Search found 13 matches

by spike1907
Sun Oct 22, 2006 11:25 am
Forum: HEK General
Topic: STL indicates 0 errors. Tool says 3 bad edges. WRL is bad.
Replies: 8
Views: 764

Yes I did. lol
by spike1907
Sun Oct 22, 2006 9:35 am
Forum: HEK General
Topic: STL indicates 0 errors. Tool says 3 bad edges. WRL is bad.
Replies: 8
Views: 764

Lame....
by spike1907
Sat Oct 21, 2006 9:18 pm
Forum: HEK General
Topic: STL indicates 0 errors. Tool says 3 bad edges. WRL is bad.
Replies: 8
Views: 764

STL indicates 0 errors. Tool says 3 bad edges. WRL is bad.

Ok so I am working on a map. (duh) My problem is that the STL modifier says zero errors. I spent around 3 hours searching by hand for degenerate triangles and found none. But tool still says that there are 254 degenerate tris and 3 edges cannot be updated. So I did what I was supposed to do and impo...
by spike1907
Sun Oct 08, 2006 9:31 am
Forum: Discussion
Topic: difference between mp_vehical and vehical???
Replies: 5
Views: 495

Im sry but you are all stating the obvious. (except for those who are supa cool and talking abou tthe tags) But anyways... the area to edit is under "Multiplayer Information/Vehicals" in the globals.globals tag correct??? Cus I added the new vehicals and re-build the map with tool and noth...
by spike1907
Thu Oct 05, 2006 12:14 pm
Forum: Discussion
Topic: difference between mp_vehical and vehical???
Replies: 5
Views: 495

duh I know mp = multiplayer

but I never thougth of the globals.globals tag would carry the information I always thought it was something about the vehical tags themselves that would enable them in MP but now I see the vehical listing in the globals tag.

thx again
by spike1907
Thu Oct 05, 2006 12:05 pm
Forum: Discussion
Topic: difference between mp_vehical and vehical???
Replies: 5
Views: 495

difference between mp_vehical and vehical???

Hey I am working on a map and I have some cov. dropships placed in the map for visual purposes. but when I compile the map with tool and play the map the dropships are gone. This also happend with my cov. turets but that was because they were of the SP type and was easily fixed when I replaced them ...
by spike1907
Fri Sep 29, 2006 3:42 pm
Forum: Discussion
Topic: How to make AI more agressive/active???
Replies: 3
Views: 586

Hey thx alot. Yea I have msn too so it all good. Im just about always on, so yea. thx for offering to help
by spike1907
Thu Sep 28, 2006 5:20 pm
Forum: Discussion
Topic: How to make AI more agressive/active???
Replies: 3
Views: 586

How to make AI more agressive/active???

Hi Im pretty n00bish to halo modding but I have the basics down. Right now I'm adding some AI to a map. But when they spawn they dont always go to the destinations I specify for them, and if they do they just walk to the location. Also the AI wont attack me unless I am very very close, and even then...
by spike1907
Thu Sep 28, 2006 7:39 am
Forum: Modding Discussion
Topic: "The Bump Map Problem"
Replies: 11
Views: 1056

Even if it is the alpha my theory still holds true. I just believe that Halo2's engine performs some kind of pre-proccessing on the bump maps so that they can be used. Also just a little FWI... The camo bumps are labeled as a bump map but that is not really what they are. They are called "Norma...
by spike1907
Wed Sep 27, 2006 2:45 pm
Forum: Modding Discussion
Topic: "The Bump Map Problem"
Replies: 11
Views: 1056

the lines represent the values inside of the images we get when we extract the bump maps. low being black and high being white. Red line indicates rate of change of the height and its values are what we are seeing in the bump maps. Blue line indicates the actual values of the height and its values a...
by spike1907
Tue Sep 26, 2006 11:26 am
Forum: Modding Discussion
Topic: "The Bump Map Problem"
Replies: 11
Views: 1056

There are many tools that will extract a bump map bitmap. You will get an image as a result, but it is not the correct image. The image is not formated correctly to be used as a bump map that will give accurate results. Ok here is an image to clarify what I am trying to say about the bump maps and h...
by spike1907
Tue Sep 26, 2006 11:02 am
Forum: Modding Discussion
Topic: "The Bump Map Problem"
Replies: 11
Views: 1056

Im not talking about creating new assets. Im talking about extracting the current ones. And Im just saying that the way that the apps extract bumpmaps is incorrect.
by spike1907
Mon Sep 25, 2006 9:21 pm
Forum: Modding Discussion
Topic: "The Bump Map Problem"
Replies: 11
Views: 1056

"The Bump Map Problem"

I am fairly new to HaloMods and Halo modding tools. I actualy dont mod at all. I mainly use tools such as Darkmatter and Ch2r for observation purposes. I know some applications such as Darkmatter and Ch2r are able to extract bump maps, but there is a big problem... The bump maps being extracted are ...