Search found 13 matches
- 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
- 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
- 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...
- Sun Oct 08, 2006 9:31 am
- Forum: Discussion
- Topic: difference between mp_vehical and vehical???
- Replies: 5
- Views: 495
- Thu Oct 05, 2006 12:14 pm
- Forum: Discussion
- Topic: difference between mp_vehical and vehical???
- Replies: 5
- Views: 495
- 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 ...
- Fri Sep 29, 2006 3:42 pm
- Forum: Discussion
- Topic: How to make AI more agressive/active???
- Replies: 3
- Views: 586
- 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...
- Thu Sep 28, 2006 7:39 am
- Forum: Modding Discussion
- Topic: "The Bump Map Problem"
- Replies: 11
- Views: 1056
- 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...
- 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...
- Tue Sep 26, 2006 11:02 am
- Forum: Modding Discussion
- Topic: "The Bump Map Problem"
- Replies: 11
- Views: 1056
- 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 ...