Mombasa Bridge *TEST*

This forum is for files only, Utilities and Hacks go here, not skins.
User avatar
kibito87




Stylist Connoisseur Advisor Bloodhound
Droplet Articulatist 500

Posts: 3461
Joined: Mon Feb 21, 2005 7:49 pm
Location: Ohio
Contact:

Post by kibito87 »

x088x wrote:I think it's kind of stupid you released it like this, considering pretty much everybody who has Entity is capable of doing the same thing in less than 10 minutes. Good luck, though. I hope you fix all of your freezing problems.
I'm sorry you feel that way but did you read the paragraph i typed beforehand? Its only a test. I did it to test out entity and bsp converting since i never felt like doing it. And besides, some people might not know how to do this or dont feel like it. So this gives them a heads up chance to mess around on the bridge or to mod it further for their liking. But so far i'm glad people have found stuff to do with it. lol and thank you for the input swamp. I'll keep that in mind for future reference.

Oh and ya coco i'll put up a sppf for ya. - 1st page
Image
Snaku




Literarian 500

Posts: 956
Joined: Thu Nov 10, 2005 9:40 am

Post by Snaku »

It occurs to me that I shouldn't have hi-jacked this thread with the motorcycle thing (I was just overcome with how cool it would be for this map), so I made a new thread with plenty of pics if anyone wants to discuss it further.
http://files.halomods.com/viewtopic.php?t=51409
The Swamp Fox




Socialist Construct Revivalist Golden Age
Translator Playscaper Enthraller Bloodhound
Illusionist Eureka Wave Scorched Earth
Wordewatician 250

Posts: 410
Joined: Tue Feb 24, 2004 11:22 am
Location: Cantaloupe!

Post by The Swamp Fox »

Where'd you guys get the impression I planned on releasing that level? It's been sitting, completed, in my old maps folder for six months (along with several other maps)... I'm not just keeping it to be an ***; it's fundamentally flawed as a map... It doesn't systemlink correctly... Not the standard predicted resource issue, it's something else - not sure what. Now, that's a huge level... I don't think it would really be any fun for 16 players let alone 4, so I kept it... As for the scenery, yeah, the coordinates are exact, I'd never move 600 objects by hand for a level that isn't any fun... P8ntballer's method of copying them is correct... And I obviously know how to fix the sky issue, there's a sky in those pictures, right? Same way... Copy the sky palette from the source map to the destination map... The source of the problem is an index in the VIS section of the bsp - it's set for a specific index in the sky palette... Duplicating the palette makes sure that the correct sky is used...
slayer410





Posts: 738
Joined: Mon Oct 03, 2005 1:41 pm
Location: Texas

Post by slayer410 »

The Swamp Fox wrote:Where'd you guys get the impression I planned on releasing that level? It's been sitting, completed, in my old maps folder for six months (along with several other maps)... I'm not just keeping it to be an ***; it's fundamentally flawed as a map... It doesn't systemlink correctly... Not the standard predicted resource issue, it's something else - not sure what. Now, that's a huge level... I don't think it would really be any fun for 16 players let alone 4, so I kept it... As for the scenery, yeah, the coordinates are exact, I'd never move 600 objects by hand for a level that isn't any fun... P8ntballer's method of copying them is correct... And I obviously know how to fix the sky issue, there's a sky in those pictures, right? Same way... Copy the sky palette from the source map to the destination map... The source of the problem is an index in the VIS section of the bsp - it's set for a specific index in the sky palette... Duplicating the palette makes sure that the correct sky is used...
You never cease to amaze me... I'm speechless...
User avatar
xheadshotmastax




Picasso Playscaper Visioneer Commentator
Droplet Firestorm

Posts: 1029
Joined: Sat Jul 02, 2005 12:26 pm
Location: Germany >_<
Contact:

Post by xheadshotmastax »

master has spoken. a post full of thruth. :shock:

but how do we copy exactly the same sky palette?
u said the bsp is searching for a specific point. well but we just can set the sky up and we only can copy the complete scnr tag but u say just copy the sky palette.
how?
Image
User avatar
DoorM4n
Readers Club




Artisan Commentator

Posts: 2530
Joined: Mon Aug 15, 2005 2:48 pm
Location: Smurf Village Team: Team DeFiance

Post by DoorM4n »

Thanks swamp fox. I'm glad you gave us that bit of information. Now I bet Pokecancer can fix the sky problem in Entity.
The maximum signature size is 500x120px at 75kb.
User avatar
shade45




Translator Artisan Enthraller Logistician
Stylist Wave Firestorm New Age

Posts: 2270
Joined: Fri Apr 01, 2005 1:04 pm

Post by shade45 »

thnaks for the info swamp :D i thought it had something to do with the sky pallette i just didnt want to check
User avatar
GametagAeonFlux




Bloodhound Acolyte Orb Commentator
Pyre Socialist

Posts: 9320
Joined: Sun Jun 06, 2004 7:27 pm
Location: Lincoln, NE

Post by GametagAeonFlux »

Looks pretty nice, sweet Motorcycle as well.
x088x




Critic

Posts: 837
Joined: Sun Nov 06, 2005 1:46 pm
Location: ..

Post by x088x »

TSF, I think you should atleast release one of your other, smaller maps. It may not be your cup of tea, but I'm sure atleast some people in the community would like it.
Halo 3 ruined everything..
Evilsnowflakes




Connoisseur

Posts: 396
Joined: Tue Nov 15, 2005 5:19 am
Location: Right Outside Your Window With A Gun

Post by Evilsnowflakes »

This is sweet, I can't wait to see the mods people make out of this.
Image
Remember, Violence is always the answer.
Flesh Rider





Posts: 114
Joined: Fri Feb 27, 2004 4:48 pm

Re: Mombasa Bridge *TEST*

Post by Flesh Rider »

yeah i know doorman was doing this but he stoped becuase there is toooo many lock up points and in the middle of the brigde you will fall threw ,and im not talking about the hole.
Hawaiian Modder




Pi Connoisseur

Posts: 2154
Joined: Sat Nov 26, 2005 7:17 pm
Location: In a cave smokin up with tupac and big foot.

Re: Mombasa Bridge *TEST*

Post by Hawaiian Modder »

Flesh Rider wrote:yeah i know doorman was doing this but he stoped becuase there is toooo many lock up points and in the middle of the brigde you will fall threw ,and im not talking about the hole.
Those random holes are really weird, Its not the scen problem because i replaced EVERY scen thing, I fixed the sky, and i did a bunch of spawning, and it still has those holes. For now just find a flat mach and just put it over the hole. That's what I'm doing, then just skin it to match.
Image
Thanks lej for the sig.
Dr.Cox wrote:I like Cox.
{MBN}E.TitaiN007





Posts: 19
Joined: Thu May 05, 2005 1:31 pm
Location: Charlotte, NC
Contact:

Post by {MBN}E.TitaiN007 »

Yo kibito87,
Good work my MBN brother I see you done got right in the modding community.
The Swamp Fox wrote:Where'd you guys get the impression I planned on releasing that level? It's been sitting, completed, in my old maps folder for six months (along with several other maps)... I'm not just keeping it to be an ***; it's fundamentally flawed as a map... It doesn't systemlink correctly... Not the standard predicted resource issue, it's something else - not sure what. Now, that's a huge level... I don't think it would really be any fun for 16 players let alone 4, so I kept it... As for the scenery, yeah, the coordinates are exact, I'd never move 600 objects by hand for a level that isn't any fun... P8ntballer's method of copying them is correct... And I obviously know how to fix the sky issue, there's a sky in those pictures, right? Same way... Copy the sky palette from the source map to the destination map... The source of the problem is an index in the VIS section of the bsp - it's set for a specific index in the sky palette... Duplicating the palette makes sure that the correct sky is used...
No dout you are clearly the man,but you got maps and holding out on us.YOu know that you have plenty of fans out here that love your work no matter what it is you allways seem to impress up but I can respect the fact that you holding on to them and not wanting to release the to the public.Kind of like are if you feel that its not good enough or ready then you wont expose unless other wise.But keep up the good work SWAMP :D
x088x wrote:I think it's kind of stupid you released it like this, considering pretty much everybody who has Entity is capable of doing the same thing in less than 10 minutes. Good luck, though. I hope you fix all of your freezing problems.
You must not have read his paragraph before you posted :wink:
Image
XBC user name:{MBN}E_TitaiN007]Clan:={MBN}=Murder By NumberS
Hawaiian Modder




Pi Connoisseur

Posts: 2154
Joined: Sat Nov 26, 2005 7:17 pm
Location: In a cave smokin up with tupac and big foot.

Post by Hawaiian Modder »

{MBN}E.TitaiN007 wrote:
The Swamp Fox wrote:Where'd you guys get the impression I planned on releasing that level? It's been sitting, completed, in my old maps folder for six months (along with several other maps)... I'm not just keeping it to be an ***; it's fundamentally flawed as a map... It doesn't systemlink correctly... Not the standard predicted resource issue, it's something else - not sure what. Now, that's a huge level... I don't think it would really be any fun for 16 players let alone 4, so I kept it... As for the scenery, yeah, the coordinates are exact, I'd never move 600 objects by hand for a level that isn't any fun... P8ntballer's method of copying them is correct... And I obviously know how to fix the sky issue, there's a sky in those pictures, right? Same way... Copy the sky palette from the source map to the destination map... The source of the problem is an index in the VIS section of the bsp - it's set for a specific index in the sky palette... Duplicating the palette makes sure that the correct sky is used...
No dout you are clearly the man,but you got maps and holding out on us.YOu know that you have plenty of fans out here that love your work no matter what it is you allways seem to impress up but I can respect the fact that you holding on to them and not wanting to release the to the public.Kind of like are if you feel that its not good enough or ready then you wont expose unless other wise.But keep up the good work SWAMP :D
You don't understand TSF's type of logic. This is my practical guess of his logic.
He already knows that everyone but few adore him. So why just let all out, then he would run out of idea's sooner or later. So he keeps us waiting, every few months theres a new mod or program out that he has made. He makes the suspense get our attention, and when things aren't happening in the modding world, BOOM, something new comes out and everyone loves him even more.
Image
Thanks lej for the sig.
Dr.Cox wrote:I like Cox.
User avatar
P8ntballer24




Coagulator Droplet

Posts: 795
Joined: Wed Aug 24, 2005 7:55 pm
Location: United States Total Posts: 1,039 .... Team: Brok3n Halo
Contact:

Post by P8ntballer24 »

xheadshotmastax wrote:master has spoken. a post full of truth. :shock:

but how do we copy exactly the same sky palette?
u said the bsp is searching for a specific point. well but we just can set the sky up and we only can copy the complete scnr tag but u say just copy the sky palette.
how?
That's easy just go into newmobasa sky and find the chunk # of the sky then go into enity and find its translated offsets.. That were the chunks for that begins so then you take the size of the chunks which is 8 then so since its the first sky I think in newmombasa you go to offset which is 922 in the scnr of newmombasa then hit select bloc of 8 then copy then go in your MP map find the translated offset and select 8 then copy it over from SP to MP ..... Easy as pie right? This works with everything since as swamp fox said it copys the meta from the current 1st mach in the map...

BTW this is in the META (the one you cant read in hex its all .....12d3) not META DATA (the one you can read in hex with reflexives)....

Nuff said... You guys want a tut on how this all works and how to do it?
Image
.: | P8ntball | :. .: | Halo Derby | :.
Call 610-Hot-Luis for a wild and sexy chat. Only 10 cents a minute. Must be 18 or older to call.
User avatar
shade45




Translator Artisan Enthraller Logistician
Stylist Wave Firestorm New Age

Posts: 2270
Joined: Fri Apr 01, 2005 1:04 pm

Re: Mombasa Bridge *TEST*

Post by shade45 »

hawaiian_modder wrote: Those random holes are really weird, Its not the scen problem because i replaced EVERY scen thing, I fixed the sky, and i did a bunch of spawning, and it still has those holes. For now just find a flat mach and just put it over the hole. That's what I'm doing, then just skin it to match.
You dont even need to skin the mach just null its shaders out making the mach invisibale and you will still see the bridge ;)
User avatar
kibito87




Stylist Connoisseur Advisor Bloodhound
Droplet Articulatist 500

Posts: 3461
Joined: Mon Feb 21, 2005 7:49 pm
Location: Ohio
Contact:

Post by kibito87 »

i myself havent found any holes you speak of. Cept the huge one in the middle of the road that i walked into. But besides that nothing for me freezes cept the tunnel end. And yes i have driven the hog to both sides back and forth on both sides of the road. I understand what Swamp was saying but its odd that's its not happening to me.
Image
Snaku




Literarian 500

Posts: 956
Joined: Thu Nov 10, 2005 9:40 am

Post by Snaku »

Wait. Did Swamp Fox just say that this map can't be made SLC? :(
User avatar
P8ntballer24




Coagulator Droplet

Posts: 795
Joined: Wed Aug 24, 2005 7:55 pm
Location: United States Total Posts: 1,039 .... Team: Brok3n Halo
Contact:

Post by P8ntballer24 »

He is right I think the predidcted resources are wierd on this map when being tranferd.. Some BSP's are like that..
Image
.: | P8ntball | :. .: | Halo Derby | :.
Call 610-Hot-Luis for a wild and sexy chat. Only 10 cents a minute. Must be 18 or older to call.
The Swamp Fox




Socialist Construct Revivalist Golden Age
Translator Playscaper Enthraller Bloodhound
Illusionist Eureka Wave Scorched Earth
Wordewatician 250

Posts: 410
Joined: Tue Feb 24, 2004 11:22 am
Location: Cantaloupe!

Post by The Swamp Fox »

I know about the holes that you speak of... I had them for awhile with my bsps, but I 'fixed' them before Induction... They are the result of faulty identification of string ids based in the application. Poke or Tycko needs to fix Entity for those to disappear... Wouldn't be surprised if that fixed your end of the tunnel freezing too...
Locked