How to make a paintball mod
Posted: Mon May 07, 2007 7:55 pm
ok the modding tools you need are:
1. HMT3.5
2. HHTv.5
3. Sparkedit (to add more scenery or something )
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0. open up a map (we will use timberland)
1. open HHT and go to the projectile tag, click pistol/bullet. look at the mod2 tag and change the model from nulled out to plasma grenade.
2. now to the effect tags. change all of them to effects/blood aeo human. (only change the effect tags that are NOT nulled out.) now click tag editor, and change the 2 speeds to 1.5. and change the falling effect from 1 to 0.52. and edit the lifetime to 1000.
3. go down to the weapon tag, and click pistol. click tag editor. edit the clip to have 200 starting ammo. turn max ammo to 0, and everything else to 200 (leave the reloading time the same). (to have a binocular edit the zoom levels to 1. and change the minimum zoom and maximum zoom to 8.
4. go to the trigger section and edit the projectile's fired from 1 to 7. and make the ROF or rate of fire 30. (this allows you to "walk" the trigger like in real life.) and lets click the flag box single fire.
5. go up to the damage tag. click pistol/bullet, and edit the min damage to 2000, and max damage to 2000.
basicly you just made a paintball gun. now your thinking, a pistol shooting 200 pbs in this little clip. well wait, we will edit the model soon enough.
Close HHT and open up HMT. now we are going to edit the bitmaps. open up the map you were editing (timberland)
6. click open the bitmaps tag. find effects\decals\blood splats\bitmaps\blood splat elite. copy the meta and paste the code in blood splats\blood splat (besure to backspace the meta code of blood splat before you paste the meta of blood splats\elite.
now normally you would need to shoot 5-10 times to get the blood to come out as a blueish color. this is why we set the projectiles fired to 8. so it comes out blue with 1 shot. be sure you left the rounds fired to 1 or else you will run out of ammo fast.
So we edited the gun, damage, projectile, and paintsplatter. lets edit the gun some more.
7. open HHT and go down to the weapons pistol tag. null out the wphi. and go to the top. change the 1st mod2 to sniper rifle/fp. antr to sniper rifle, and coll to sniper rifle.
8. go to the second mod2 and changge it to sniper rifle/fp. change the antr to sniper rifler/fp.
9. click the link and go to the second page. download the obj from youhoo's post. (this is l33ts model from his model pack btw.) In HMT import the obj to the sniper rifle mod2 tag. (the link might send you to page 2 [its my battle creek pb post])
http://forums.halomods.com/viewtopic.ph ... 4&start=20
10. still in HMT lets swap all the weapons EXCEPT THE PISTOL to the ghost_mp gun. this will make the the weapons disappear. (if you want to take out all the pistols and grenades, you can do so in sparkedit.
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Note: if you think i left anything out please post here or pm me about it. from the looks of it i didnt leave anything out, but just let you know people make mistakes. now for some optional fun.
want a Civi Hog with your mod? Open Hmt swap the warthog\chaingun with the a10\cyro glass. this will make the turret invisible. now go to HHT and go down to the vehi tag. click warthog, and null out the weap tag, and null out the unhi tag if you want to. now you have a civi hog.
Want to add more scenery? use sparkedit to add more trees and/or rocks for a better paintballing expirience.
I think this about covers everything.
PS. all of this i found out myself, so if you use this please give me credit if you release to the public. if you think i took anyones ideas you are mistaken. I have found out ALL of this by myself.
1. HMT3.5
2. HHTv.5
3. Sparkedit (to add more scenery or something )
----------------------------------------------------------------------------------
0. open up a map (we will use timberland)
1. open HHT and go to the projectile tag, click pistol/bullet. look at the mod2 tag and change the model from nulled out to plasma grenade.
2. now to the effect tags. change all of them to effects/blood aeo human. (only change the effect tags that are NOT nulled out.) now click tag editor, and change the 2 speeds to 1.5. and change the falling effect from 1 to 0.52. and edit the lifetime to 1000.
3. go down to the weapon tag, and click pistol. click tag editor. edit the clip to have 200 starting ammo. turn max ammo to 0, and everything else to 200 (leave the reloading time the same). (to have a binocular edit the zoom levels to 1. and change the minimum zoom and maximum zoom to 8.
4. go to the trigger section and edit the projectile's fired from 1 to 7. and make the ROF or rate of fire 30. (this allows you to "walk" the trigger like in real life.) and lets click the flag box single fire.
5. go up to the damage tag. click pistol/bullet, and edit the min damage to 2000, and max damage to 2000.
basicly you just made a paintball gun. now your thinking, a pistol shooting 200 pbs in this little clip. well wait, we will edit the model soon enough.
Close HHT and open up HMT. now we are going to edit the bitmaps. open up the map you were editing (timberland)
6. click open the bitmaps tag. find effects\decals\blood splats\bitmaps\blood splat elite. copy the meta and paste the code in blood splats\blood splat (besure to backspace the meta code of blood splat before you paste the meta of blood splats\elite.
now normally you would need to shoot 5-10 times to get the blood to come out as a blueish color. this is why we set the projectiles fired to 8. so it comes out blue with 1 shot. be sure you left the rounds fired to 1 or else you will run out of ammo fast.
So we edited the gun, damage, projectile, and paintsplatter. lets edit the gun some more.
7. open HHT and go down to the weapons pistol tag. null out the wphi. and go to the top. change the 1st mod2 to sniper rifle/fp. antr to sniper rifle, and coll to sniper rifle.
8. go to the second mod2 and changge it to sniper rifle/fp. change the antr to sniper rifler/fp.
9. click the link and go to the second page. download the obj from youhoo's post. (this is l33ts model from his model pack btw.) In HMT import the obj to the sniper rifle mod2 tag. (the link might send you to page 2 [its my battle creek pb post])
http://forums.halomods.com/viewtopic.ph ... 4&start=20
10. still in HMT lets swap all the weapons EXCEPT THE PISTOL to the ghost_mp gun. this will make the the weapons disappear. (if you want to take out all the pistols and grenades, you can do so in sparkedit.
----------------------------------------------------------------------------------
Note: if you think i left anything out please post here or pm me about it. from the looks of it i didnt leave anything out, but just let you know people make mistakes. now for some optional fun.
want a Civi Hog with your mod? Open Hmt swap the warthog\chaingun with the a10\cyro glass. this will make the turret invisible. now go to HHT and go down to the vehi tag. click warthog, and null out the weap tag, and null out the unhi tag if you want to. now you have a civi hog.
Want to add more scenery? use sparkedit to add more trees and/or rocks for a better paintballing expirience.
I think this about covers everything.
PS. all of this i found out myself, so if you use this please give me credit if you release to the public. if you think i took anyones ideas you are mistaken. I have found out ALL of this by myself.