Search found 37 matches

by KeysOnFire
Sat Jan 10, 2009 10:52 am
Forum: HaloMD
Topic: Swordedit doesn't like me!
Replies: 21
Views: 2798

Re: Swordedit doesn't like me!

My swordedit's ok actually, I was trying to help the first guy. Mine had the same issue at first and that method worked for me, but it might your graphics too. If post your settings, people here will be much more likely to have a solution. Hopefully we'll have an update soon *cough*, I'm sure that w...
by KeysOnFire
Sat Jan 10, 2009 10:43 am
Forum: HaloMD
Topic: PLS
Replies: 23
Views: 2717

Re: PLS

I'm including anti-vehicle-ish plasma grenades in my mod for added balance, my plan was to decrease weight/arc significantly (.4-.5) and add homing (1-2) and spawn with them, so there's something you could try. Not what you had in mind I think but makes shees (and other flying vehicles) less of a on...
by KeysOnFire
Sat Jan 10, 2009 10:34 am
Forum: HaloMD
Topic: Tech Demo 2
Replies: 69
Views: 5914

Re: Tech Demo 2

^Agreed that those Luggage Lickers have no place here. And yes there is only the island's Cataclysmic Overview Laser Lights, so he must have replaced both that and the Binary Super Projectile (among other things). It just doesn't matter since all of the Sadistic Polar Atomic Weasel Ninjas weren't mo...
by KeysOnFire
Thu Jan 08, 2009 4:19 pm
Forum: HaloMD
Topic: Tech Demo 2
Replies: 69
Views: 5914

Re: Tech Demo 2

Awesome! I'm glad you were able to get the (77 69 6E 64) tag working.
Edit: Wait... also the (72 61 69 6E), but that wasn't even the point I believe. Wow, that's the weirdest map experience I've had yet. Also, ONI, no need to censor me, I used proper encryption :wink:
by KeysOnFire
Mon Jan 05, 2009 8:31 pm
Forum: HaloMD
Topic: Swordedit doesn't like me!
Replies: 21
Views: 2798

Re: Swordedit doesn't like me!

Click on "set new bitmap file" and make sure you've selected the bitmaps.map you're using for your map file. Close and reopen map and click around on points/shaded faces etc, and you should be seeing stuff. The 3 lines are the x,y,z axis and your bsp should appear relatively close to it (c...
by KeysOnFire
Fri Jan 02, 2009 11:29 pm
Forum: Halo Demo Tutorials
Topic: Gametypes (reference)
Replies: 10
Views: 2729

Re: Gametypes (reference)

Just out of curiosity, why does the gametype have to be swapped in at the gametype screen (as in Switchers or the clanhalo method)? It'd be nice to somehow make it permanent for ease of testing mods with lots of vehicles spawned.
by KeysOnFire
Fri Jan 02, 2009 10:29 am
Forum: HaloMD
Topic: Blam! Developer Communities Network
Replies: 306
Views: 38302

Re: HDM

A link to modhalo.net would go nicely IMO, I've found alot of their stuff to be useful (especially Pepsi's skinning, amazing tutorial!), just have to translate tools/steps from pc to mac.
by KeysOnFire
Thu Jan 01, 2009 12:53 pm
Forum: HaloMD
Topic: Halo Graphics
Replies: 18
Views: 1547

Re: Halo Graphics

Rofldonutburger wrote: 4. (Halo UB) I can't see most sceneries
That happened to me with Halo Full, try changing the startup settings to vertex shaders only.
by KeysOnFire
Wed Dec 31, 2008 2:11 pm
Forum: HaloMD
Topic: Adding More Vehicles (a discussion)
Replies: 20
Views: 2602

Re: Adding More Vehicles (a discussion)

to fix that glitch that joiners see, that makes them see two vehicles in same place you have to include two versions of the map in your mod release, a hosting version and a joining version. the hosting version will have the vehicles spawned, the joining version will have them all nulled out. this w...
by KeysOnFire
Tue Dec 30, 2008 6:11 pm
Forum: HaloMD
Topic: Modding Halo PC, Mac, Trial and Demo for Beginners
Replies: 28
Views: 48664

Re: Modding Halo PC, Mac, Trial and Demo for Beginners

Great replacement for all those old hex tuts! (although hex is still handy) I give it a 10/10 on the noob-proof scale.
by KeysOnFire
Tue Dec 30, 2008 6:04 pm
Forum: HaloMD
Topic: Adding More Vehicles (a discussion)
Replies: 20
Views: 2602

Re: Adding More Vehicles (a discussion)

Ok, so more than 6 vehicles is all but out of the picture...but what about making imported vehicles spawn in place of others? Example: I first tried swapping the warthog for the pelican in the scnr vehicle tags (obviously doesn't work). Then I tried injecting/swapping the pelican meta over the warth...
by KeysOnFire
Tue Dec 30, 2008 12:28 pm
Forum: HaloMD
Topic: Editing the Halo Logo in the ui
Replies: 16
Views: 1816

Re: Editing the Halo Logo in the ui

I have found that TIFF looks pretty nice, just have to choose no compression on each export. Eschaton's importing is already WAY better IMO than HMT's crash-and-reload method if you're just importing the lossier formats (not injection). I guess HMT is the best for dds/DXT injection then? Also I noti...
by KeysOnFire
Tue Dec 30, 2008 12:15 pm
Forum: HaloMD
Topic: Adding More Vehicles (a discussion)
Replies: 20
Views: 2602

Re: Adding More Vehicles (a discussion)

Our first option is to avoid the blue warthog respawn glitch, and continue to add extra vehicles by swapping them with scen tags. This is a problem for me, and anyone else who is making an "open" scenery map where there is no collision bsp, since the vehicles need to respawn after they fa...
by KeysOnFire
Sat Dec 27, 2008 10:36 pm
Forum: Mod Releases
Topic: Incyclopedia
Replies: 204
Views: 49905

Re: [REFERENCE MOD] Incyclopedia

because of the unstablesness of importing back then (HHK and HMT would often crash the map causing epic waste of time) This is true, that's been a pain for me, and I think this Incyclopedia thing is a great idea. I worked around the HHK problem by importing into a fresh map and then using eschaton ...
by KeysOnFire
Fri Dec 26, 2008 7:55 am
Forum: HaloMD
Topic: .dds files
Replies: 8
Views: 861

Re: .dds files

What's wrong with just importing as a .jpg etc?