Lord of the Rings "Battle" Mod
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Trinity.
- SEAL
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Lord of the Rings "Battle" Mod
Well, I was thinking of doing a mod like wall of gulch but like, a huge battle type arena. I would put a lot of time into making the "Lord of the Rings" Tower above each base with different levels and weapons on each floor depending on the height. I would put obstacles/ baracades in the middle of the map for cover, etc.
Maybe if i can get to know a bit more about hexing i (or some people from the MGM team) could take parts of the level out (ground) and make tunnels. I've been needing some help for a while after working with maps for about 2 weeks, without responding much on MGM, in regards to trying to find out how to inject more scenery/objects (i.e Wall of Gulch, it has a lot of logs that were injected that i'd like to do), something like that.
Any help for me on injecting or comments for the mod or just compliments on making it better. Also, could someone PM me some help on injecting. I know how to inject models (which never seems to work), i just want to put more scenery/objects into the map.
[A27]Trinity.
Maybe if i can get to know a bit more about hexing i (or some people from the MGM team) could take parts of the level out (ground) and make tunnels. I've been needing some help for a while after working with maps for about 2 weeks, without responding much on MGM, in regards to trying to find out how to inject more scenery/objects (i.e Wall of Gulch, it has a lot of logs that were injected that i'd like to do), something like that.
Any help for me on injecting or comments for the mod or just compliments on making it better. Also, could someone PM me some help on injecting. I know how to inject models (which never seems to work), i just want to put more scenery/objects into the map.
[A27]Trinity.
MGM Team Wraith
Xbox Live Gamertag: HybuR
Professional Halo Player
Xbox Live Gamertag: HybuR
Professional Halo Player
- Syperium
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K, I'm happy and proud of you for finally makin' a post with caps and correct puncutation.
This idea sounds great. Your starting to mature up there, Trinity. Now, just capitolize your name,
Yeah, I myself had an idea, that I would like to either talk to, sword, Deox, or even SI and Beast about. See what they can do. I'll give an example of what I want to do, in HTML, you can hyper link something to the page, like this, <a href="Insert Text Here"></a>. Now, that is going to be hard to guess, and, I'm going to stop before I go out an take Tirinity's topic.
Trinity, if you can make this mod, it'd be very sweet. I also have before made a tunnel. Not sure how though,
It just kinda, happened when I went ranting in the Hex, and starting deleted some scenery objects,
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-Syp.
ps. It isn't really even a tunnel, it's more like a big ass hole.
This idea sounds great. Your starting to mature up there, Trinity. Now, just capitolize your name,
Yeah, I myself had an idea, that I would like to either talk to, sword, Deox, or even SI and Beast about. See what they can do. I'll give an example of what I want to do, in HTML, you can hyper link something to the page, like this, <a href="Insert Text Here"></a>. Now, that is going to be hard to guess, and, I'm going to stop before I go out an take Tirinity's topic.
Trinity, if you can make this mod, it'd be very sweet. I also have before made a tunnel. Not sure how though,
It just kinda, happened when I went ranting in the Hex, and starting deleted some scenery objects,
-Syp.
ps. It isn't really even a tunnel, it's more like a big ass hole.
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draconic74
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who cares about holes right now. nice idea though. i would love to see this mod, but weapons would need lots of remodeling. the only real ranged ones would be bows... about the tower, i have some pics from my old base builder mod (got screwed up, mod may be finished soon) the resemble a tower. its just a floating platform with walls and ramps leading to more platforms. ill post some pics later. but anyway, what other weapons besides bows for long range? catapaults? hogs could be made into sort of battering rams that carry 5 or 6 people on the inside of holding bay (modern day army vans or sword's pelican cargo hold). this would be a fun mod.
also, i was thinking about a realism mod. pistol, sniper, shotgun, AR, roscket launcher, and all the rest look more real (this century style). hogs look like jeeps, banshee turned into a bomber, 1-3 hit kills. yes,1-3 hit kills. can you withstand more than 2 bullets? i think not. 1 sniper? no way. also, if we could calculate the speed of MC and the jeeps... you get the idea. make it as real as possible.
also, i was thinking about a realism mod. pistol, sniper, shotgun, AR, roscket launcher, and all the rest look more real (this century style). hogs look like jeeps, banshee turned into a bomber, 1-3 hit kills. yes,1-3 hit kills. can you withstand more than 2 bullets? i think not. 1 sniper? no way. also, if we could calculate the speed of MC and the jeeps... you get the idea. make it as real as possible.
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draconic74
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draconic74
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thats what i said... i dont know how to yet. i only know that the same (yet messier and more random) thing can be acheived by making guns shoot logs. i have done this for my base builder mod (which needs feedback. PM me please. that was a cry for help...) where the map is the same, but some guns shoot scenery so you can make your own scenery wherever you want it and whenever. need a wall? make it. fortification? do it yourself. but it is better with teams.
Well, scenery is harder than that syperium.
Scenery structure can be explained by this little tidbit of code:
So basically it consists of a number ID as a short, a flag as a short, unknown interger, and then the other things.
Also, since there are no other unused spawn points, you'll have to create another chunk to the reflexive, update the reflexive chunk count in the scenario, and then delete the amount of data you just added from the CA CA CA stuff.
Scenery structure can be explained by this little tidbit of code:
Code: Select all
typedef struct STRUCT_SCENERY_SPAWN
{
SHORT numid;
USHORT flag;
UINT unknown1;
float x;
float y;
float z;
float rot;
float unk1[2];
UINT unknown2[10];
}SCENERY_SPAWN;Also, since there are no other unused spawn points, you'll have to create another chunk to the reflexive, update the reflexive chunk count in the scenario, and then delete the amount of data you just added from the CA CA CA stuff.
The sword.


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«Beast»
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Go do some drugs sword. You have to many brain cells.sword wrote:Well, scenery is harder than that syperium.
Scenery structure can be explained by this little tidbit of code:
So basically it consists of a number ID as a short, a flag as a short, unknown interger, and then the other things.Code: Select all
typedef struct STRUCT_SCENERY_SPAWN { SHORT numid; USHORT flag; UINT unknown1; float x; float y; float z; float rot; float unk1[2]; UINT unknown2[10]; }SCENERY_SPAWN;
Also, since there are no other unused spawn points, you'll have to create another chunk to the reflexive, update the reflexive chunk count in the scenario, and then delete the amount of data you just added from the CA CA CA stuff.

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