sounds interesting, kinda like how u can have a big mp game in battlefield vietnam without havin 2 be connected 2 the internet with the help of ai. i'm not sure if it would work or how easy it is, but ask gren or sum 1 about it
ASPARTAME: in your diet soda and artificial sweeteners. also, it's obviously completely safe. it's not like it will cause tumors or anything. >.>
always remember: guilty until proven innocent
[cc]z@nd! wrote:sounds interesting, kinda like how u can have a big mp game in battlefield vietnam without havin 2 be connected 2 the internet with the help of ai. i'm not sure if it would work or how easy it is, but ask gren or sum 1 about it
[cc]z@nd! wrote:sounds interesting, kinda like how u can have a big mp game in battlefield vietnam without havin 2 be connected 2 the internet with the help of ai. i'm not sure if it would work or how easy it is, but ask gren or sum 1 about it
you could place all the spawn points on one side and make the covies spawn on another but that would take some tinkerin with ai you should talk with hivemind
-=]-[EX=- wrote:you could place all the spawn points on one side and make the covies spawn on another but that would take some tinkerin with ai you should talk with hivemind
...who, as far as we know, hasn't existed for a long time...
C:\Program Files\Microsoft Games\Halo Custom Edition>tool structure levels/test/
cliffbase cliffbase
Couldn't read map file './toolbeta.map'
building intermediate geometry...
### WARNING: randomly chose one of the 2 shaders called 'material #' (you should
fix this!)
### WARNING: randomly chose one of the 2 shaders called 'material #' (you should
fix this!)
### WARNING: randomly chose one of the 2 shaders called 'material #' (you should
fix this!)
### WARNING: randomly chose one of the 2 shaders called 'material #' (you should
fix this!)
### WARNING: randomly chose one of the 2 shaders called 'material #' (you should
fix this!)
choose a type for the shader '01 - default':
1. shader_environment
2. shader_model
3. shader_transparent_generic
4. shader_transparent_chicago
5. shader_transparent_chicago_extended
6. shader_transparent_water
7. shader_transparent_glass
8. shader_transparent_meter
9. shader_transparent_plasma
choice (1-9): 1
### WARNING: randomly chose one of the 2 shaders called 'material #' (you should
fix this!)
### WARNING: randomly chose one of the 2 shaders called 'material #' (you should
fix this!)
some shaders were not defined
you need to make sure every face on your model has a multi-sub object or a standard material applied to it, make your bitmap tags, and then make the shaders
You got those because your material names had numbers in them and hek ignores the numbers for some reason so Material # 1 and Material # 2 both look like Material #. And yes you need to create shaders for all of your bitmaps.