HPC: 56 Questions Answered Here
-
- Posts: 16
- Joined: Sun Feb 15, 2004 12:56 pm
- Contact:
Okay, to make a nuke, you need to save some meta and rebuild the map. If you want, you can duplicate the rocket launcher and mod the duplicated rocket launcher so you can have a nuke and the rocket launcher in the map.
Step 1
Open up HMT and open The Maw map (d40). Open up the Particle System menu, click on "levels\d40\devices\poa_explosion\effects\poa explosion," and save the meta. Make sure the box next to Recursive is checked.
Step 2 (I'm assuming you have already batch extracted the map you want to mod.)
Find where you saved the meta, copy the folders and paste them into the folder where you batch extracted the map you want to mod. Click "Yes to all" when you paste the folders. Now rebuild the map you want to mod and Add the meta for the POA explosion.
Step 3
Open the map you want to mod in HMT. Find "weapons\frag grenade\effects\explosion med" under Particle Systems and swap it for the newly imported POA explosion meta. Now, find "weapons\rocket launcher\effects\rocket exhaust" and swap it for "weapons\flamethrower\effects\fp_defoliant3." This will change the explosion and the flame effect of the rocket. Now, you'll want to change the damage of the rocket to get the full effect of the nuke. You can do this under Damage. (If you duplicated the rl, then exchange the meta values for your duplicated weapon.)
Step 4
I'd recommend changing the ammo and clip size of the rocket launcher so there aren't multiple nukes. You can do this under Weapons and changing some numbers for the rl. You can also change the arc, speed and life span for the rocket under Projectiles.
Step 5
Save all your changes and copy the modded map into Halo's map folder. You now have a nuke in the map you modded.
This does not change the sound to what MonoxideC put in his mod, and there is no little flare in the middle of where the nuke explodes.
Step 1
Open up HMT and open The Maw map (d40). Open up the Particle System menu, click on "levels\d40\devices\poa_explosion\effects\poa explosion," and save the meta. Make sure the box next to Recursive is checked.
Step 2 (I'm assuming you have already batch extracted the map you want to mod.)
Find where you saved the meta, copy the folders and paste them into the folder where you batch extracted the map you want to mod. Click "Yes to all" when you paste the folders. Now rebuild the map you want to mod and Add the meta for the POA explosion.
Step 3
Open the map you want to mod in HMT. Find "weapons\frag grenade\effects\explosion med" under Particle Systems and swap it for the newly imported POA explosion meta. Now, find "weapons\rocket launcher\effects\rocket exhaust" and swap it for "weapons\flamethrower\effects\fp_defoliant3." This will change the explosion and the flame effect of the rocket. Now, you'll want to change the damage of the rocket to get the full effect of the nuke. You can do this under Damage. (If you duplicated the rl, then exchange the meta values for your duplicated weapon.)
Step 4
I'd recommend changing the ammo and clip size of the rocket launcher so there aren't multiple nukes. You can do this under Weapons and changing some numbers for the rl. You can also change the arc, speed and life span for the rocket under Projectiles.
Step 5
Save all your changes and copy the modded map into Halo's map folder. You now have a nuke in the map you modded.
This does not change the sound to what MonoxideC put in his mod, and there is no little flare in the middle of where the nuke explodes.
I see...
-
- Posts: 136
- Joined: Mon Feb 23, 2004 2:38 pm
-
- Posts: 16
- Joined: Sun Feb 15, 2004 12:56 pm
- Contact:
Im very sure that it's distance. example: rockets have a distance of 1000, and you almost never not see them explode. needlers have a life span of like 20, and you really notice the short life... more specifically that they all explode at the EXACT same point in distance.
that probably wasn't too coherent, but meh, Im tired...
that probably wasn't too coherent, but meh, Im tired...
This post printed on 100% recycled electrons.
-
- Posts: 218
- Joined: Fri Mar 19, 2004 7:43 am
-
- Posts: 136
- Joined: Mon Feb 23, 2004 2:38 pm
any idea on what sort of measurements we are talking here and an estimate on what about half of BG would be? Make the nuke worth fighting for and short distance only...HunterXI wrote:Im very sure that it's distance. example: rockets have a distance of 1000, and you almost never not see them explode. needlers have a life span of like 20, and you really notice the short life... more specifically that they all explode at the EXACT same point in distance.
that probably wasn't too coherent, but meh, Im tired...
-
- Posts: 218
- Joined: Fri Mar 19, 2004 7:43 am
- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
-
- Posts: 124
- Joined: Mon Feb 02, 2004 5:21 pm
-
- Posts: 218
- Joined: Fri Mar 19, 2004 7:43 am
-
- Posts: 136
- Joined: Mon Feb 23, 2004 2:38 pm
Oooor you can swap the meta of its texture with a shader such as the windshield of the hog or the teleporter shieldJohn Spartan wrote:to make things invisible u need something like milkshape. First u take a part of the vehical and compress it as small as u can than keep on doing that until the whole thing is just one dot
-
- Posts: 218
- Joined: Fri Mar 19, 2004 7:43 am
-
- Posts: 136
- Joined: Mon Feb 23, 2004 2:38 pm
1) It auto sets thier team, and the marines for that matter to the same team...human...MasterNeoChief wrote:1) When I swap Jackalls with Marines, they won't attack me. I tried all kinds of things, but it still doesn't work.
2) How do you make a Pelican destroyable and fall down? I think I saw this in HackingHalo movies.
3)What is a good seat for an Elite?
G-driver elite doesn't work.
2) for mp you could rebuild with the pelican and the pelican destroyed from maw
3) try the banshee- B-Driver i think
-
- Posts: 136
- Joined: Mon Feb 23, 2004 2:38 pm
Hosting...
Anyone know of a good, HUGE site to host my mods and pictures on etc? I think the forumns has issues with me uploading my mods and movies and the sort....
-
- Posts: 136
- Joined: Mon Feb 23, 2004 2:38 pm
Same thing, only issue being if its a vehicle and you wanna still be able to get in, you'll need to apply a shader instead so you can see its outline. Not sure what shader category though, cause I wanna make the ghosts REALLY ghostie...but I was wondering
1. what do i need to do to set active cammo to a vehic
2. is it possible to set the collision model of a ghost off so that it can drive through bases and such?
1. what do i need to do to set active cammo to a vehic
2. is it possible to set the collision model of a ghost off so that it can drive through bases and such?
- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands