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Hi Guys... Pepsi sent me to you...
Posted: Sun Dec 02, 2007 9:26 am
by RP-M@
Okay, So I was thinking one day about how wonderful it would be to have a version of sidewinder that is melted.... so I looked. The Only mods I could find for this were things that still had ice everywhere...
So what I was thinking... Would anyone be willing to try to make a mod of sidewinder with absolutely 0 ice on it...
Here are the stats I'd like...
Blood Gulch Textures on walls and ground....
The OS/camo area of the tunnels with some water ... as well as the plasma nades on bottom
All of the ice patches on the ground turned into water... both with sound and the ability to walk into the water rather than on top of ice...
Pepsi Said this would be a mod that required modding the map itself rather than just objects... I'll post a request in the CE section as well if that would be easier.
Re: Hi Guys... Pepsi sent me to you...
Posted: Sun Dec 02, 2007 9:29 am
by Pepsi
RP-M@ wrote:Pepsi Said this would be a mod that required modding the map itself rather than just objects... I'll post a request in the CE section as well if that would be easier.
i would think this would be a edit of the BSP itself if hes looking to actually walk into the melted water from where the ice patches are. am i correct? the rest is super simple but that one feature would have to have a new bsp wouldnt it?
Posted: Sun Dec 02, 2007 9:34 am
by Sonic5561
I had an idea awhile back to do this. The name was going to be springwinder. I was going to give it a spring feel then make the ice bitmap metal instead of ice. Like pepsi said there is no way to make the ice into water without modding the map itself.
Posted: Thu Dec 06, 2007 9:42 pm
by RP-M@
I'm totally lost on all the modding jargon... is anyone up to trying it?
Posted: Thu Dec 06, 2007 9:59 pm
by Mr.Brightside
Stop saying "modding the map itself".
it's confusing for people.
you mean "modding the BSP".
Posted: Fri Dec 07, 2007 12:18 pm
by Cryticfarm
Modding the map itself mean modding the .map file which doesn't just include the BSP but everything else.
Posted: Fri Dec 07, 2007 12:44 pm
by warlord
>_> i managed to turn the icefall in aotcr into a waterfall by swapping the shader of the ice to the shader waterfalls use.
maybe pmi some shaders into side winder and swap em?
Posted: Fri Dec 07, 2007 12:51 pm
by bcnipod
wouldn't this require CE to do some things?
Posted: Fri Dec 07, 2007 1:21 pm
by jimmyg22
yea. I know how to do this i just need someone to make the bitmaps and i will do the bsp editing
Posted: Fri Dec 07, 2007 1:49 pm
by SL!P
Why get rid of the ice?
Isn't it just fun to driv a warthog on there, get out, and watch it slide?

Posted: Sat Dec 08, 2007 4:42 am
by Philly
Is that where you got your name from?
I think we've gathered that everybody hates ice.
Posted: Mon Dec 10, 2007 10:57 am
by RP-M@
well why get rid of the ice? imagine just driving through a huge pool of water... or being forced to drive around?
Posted: Mon Dec 10, 2007 11:44 am
by UntalkativeBunny
RP-M@ wrote:well why get rid of the ice? imagine just driving through a huge pool of water... or being forced to drive around?
I've asked a similar question, it requres lots of hard work and headaches. So I didn't do it.

Posted: Mon Dec 10, 2007 2:15 pm
by Joeottoman
I was thinking of trying this exact same thing. Instead of water, make the ice patches mud. That's what I was gunna/still might do.
Posted: Mon Dec 10, 2007 3:02 pm
by Philly
Right, I've just got rid of the ice on b40 in an SP>MP conversion. You open the map in HHT and go to the [foot] tab and select the cyborg. You edit all the sound dependencies so that when you walk on the ice, it makes the sound of your choice (mud?

)
Then, in HMT, you edit all the 'impacts' of ice under the [effe] tab. This means that when you shoot or hit the ice, it does a dirt burst or makes a 'ground' sound.
Posted: Mon Dec 10, 2007 6:00 pm
by Patrickh
If I had the .max file I could do that. Just add a water plane, swap some shaders, and redo some uvw maps