Search found 94 matches

by Unilat
Tue Jul 01, 2008 6:43 pm
Forum: Utilities
Topic: HaloMods Container Tool - Updated 7/23/08
Replies: 86
Views: 32801

So, I am curious. After extracting the usermap file from the container file and editing, is there a necessity to rehash with the other program in this section? Or does the CON resigner defeat the purpose of rehashing the map? Just trying to get my head around having all these different programs for ...
by Unilat
Thu Jun 26, 2008 9:35 am
Forum: Discussion
Topic: Something Im Working On
Replies: 5
Views: 1575

Use a treeview instead of the menustrip. Tutorials can then be extracted from an online XML file just like my old program H2E. I had a php site that let users submit tutorial names and a link. PHP then stored in in an xml. The program read it. Its pretty simple.
by Unilat
Mon May 26, 2008 7:14 am
Forum: Modding Discussion
Topic: How are the hog and turrets tied together?
Replies: 37
Views: 4347

The map should have an Ident for the troop hog, as it is obviously spawned on the map already. What no one can find out is this Ident, then it could be spawned just like any other unplaceable object (such as the large mancannons on Avalanche) You just have to figure that part out. Maybe looking thro...
by Unilat
Sat May 17, 2008 11:47 am
Forum: Modding Discussion
Topic: Forge map modding
Replies: 212
Views: 24887

This is good work you guys are doing here. I love learning about this kind of stuff and whether your posts were intended to teach or not, they have.

Looks like some interesting stuff. If I finally make the commitment and get an XSata I will definitely help research with you all.

And keep with it ;]
by Unilat
Sun Sep 16, 2007 8:06 am
Forum: Downloads
Topic: .::. Frozen Backwash.::.
Replies: 22
Views: 11776

The gravity hammer has no fp model to begin with. Just extract the third person one it has, as well as the flags. Place it in a 3d editor where the flag is in the coordinate plane and then delete the flag model, save the hammer and inject over the flag.
by Unilat
Thu Sep 06, 2007 3:43 pm
Forum: Modding Discussion
Topic: App Suggestion/Request
Replies: 5
Views: 494

Not only this, but if you checked the weapon tag and one weapon referenced a model that is not in the map you are transferring to, then it suddenly becomes broken.
by Unilat
Thu Aug 30, 2007 11:26 am
Forum: Modding Discussion
Topic: Weapon deletion
Replies: 11
Views: 985

You could give the weapon only one shot per clip and ammo, then check the box for drop when fired. After firing the only shot it has, you would drop it and it would dissapear because it has no ammo left, just like any other weapon.
by Unilat
Sat Aug 25, 2007 8:39 am
Forum: Modding Discussion
Topic: Duplicating Weapons
Replies: 13
Views: 1084

So the fix system link will be able to fix it if I duplicate weapons? Should I only do that once the map is finished, or can I fix it as many times as possible after each update I make and need to test?
by Unilat
Sat Aug 25, 2007 7:44 am
Forum: Modding Discussion
Topic: Duplicating Weapons
Replies: 13
Views: 1084

No offense, But Im almost positive this is not the reason. Its apparently because of the way the weapon is being duplicated.

Does anyone know why it would be this way?
by Unilat
Sat Aug 25, 2007 6:34 am
Forum: Modding Discussion
Topic: Duplicating Weapons
Replies: 13
Views: 1084

I had duplicated a weapon earlier and we had horrible connections, so I gave him the same exact patch that I had on my map and yet we still lagged and he wouldnt be able to join the game.
by Unilat
Sat Aug 25, 2007 6:28 am
Forum: Modding Discussion
Topic: Duplicating Weapons
Replies: 13
Views: 1084

So duplicate the weapon or duplicate it recursively. Just to let you know telling me to do what i always do isnt much help, considering I havent done it before and thats why Im asking :wink: Wont fixing system link screw something up since its a bsp conversion as well as model injections and other t...
by Unilat
Sat Aug 25, 2007 6:00 am
Forum: Modding Discussion
Topic: Duplicating Weapons
Replies: 13
Views: 1084

No, as in I need to duplicate the smg to inject a new model onto the new one, therefore preserving the original.
by Unilat
Sat Aug 25, 2007 5:43 am
Forum: Modding Discussion
Topic: Duplicating Weapons
Replies: 13
Views: 1084

Duplicating Weapons

Im positive this can be done, but however when I do this for my new mod,my beta testers get blue screen or cant join at all, let alone hear anything i say.

Should I be recursively duplicating to fix this problem?
by Unilat
Thu Aug 23, 2007 10:18 am
Forum: Modding Discussion
Topic: Incorrect Model InGame
Replies: 4
Views: 705

Yes, I am almost positive it is the jmads. However, when I injected over an smg and kept the correct jmads it didnt work. However, I blieve i just contradicted myself.. I injected the model over the battle rifle but switched the model references for the smg, that did also not work. So, I believe tha...
by Unilat
Thu Aug 23, 2007 6:59 am
Forum: Modding Discussion
Topic: Incorrect Model InGame
Replies: 4
Views: 705

All im saying is its not that big of a deal to keep the one I have in. However it would make the map just a little bit bigger. Its the fp model that I want to redo for one of my weapons and move it down a little bit. Also Im having trouble with that same model. When you reload, the reload animation ...
by Unilat
Thu Aug 23, 2007 6:27 am
Forum: Modding Discussion
Topic: Incorrect Model InGame
Replies: 4
Views: 705

Incorrect Model InGame

Im in the process of remodelling all covenant weapons for a mod I hope to release. However, you know how when you think you got the model just right and you inject it and it turns out its not quite what you wanted? Well thats my predicament here. I dont want to inject another model onto the map with...
by Unilat
Wed Aug 22, 2007 5:42 am
Forum: Modding Discussion
Topic: Skinning Techniques?
Replies: 8
Views: 834

I think I have found the problem. I got the info from all of you a little mixed up while one said black out the alpha map, while someone else said white out the alpha map. I will try blacking out and setting specularity to zero and inform you of the changes. EDIT: The sniper is relatively fixed, the...
by Unilat
Tue Aug 21, 2007 11:16 am
Forum: Modding Discussion
Topic: Ill Made Applications
Replies: 24
Views: 2309

It definitely can be fixed, its just incorrect calculations that nobody bothered to fix. Thanks for backing me up kibito ;)
by Unilat
Tue Aug 21, 2007 6:08 am
Forum: Modding Discussion
Topic: Ill Made Applications
Replies: 24
Views: 2309

Name: Entity, any version (1.3 is what I use) Description: Incorrect yaw, pitch, and roll calculations Scenario: When using the bsp viewer, yaw works perfectly (but also displays backwards with roll at the bottom of the screen) however, when a combination of yaw and roll, or yaw and pitch, or just p...
by Unilat
Tue Aug 21, 2007 6:06 am
Forum: Modding Discussion
Topic: Skinning Techniques?
Replies: 8
Views: 834

Alright, well it looks like whiting the bitmap made a difference, however when facing certain directions the lighting changes drastically on the weapon. It still looks relatively the same to me.

Could it be the stem, and if so which ones is a better matte color?