[Halo 2] Spacestation Outdoor *update

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
smacktalker




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[Halo 2] Spacestation Outdoor *update

Post by smacktalker »

Spacestation
  • Base:___...Waterworks

    Map Information:
    [ YES ] __System Linkable
    [ ___ ] __Weapon Mods
    [ ___ ] __Skin Mods
    [ ___ ] __Physics Mods
    [ ___ ] __Lighting Mods
    [ ___ ] __Vehicle Mods

Preview Images:

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the mac gun doesn't move... it's a pity the sounds in the jmad do not work on the macgun, otherwise the gun wouldve been moving, because it's an awesome sound... the EFFE-cts however do work but is not of importance since it doesnt move.
Last edited by smacktalker on Sun Oct 01, 2006 9:51 am, edited 1 time in total.
Evilsnowflakes




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Post by Evilsnowflakes »

sweet a new map thats been converted.
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Post by latinomodder »

wow! kudos for being the first to bsp convert it. Mind posting a hint on how you made it?
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Post by smacktalker »

VSG19902 was the first who have did it. he didn't want to tell me, but someone told me how to fix this.

it's because of the DECA palette and placement missing. firstly inject all the DECA tags in the palette, and then add the reflexives to the SCNR tag.

:P good luck VSG19902 i've always had this idea, and now i can make it , and thats not thanks to you. 8)
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Post by SpecOp44 »

Very nice. Does this mean other maps that were'nt MP compatible could be fixed by injecting missing palettes?
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Post by smacktalker »

uhmm it might help. high_5 is a bsp that'll freeze at all times so which ones remains then? donnow :)
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Post by slayer410 »

smacktalker wrote:VSG19902 was the first who have did it. he didn't want to tell me, but someone told me how to fix this.

it's because of the DECA palette and placement missing. firstly inject all the DECA tags in the palette, and then add the reflexives to the SCNR tag.

:P good luck VSG19902 i've always had this idea, and now i can make it , and thats not thanks to you. 8)
Wow nice way to brag. The info went from me to VSG19902 and then from me to headshot to you. I didn't necessarily tell you to preach my info headshot.... but it's all good I guess. :P I just don't want people walking around with big heads. Anyways the main issue with freezing bsps is the deca, not the scen. Sometimes the weapon pallete w/ the sp weaps in the pallete transfered over along with the weapon placement help with some freezing issues. Also the outside area doesn't make for much of a playground, that's why the inside area was chosen.
Edit: And funny how everybody recognizes this as a bsp conversion, but not this. :?
http://files.halomods.com/viewtopic.php?t=58981
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Post by Evilsnowflakes »

I thought that one was a scenery thing with collision because it was done a long time ago just never completed.
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Post by slayer410 »

Evilsnowflakes shall I quote myself? And good job on this smacktalker... I guess.
slayer410 wrote:
MasterChief2829 wrote:
slayer410 wrote:Wow... yall have no clue what yall are talking about. Like I said on aim, this is amazing.
No, you don't. Greenhouse was a mod created using the exact same "room". It was okay for maybe 2 people, but it's really small. I wouldn't recommend it.
Chief... just stop while your ahead... maybe if people actually read the topic, they would know that this is a bsp conversion, not an imperfect piece of bsp scen givin collision via machs. That which was done by Zach. :?
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Post by Zone 117 »

This BSP fits? Wow!
Image Thanks for the sig Xiion :P
[ AI Revision ][ Sewer ][ Boat Mod ][ Archaic ]
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Post by smacktalker »

slayer410 wrote:And good job on this smacktalker... I guess.
i would've found out sooner or later anyway how to do it. i asked VSGthingy, but he didnt want to answer. it'd be the best thing for him to redo his mod IMO so thats why i asked.
o well i guess we'll see who makes a better mod from it 8)
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Post by Unilat »

Well Im glad someone got it to work, but I know I gave you the idea since you posted in my thread where I was having trouble getting it to work. :wink:

Looks good, good thing you got the mach in because some other maps have trouble bringing those over even if the map itself converts.
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Post by Dojorkan »

You should have some active scenery of all the spacecrafts flying around.
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Post by x088x »

Awesome! You know what would make this mod perfect? If you injected the single player script where you jump higher and all the sounds are muffled from when you fight the Jetpack Elites.
Last edited by x088x on Sat Sep 30, 2006 5:40 pm, edited 1 time in total.
Halo 3 ruined everything..
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Post by Monkey Terd »

Hmm strange gravity effects for outter space. :?
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Post by x088x »

Monkey Terd wrote:Hmm strange gravity effects for outter space. :?
Que?
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Post by VSG19902 »

Well I hope you make a good outside map of this smacktalker, because I already have the inside map covered. :)
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Post by Monkey Terd »

x088x wrote:
Monkey Terd wrote:Hmm strange gravity effects for outter space. :?
Que?
Last time I checked, if you went into outter space, there would be no gravity to keep you ontop of a spacestation. :lol:
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Post by Dojorkan »

Monkey Terd wrote:
x088x wrote:
Monkey Terd wrote:Hmm strange gravity effects for outter space. :?
Que?
Last time I checked, if you went into outter space, there would be no gravity to keep you ontop of a spacestation. :lol:
Have you ever played Cairo before?



The station probably still generates enough gravity outside to keep things on it, like people or crates.
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Post by smacktalker »

the muffled sounds worked, but they are extremely muffled as in it's almost gone the sound.. gravity doesn't work on systemlink so that's a no-go.
so far i'm making good progress :) release tonite maybe :D
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