It isnt perfect but i thought i......[Updated]
- MasterChief2829
- Posts: 1184
- Joined: Sun Dec 26, 2004 2:18 pm
![]() |
![]() |
The only thing bad about that is that the original coag trees would not have collision if he places them where they should be... and that the trees that you are asking him to null out can be nulled out, except their collision stays since it's built into the bsp.r0tten wrote:can you null out the bsp scenery (like the rocks and trees) then make models of the original coag trees and bushes and add them in? that would be awesome.

Hey i fixed the models so thay work with a lightmap and i removed the rocks but the lightmap leavs a huge FAT black spots on the map were they were , i can add thr trees ill just remodel the palm tree and make it a mach, also the rocks i can do also becuase theres some in coadalready same with the bushes i just need some time lol
too many requests and such lol.
mods looking ace with a coag - bloodgulch skin by greennc
thanks man!

mods looking ace with a coag - bloodgulch skin by greennc

Removing them leaves a black spot because of the lightmap. Whne it was compiled it did that. I don't know if you cna manually edit them. TH eonly wya I know is to null the lightmap.dec1234 wrote:Hey i fixed the models so thay work with a lightmap and i removed the rocks but the lightmap leavs a huge FAT black spots on the map were they were , i can add thr trees ill just remodel the palm tree and make it a mach, also the rocks i can do also becuase theres some in coadalready same with the bushes i just need some time loltoo many requests and such lol.
mods looking ace with a coag - bloodgulch skin by greenncthanks man!
Now, give the fixed AR to headshot so I can publish Sentinel Base 2 AR edition on Mimesis.
How did you get the animations to work? I thought model injection broke the animations. At least it did the one time I tried it.dec1234 wrote:Halo 1 Rocket Hog Beta! WITH PERFECT TURRET ANIMATIONS!
I had planned to do a sort of work-around for it, by injecting parts of a model seperately and attaching each of them to different bones of whatever I was using. Like, for example, making a vehicle with a hatch that slides open. Inject the vehicle and hatch as seperate models. Then, start with a wraith, mount the new vehi model to the main hull bone, and mount the new hatch model to the wraith's hatch.
- Veegie[Temp]
- Posts: 2849
- Joined: Thu Jan 29, 2004 11:30 pm
- Location: Logan
- Contact:
![]() |
So, like, you just injected the rocket turret's model over the chaingun or guass (whichever one you used) and it just.... worked? Like, you didn't have to do anything special to make it work?
Also, how come all the models I've seen injected with Entity are kind of flat looking? Can't you just duplicate the guass turret's shader but replace its bitmap with your injected one to give it better shading and reflections? You'd have to make a bump too, I guess. Would that not work, 'cuz I don't think I've seen anybody do it yet?
Also, how come all the models I've seen injected with Entity are kind of flat looking? Can't you just duplicate the guass turret's shader but replace its bitmap with your injected one to give it better shading and reflections? You'd have to make a bump too, I guess. Would that not work, 'cuz I don't think I've seen anybody do it yet?
-
- Posts: 874
- Joined: Mon Jan 02, 2006 6:14 pm
- Location: Uknown...... Latest Project: Yet to be revealed.
- Contact:
![]() |
![]() |
- Shadow LAG
- Readers Club
- Posts: 676
- Joined: Sat Apr 02, 2005 5:47 pm
- Contact:
![]() |