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Ultrapanel/ramp .ppf for BG, feturing one by MrMurder
Posted: Fri Aug 13, 2004 5:38 pm
by Skwalin
Here it is...
Please post any problems that anyone comes across.
All credit goes to the NMP team.
http://halome.com/forum-files/viewtopic.php?p=3110#3110
BTW: the spawn locations have been changed. Also you must duplicate a scenery object (like a bush) and swap that to either a ultrapanel, ramp, or panel 1 or 2 for the new objects to show up.
MrMurder's download is a fully working UltraPanel. See below...
Posted: Sat Aug 14, 2004 7:52 pm
by Skwalin
alright...I just tested a level I made using this and it didn't show up at all...no changes were in the level whatsoever...Has this happened with anyone else?
Posted: Sat Aug 14, 2004 9:18 pm
by Mest
Skwalin wrote:alright...I just tested a level I made using this and it didn't show up at all...no changes were in the level whatsoever...Has this happened with anyone else?
yes, some times you just have to do it again, just delete all your level caches using HCE then repaste it into your (x/y/z) folder again...
Posted: Mon Aug 16, 2004 6:43 pm
by Skwalin
Okay.... I believe that these building blocks will only work if the NMP's Chapel level works for you... If any NMP team members are reading this please post how to get this to work for everybody..
Thank u
Posted: Thu Aug 19, 2004 12:23 pm
by MrMurder
Hey if anyones interested i can add both ultra ramp and ultra panel with much smaller (The coll of the panel from vengance is 38226 bytes ive got it down to less than 2000 bytes) but fully funtional collision models so you dont have to inject it over the scorp just to get it to work.
Let me know if anyone wants it and for which level and will do a patch as soon as poss ok.
Thanks for your time.
Posted: Thu Aug 19, 2004 1:16 pm
by Skwalin
if you go ahead and do one for bloodgulch, you can post it here...This forum was basicly just to say "here is what I did...it doesn't always work...If anybody can make it better go ahead."
Posted: Thu Aug 19, 2004 1:49 pm
by Stinger77s
Mr Murder, I personally would be interested in that. How do actually you do that, is it possible to do that with the panel models?
Posted: Thu Aug 19, 2004 2:00 pm
by MrMurder
It may be i havent looked at them ion hex yet but i though it best to do the larger ones first to increase there usability as i was getting pissed off not having a choice of which collision model to use.
Will get to work on it and should be able to post something in the next couple of days.
If you want to chat hit me up on AIM Real MrMurder
or msn MrMurder
thanks for your time.
Posted: Fri Aug 20, 2004 10:31 am
by Stinger77s
It would be great to chat and learn a few thing from you but I don't have the internet at home and I don't have aim or msn at work because it is not allowed, anyway thanks alot for working on that, I also read what you are doing with the the collision models in the xinject topic and I will be taking a look at a few things this weekend, Later!
Posted: Fri Aug 20, 2004 10:37 am
by MrMurder
well thats a pisser really because i beats the hell out of usein the forums to chat on.
Well im looking at using the needler ammo for the collision and then the flag base for the scen and mode if thats good with everyone let me know ok and i can have a post up within like 10 minutes of the go ahead ok.
Thanks for your time.
Posted: Fri Aug 20, 2004 10:47 am
by Stinger77s
I say go for it, I doubt the ppf would be huge so its not like space would be an issue for it, but I would start another topic to make people aware of what you are doing, because I think it is actually a breakthrough that could help everyone in the long run, nice find.
Posted: Fri Aug 20, 2004 2:51 pm
by MrMurder
Heres the ultra panels for bloodgulch used the tiny little ferns for the swapin if anyone wants other levels hit me up ok.
Ok Have added the ultra ramp over the really small and never used boulder it over rights the pistol collision model and is compatable with the ultra panel .ppf.
Will look at the regular size panel tomorrow.
Thanks for your time.
Nice
Posted: Fri Aug 20, 2004 2:59 pm
by Donsta731
good job on that ultrapanel...could you do the same for the ultraramp so that i can fit that in easier?
Posted: Fri Aug 20, 2004 3:02 pm
by MrMurder
Will do the ultra ramp and a normal sized panel as soon as i get my hex workshop ahem sorted out it ran out just after finishing the panel sorry.
Thanks for your time.
Posted: Mon Aug 23, 2004 1:16 pm
by Stinger77s
Mr Murder their is actually a freeware Hex editor I have been using after my Hexworkshop ran out it is decent and totally free, here is a link to check it out.
http://www.download.com/HexEditor/3000- ... g=lst-0-14
Posted: Tue Aug 24, 2004 10:35 am
by MrMurder
Hey Thanks for that stinger but i aready sorted out hexworkshop.
It seems the small panel hasnt got any unused meta to delete so im afraid its as small as it can be.
Im checking out other homegrown scenery now incase ive missed anything.
Thanks for your time.
Posted: Tue Aug 24, 2004 11:25 pm
by jake07777
Thats sweet, whatever u did to get the size of the coll model down, maybe u can do it for a wraith so i can inject it into SW easier.

Posted: Wed Aug 25, 2004 5:59 am
by (GT)Juggler
he just went into the hex and deleted all the zeros at the end.
Posted: Sat Aug 28, 2004 10:44 am
by acyd
how do I skin your ultra panel and ramp? I can't figure out what bitmap to edit.
Posted: Sat Aug 28, 2004 4:21 pm
by gog
this doesnt work for me ether can sombody please fix it