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[Halo 2] Spacestation Outdoor *update

Posted: Sat Sep 30, 2006 8:42 am
by smacktalker
Spacestation
  • Base:___...Waterworks

    Map Information:
    [ YES ] __System Linkable
    [ ___ ] __Weapon Mods
    [ ___ ] __Skin Mods
    [ ___ ] __Physics Mods
    [ ___ ] __Lighting Mods
    [ ___ ] __Vehicle Mods

Preview Images:

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the mac gun doesn't move... it's a pity the sounds in the jmad do not work on the macgun, otherwise the gun wouldve been moving, because it's an awesome sound... the EFFE-cts however do work but is not of importance since it doesnt move.

Posted: Sat Sep 30, 2006 8:48 am
by Evilsnowflakes
sweet a new map thats been converted.

Posted: Sat Sep 30, 2006 8:51 am
by latinomodder
wow! kudos for being the first to bsp convert it. Mind posting a hint on how you made it?

Posted: Sat Sep 30, 2006 9:12 am
by smacktalker
VSG19902 was the first who have did it. he didn't want to tell me, but someone told me how to fix this.

it's because of the DECA palette and placement missing. firstly inject all the DECA tags in the palette, and then add the reflexives to the SCNR tag.

:P good luck VSG19902 i've always had this idea, and now i can make it , and thats not thanks to you. 8)

Posted: Sat Sep 30, 2006 9:17 am
by SpecOp44
Very nice. Does this mean other maps that were'nt MP compatible could be fixed by injecting missing palettes?

Posted: Sat Sep 30, 2006 9:26 am
by smacktalker
uhmm it might help. high_5 is a bsp that'll freeze at all times so which ones remains then? donnow :)

Posted: Sat Sep 30, 2006 12:00 pm
by slayer410
smacktalker wrote:VSG19902 was the first who have did it. he didn't want to tell me, but someone told me how to fix this.

it's because of the DECA palette and placement missing. firstly inject all the DECA tags in the palette, and then add the reflexives to the SCNR tag.

:P good luck VSG19902 i've always had this idea, and now i can make it , and thats not thanks to you. 8)
Wow nice way to brag. The info went from me to VSG19902 and then from me to headshot to you. I didn't necessarily tell you to preach my info headshot.... but it's all good I guess. :P I just don't want people walking around with big heads. Anyways the main issue with freezing bsps is the deca, not the scen. Sometimes the weapon pallete w/ the sp weaps in the pallete transfered over along with the weapon placement help with some freezing issues. Also the outside area doesn't make for much of a playground, that's why the inside area was chosen.
Edit: And funny how everybody recognizes this as a bsp conversion, but not this. :?
http://files.halomods.com/viewtopic.php?t=58981

Posted: Sat Sep 30, 2006 1:20 pm
by Evilsnowflakes
I thought that one was a scenery thing with collision because it was done a long time ago just never completed.

Posted: Sat Sep 30, 2006 1:33 pm
by slayer410
Evilsnowflakes shall I quote myself? And good job on this smacktalker... I guess.
slayer410 wrote:
MasterChief2829 wrote:
slayer410 wrote:Wow... yall have no clue what yall are talking about. Like I said on aim, this is amazing.
No, you don't. Greenhouse was a mod created using the exact same "room". It was okay for maybe 2 people, but it's really small. I wouldn't recommend it.
Chief... just stop while your ahead... maybe if people actually read the topic, they would know that this is a bsp conversion, not an imperfect piece of bsp scen givin collision via machs. That which was done by Zach. :?

Posted: Sat Sep 30, 2006 1:52 pm
by Zone 117
This BSP fits? Wow!

Posted: Sat Sep 30, 2006 2:40 pm
by smacktalker
slayer410 wrote:And good job on this smacktalker... I guess.
i would've found out sooner or later anyway how to do it. i asked VSGthingy, but he didnt want to answer. it'd be the best thing for him to redo his mod IMO so thats why i asked.
o well i guess we'll see who makes a better mod from it 8)

Posted: Sat Sep 30, 2006 2:57 pm
by Unilat
Well Im glad someone got it to work, but I know I gave you the idea since you posted in my thread where I was having trouble getting it to work. :wink:

Looks good, good thing you got the mach in because some other maps have trouble bringing those over even if the map itself converts.

Posted: Sat Sep 30, 2006 3:30 pm
by Dojorkan
You should have some active scenery of all the spacecrafts flying around.

Posted: Sat Sep 30, 2006 4:57 pm
by x088x
Awesome! You know what would make this mod perfect? If you injected the single player script where you jump higher and all the sounds are muffled from when you fight the Jetpack Elites.

Posted: Sat Sep 30, 2006 4:58 pm
by Monkey Terd
Hmm strange gravity effects for outter space. :?

Posted: Sat Sep 30, 2006 5:40 pm
by x088x
Monkey Terd wrote:Hmm strange gravity effects for outter space. :?
Que?

Posted: Sun Oct 01, 2006 4:33 am
by VSG19902
Well I hope you make a good outside map of this smacktalker, because I already have the inside map covered. :)

Posted: Sun Oct 01, 2006 5:37 am
by Monkey Terd
x088x wrote:
Monkey Terd wrote:Hmm strange gravity effects for outter space. :?
Que?
Last time I checked, if you went into outter space, there would be no gravity to keep you ontop of a spacestation. :lol:

Posted: Sun Oct 01, 2006 5:55 am
by Dojorkan
Monkey Terd wrote:
x088x wrote:
Monkey Terd wrote:Hmm strange gravity effects for outter space. :?
Que?
Last time I checked, if you went into outter space, there would be no gravity to keep you ontop of a spacestation. :lol:
Have you ever played Cairo before?



The station probably still generates enough gravity outside to keep things on it, like people or crates.

Posted: Sun Oct 01, 2006 6:41 am
by smacktalker
the muffled sounds worked, but they are extremely muffled as in it's almost gone the sound.. gravity doesn't work on systemlink so that's a no-go.
so far i'm making good progress :) release tonite maybe :D