This forum is for files only, Utilities and Hacks go here, not skins.
coritron079
Posts: 203 Joined: Wed Dec 07, 2005 4:41 pm
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by coritron079 » Sat Jan 21, 2006 5:55 pm
Mod Made by Team 1447 Ops
Dusk sets on Lockout as the snow picks up and the covenant research team begins to move out
Attachments
lockout[1].map.zip
The PPF (725.35 KiB) Downloaded 42 times
Last edited by
coritron079 on Sat Jan 21, 2006 6:45 pm, edited 2 times in total.
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high6
Posts: 451 Joined: Sun Feb 13, 2005 6:09 am
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by high6 » Sat Jan 21, 2006 6:15 pm
pssssssssst prefix...
Zigen
Posts: 1654 Joined: Thu Jun 02, 2005 8:37 pm
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by Zigen » Sat Jan 21, 2006 6:15 pm
you know that text you use is noobish to tell you and it hurts my eyes a bit not much for being so big and its annoying.
Mod seems from the description ok.
coritron079
Posts: 203 Joined: Wed Dec 07, 2005 4:41 pm
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by coritron079 » Sat Jan 21, 2006 6:17 pm
Look at the vid, Im doing models tommorow.
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highoctanej
Posts: 72 Joined: Sun Sep 18, 2005 8:59 am
Location: mimesis arena
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by highoctanej » Sat Jan 21, 2006 6:45 pm
Edit: It needs more, proj. swaps, shaders, and lightmaps arent enough. I guess ill look forward to an update?
Last edited by
highoctanej on Sat Jan 21, 2006 9:11 pm, edited 1 time in total.
Trulife8342
Posts: 2403 Joined: Sat Sep 03, 2005 7:04 am
Location: Miami, FL -- Name: Mauro Garcia
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by Trulife8342 » Sat Jan 21, 2006 7:09 pm
Man, This is a big improvement From your last mod, You still gots lots ahead of you. But keep posting and feel free to contact me ill help ya out
coritron079
Posts: 203 Joined: Wed Dec 07, 2005 4:41 pm
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by coritron079 » Sat Jan 21, 2006 7:27 pm
I just tested the ppf, and sadly, my program froze, anyone willing to test, we will have a working patch tomorrow.
How do you get rid of holes in a map??? I have loats of them according to Scotty Gee.
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TunesRus90
Posts: 335 Joined: Tue Aug 23, 2005 1:27 pm
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by TunesRus90 » Sat Jan 21, 2006 7:31 pm
getting rid of holes is extremely difficult. So yeah do you know how you made the holes? Cause if so there is probably a way to avoid it next time.
coritron079
Posts: 203 Joined: Wed Dec 07, 2005 4:41 pm
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by coritron079 » Sat Jan 21, 2006 7:34 pm
No, i dunno how i got them, do injections cause them?
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Relyt
Posts: 254 Joined: Mon Nov 29, 2004 5:00 pm
Location: Old School Modder now critiquing.
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by Relyt » Sat Jan 21, 2006 7:57 pm
Well I gotta give u props for the Rammstein music in ur vid
CamDaMan607
Posts: 649 Joined: Mon Oct 10, 2005 4:30 am
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by CamDaMan607 » Sun Jan 22, 2006 7:02 am
cool. good job so far. when do u think this will be completely finished?
coritron079
Posts: 203 Joined: Wed Dec 07, 2005 4:41 pm
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by coritron079 » Sun Jan 22, 2006 7:33 am
I dont know, ASAP.
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ckyfan3k
Posts: 44 Joined: Fri Dec 30, 2005 2:05 pm
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by ckyfan3k » Mon Jan 23, 2006 5:27 am
i think it looks good compared to your last mod. its a little too dark and those weapons shouldnt overheat with one shot.
Sniper_Wolf
Posts: 464 Joined: Thu Jan 19, 2006 6:05 pm
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by Sniper_Wolf » Mon Jan 23, 2006 8:36 am
Pros-
I liked the sentinal beam and plasma rifle
Clever name (lock out, keyed in)
Cons-
Too dark
Some weapons weren't very great
You cut Mr. Jack off too soon
6.5/10
IM me about modding and I'll hunt you down and suffocate you in your sleep.
I'm serious.
coritron079
Posts: 203 Joined: Wed Dec 07, 2005 4:41 pm
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by coritron079 » Tue Jan 24, 2006 2:33 pm
Id put halo 1 ones in if it where allowed
. I need a modeling program to model. if you want some, give me a easy to use program LIKE milkshape.
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TunesRus90
Posts: 335 Joined: Tue Aug 23, 2005 1:27 pm
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by TunesRus90 » Tue Jan 24, 2006 3:57 pm
coritron079 wrote: No, i dunno how i got them, do injections cause them?
Model injection with darkmatter can cause them, to avoid this in the future, inject models into a clean map, then transfer them to your modded map with insolence
coritron079
Posts: 203 Joined: Wed Dec 07, 2005 4:41 pm
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by coritron079 » Tue Jan 24, 2006 5:52 pm
There are no models in this, yet
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Lavix
Posts: 439 Joined: Thu Sep 29, 2005 7:10 pm
Location: Ohio
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by Lavix » Tue Jan 24, 2006 7:27 pm
coritron079 wrote: How do you get rid of holes in a map??? I have loats of them according to Scotty Gee.
Well use the UberAnalyzer program by TF6 and find out where the hole sare located then you can make sure that everything in th edesignated area is refrenced int he scnr. This may require adding hcunks to the scnr because some tags may not be associated witht he scnr at first. If you do add chunks, make sure to add them properly.