I'm workin on a mod for bloodgulch, with large bases, heres a snap of my progress in gmax:
1 2 3
If I ever find the cds i'll reinstall 3dsmax and use it instead, but for now gmax works ok. mainly waiting on either BSP tools or collision model tools before this is usable in-game.
Right now heres my ideas for this:
* Add garages on either side of the base to park warthogs safe from weapons fire.
* Put the flag on the sniper tower
* Improve the sniper tower's looks
* New vehicle, Armored Personel Carrier, based on pelican, but ground vehicle, perfect for insurgence(sp?) teams
* ladders (dunno how to pull this one off yet)
* move walls inside base for a large ammo room in the bottom, with no exits cept a ladder up
* teleporter destination moved to same-side sniper nest (if ladders deemed impossible)
Big Base BG (WIP screenshots included)
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i think you all are missing something. and if you arent, i am. so if you find it plz show me. what i am referring to is the "lek" i have seen nothing that says it allows you to design new weapons and vehicles. that would require you to create new stuff just for that vehicle such as codeing and stuff. if im wrong correct me....but i dont think you can do anything except create new levels.
Actually, you can import if you know what you are doing, the problem with importing my mods as rocks is the colision model, and afaik the ladders are always done in the bsp, not in the scenery.
If you have gmax, deep exploration, and some other tools, i *think* you can manage this.
deep exploration is a tool for converting between 3d object formats, so you can convert a .3ds to .obj and vice versa.
If I still had access to maya I'd use it, since apparently its the format exported/imported by HMT3
as I said, the mod won't be available till *after* some more tools are released.
If you have gmax, deep exploration, and some other tools, i *think* you can manage this.
deep exploration is a tool for converting between 3d object formats, so you can convert a .3ds to .obj and vice versa.
If I still had access to maya I'd use it, since apparently its the format exported/imported by HMT3
as I said, the mod won't be available till *after* some more tools are released.