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Project DH

Posted: Thu Feb 14, 2008 3:04 pm
by DeadHamster
I wanna make a mod. This time Im actually gonna finish it too, I havent in the past, I will now. I guarantee it.

What I need is input from you guys. If I don't get enough support for this, I'm dropping it. Im not making this for me, Im making it for you guys. And with news of halomods potentially vanishing, I thought I'd start getting serious about it.

What I have so far, is that I will be releasing two seperate maps, one on Hang Em High, which I have always wanted to make a mod for, and one on Timberland, with the sole reasoning being that I have a really great idea for it, and the map fits what I want to do.

What I Need, is your ideas. Anything. Any stupid posts will be ignored, dont waste your time.

What I dont want:

No AI suggestions, period.

No Noob crap.

No "H3 AR". NO! NO! NO!

and finally, NO CE content, at all. Im doing this all without it, one reason being so that people arent like "HEY COOL, I cant do that though, sux2bme", another being that I already tried converting a few tags w/ harbringer and it's causing stress. Lots. So I gave up on that




I'll give you guys screens of the progress, but dont expect anything epic. This will not be in outstanding, I am not some skinning god brought to earth, I'm not some L33T haxor that can make everything happen. Im just some kid that knows a bit about modding, and wants to finally release something worthwile.


Right now, Im just remodeling stuff, here's a little peek at what Im working on now:

Image

Posted: Thu Feb 14, 2008 3:17 pm
by hiheyhello
o.o that looks really good so far, just remember instead of pming a sentenial beam pmi the beam emitter from a10, color it red, and booms spartan laser's
laser

anyways try to make a deployable cover, i've made 1 some bugs tho, anyways talk to u later

Posted: Thu Feb 14, 2008 3:31 pm
by halo3o3
I support you fully and I guess wht I said on xfire and I will come up with more stuff later mb lol I really am looking forward to this mod, you ideas for the maps is epic material IMO

Posted: Thu Feb 14, 2008 3:37 pm
by DeadHamster
whats the reasoning for using the beamemitter over the sentinnel beam?

Posted: Thu Feb 14, 2008 4:07 pm
by bcnipod
hiheyhello wrote: anyways try to make a deployable cover, i've made 1 some bugs tho, anyways talk to u later
use the covie shields.

Posted: Thu Feb 14, 2008 5:26 pm
by MoDFox
DeadHamster wrote:whats the reasoning for using the beamemitter over the sentinnel beam?
Sentinel beam is miniscule and you can't see it. Beam emitter is a good size and you can recognize it. I'll try to come up with some ideas.

Posted: Thu Feb 14, 2008 5:42 pm
by DeadHamster
That makes sense. Unfortunatly, the beam emitter shares a bitmap with the plasma rifle's projectile, which means I need to do a bit of re-referencing and some duplications. Which would therefore mean I'd need to put up the bitmaps.map with the download. Not something I'm wanting to do.


I might not need to, the plasma rifle's contrail bitmap doesnt affect the actual bolt does it? I dont think so. If not, I'll just null it out.

Back to work.

Posted: Thu Feb 14, 2008 7:17 pm
by Tyler777
DeadHamster wrote:That makes sense. Unfortunatly, the beam emitter shares a bitmap with the plasma rifle's projectile, which means I need to do a bit of re-referencing and some duplications. Which would therefore mean I'd need to put up the bitmaps.map with the download. Not something I'm wanting to do.


I might not need to, the plasma rifle's contrail bitmap doesnt affect the actual bolt does it? I dont think so. If not, I'll just null it out.

Back to work.
i recomend conure bitmap injector (put the bitmaps directly in the map)

Posted: Thu Feb 14, 2008 10:27 pm
by Patrickh
Tyler777 wrote:
DeadHamster wrote:That makes sense. Unfortunatly, the beam emitter shares a bitmap with the plasma rifle's projectile, which means I need to do a bit of re-referencing and some duplications. Which would therefore mean I'd need to put up the bitmaps.map with the download. Not something I'm wanting to do.


I might not need to, the plasma rifle's contrail bitmap doesnt affect the actual bolt does it? I dont think so. If not, I'll just null it out.

Back to work.
i recomend conure bitmap injector (put the bitmaps directly in the map)
beat me to it
internalizer would be the correct term though

Posted: Fri Feb 15, 2008 4:27 am
by hiheyhello
DeadHamster wrote:he beam emitter shares a bitmap with the plasma rifle's projectile,
in a tag somewhere you can change the beam to red instead of skinning, io forget where it is hold on ill check

and if you want to skin in make it red and make the PR a Brute PR?

Posted: Fri Feb 15, 2008 4:44 am
by Philly
Did someone say brute PR?

Posted: Fri Feb 15, 2008 6:56 am
by DeadHamster
Haha, wow, that entire weapon actually totally slipped my mind. I knew I was forgetting a few things I wanted in here. I'll look around for what else might change the color of the beam emitter. I have a very very easy way of doing it. It'll take about 30-45 seconds or so

Posted: Fri Feb 15, 2008 6:59 am
by Philly
It's just a light [ligh] tag and a jackal shield bitmap (which isn't used on the jackal, by the way).

Posted: Fri Feb 15, 2008 7:37 am
by DeadHamster
I had a bit of a breakthrough a second ago. Nothing huge, but....well, here:


Image


That hole circled in red, that was made with a bitmap, not a model. What does that mean you ask? That means in a matter of minutes, Im going to have a beautiful looking H2ish sniper. It wont be perfect, but who actually looks through that thing anyway?

This has probably already been done, but I'm just figuring it out now.






EDIT: Alright I got it done. Took a bit of tinkering here and there but it's done.

Image

That is done solely with PC, no CE work at all.

Posted: Fri Feb 15, 2008 12:21 pm
by hiheyhello
wow, you gotta tell me how to do it, i believe the map CMT snowgrove did it as well, but thats CE so its probably easier. looks pretty cool, give it a nice skin and it would look awesome

Posted: Fri Feb 15, 2008 12:27 pm
by DeadHamster
CMT and any other CE modders can do it quite easily by making a hole in the model, so that you see through the hole onto the ground beneath it.


This way however, was even easier then that. Simply erase a few parts of the bitmap in the right spots, and your done. Then just position the model correctly. It still needs a bit of work, but the point is that I got the window to actually be there, which I never expected to do.

Posted: Fri Feb 15, 2008 12:27 pm
by bcnipod
i am thinking that the box it a little too square.

Posted: Fri Feb 15, 2008 12:28 pm
by Cryticfarm
Alpha map?

Posted: Fri Feb 15, 2008 5:52 pm
by DeadHamster
Hey, I need some Ideas for weapons to put in. Right now Im working on the Hang Em High map, and want to get everything ready before I go to rebuild it.

I'll list a few weapons I want to go in there so far, get some ideas going maybe:


Battle Rifle
Brute P. Rifle
H2-ish Sniper
Spartan Laser (MAYBE, it's causing stress...)
Magnum
Spike Grenades (considering it, maybe, maybe not)


I wont list everything, most of those have already been mentioned, so Im not giving away any secrets yet. I also want to affirm I will have both Assault Rifles and Battle Rifles, as well as Brute/Regular Plasma Rifles, etc. etc., in the map simultaneously. It's not something amazing at all, Im not bragging at all, just making sure it's known.


One more thing Im including, alongside a standard Shotgun, is a "Combat Shotgun". Shotguns that are actually used are much more accurate then the ones in the game, so Im going to add a few to the map. They'll be much more accurate and fire much farther, but in turn the projectile strength will be weakened, and less projectiles will be fired per shot. Everything has to stay balanced out.

Balance Is Key.

Posted: Fri Feb 15, 2008 6:04 pm
by hiheyhello
im liking the shotgun idea, new biped maybe?