib.DLL ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
I'm on Windows 7 Home Premium and run it in XP compatibility mode and run as administrator. I'd really like to find some fix for this, thanks. Edited by Temptii on Mar 7, 2013 at 02:56 PM
Is there any specific way to create them? There are 9 control points but I don't understand exactly how they work. Any insight?
I want to create a camera track that doesn't revolve around a certain point on a vehicle, but stays in a fixed part of it. Kind of like first person.
Quote: --- Original message by: supersniper
Halo Development Trainer v1.0 for Halo CE V1.0 (DevTrainerCE.exe) by Paulus Halo Development Trainer V2 Beta for Halo PC and CE (DevTrainerV2.11beta.exe) by Paulus
Uhm, I'm running vista and have tried both, no luck. I've ran as administrator, ran compatability for XP, and ran single core, but still nothin. Help?
Sweet, it worked. Thanks goyanks.
I just converted a base from a .gmax, to .obj, to .3ds files.
I imported the 3ds file into my map, set the IDs of the faces, and added a multi/sub object to it but the images aren't displayed on the base, the base is just solid white. I did set it to view map in viewport and the same multi/sub object was applied to a beam emitter base and it worked fine. I've tried it with both the 3ds, and the obj and I get the same result.
Whats wrong? I did get an options prompt when I imported the .obj file, should I have set something?
I tried using the search feature on this forum but I'm more accustomed to vBulletin so I kinda failed.
Well I wanted to know about the 3D Models of bases that I can add to maps. Is there an easy way to texture them (like if they're already assigned IDs) or do I have to assign IDs and texture them myself? OR are there pre-textured models like scenery (that are well textured) ?
EDIT: Wow, sorry for posting this. I imported a base and explored the IDs, the ID's are already set. Sorry for this thread. Edited by Temptii on Jul 21, 2009 at 09:50 PM
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