[MOD] Bloodgulch - Alternate Universe 1.2 update
Moderator: Halo Moderators
Re: [MOD] Bloodgulch - Alternate Universe 1.2 update
you made the light browney grey. this would be much better if you change it to one of the blue ones.
kiddten, on most things nowadays wrote:no
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update
It appears it is up to me to save the day.
He means the alternate Blood Gulch would be mirrored, meaning in there, you'll be like WTF why is Red Cliff on my right when I'm standing on Red Base?!
If you still don't get what I mean:
[ASSUME YOU ARE STANDING ON RED BASE, LOOKING TOWARDS BLUE BASE]
The flamethrower cave is on your left
Your LAAG Warthog is on your left
Your Rocket Warthog is on your left
The Blue Hill (where Scorpions [Tanks] always camp) is on your left
Blue Base is to the right of Blue Hill
I can't make it any clearer.
But technically this wouldn't be possible without a good load of work because it's not simply ROTATING the bsp, it's MIRRORING it.
He means the alternate Blood Gulch would be mirrored, meaning in there, you'll be like WTF why is Red Cliff on my right when I'm standing on Red Base?!
If you still don't get what I mean:
[ASSUME YOU ARE STANDING ON RED BASE, LOOKING TOWARDS BLUE BASE]
The flamethrower cave is on your left
Your LAAG Warthog is on your left
Your Rocket Warthog is on your left
The Blue Hill (where Scorpions [Tanks] always camp) is on your left
Blue Base is to the right of Blue Hill
I can't make it any clearer.
But technically this wouldn't be possible without a good load of work because it's not simply ROTATING the bsp, it's MIRRORING it.
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update
sparky: i think you should make a map with all the four BG's o:
...with a single light source though.
...with a single light source though.
- TaxiService! Shitposting since 2007!
Re: [MOD] Bloodgulch - Alternate Universe 1.2 update
In the middle, of course.TaxiService wrote:sparky: i think you should make a map with all the four BG's o:
...with a single light source though.
Either you are groping for answers, or you are asking God and listening to Jesus.
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update
... no. -_- that would make the lighting the same for all maps!
the light source should be in original bloodgulch's place! otherwise you'll also get problems with the sky's sun placement in relation to the light in each map D:
the light source should be in original bloodgulch's place! otherwise you'll also get problems with the sky's sun placement in relation to the light in each map D:
- TaxiService! Shitposting since 2007!
Re: [MOD] Bloodgulch - Alternate Universe 1.2 update
What I meant was to have the sun in the middle, between the 4 bloodgulches, and then render new lightmaps for the whole thing, so that the shadows appear in different places in each bloodgulch map.
You know I can make lots of bloodgulch maps and have the players automatically teleport to each one after a set period of time (using Samuco's new app), where the sun is in a different position in the sky for each map. But that's a layman's method of making my Sunrise, Sunset mod .
Each bloodgulch can have a different sky, so the sun can be in a different position in each bloodgulch map, like it is in version 1.2 already.
But what is really awesome is making a Galaxy Wars mod with different skies. Imagine this: You're flying a longsword from a remote planet into outerspace. So when you take off from the ground, you see the normal sky and ground area, but once you reach a certain height, the sky becomes all blurry and there's lots of turbulence (damage effect) and then you reach a space environment, finally, where the planet looks more distant behind you. I'll have to experiment with this using the existing Galaxy Wars sky, because right now, you just pass through the moon bitmap instead of getting a new sky. It should all work fine, because the opposite side of the sky is invisible, so I would just hide the planetary level behind the planet's space bitmap!
Take this concept and apply it to this mod, and you get a warp effect sky when you fly a banshee between bloodgulches, so it's like warping to an alternate universe.
Apply this to Star Wars, and you get some pretty cool hyperspeed jump effects, but only at a certain distance from the death star, for example.
You know I can make lots of bloodgulch maps and have the players automatically teleport to each one after a set period of time (using Samuco's new app), where the sun is in a different position in the sky for each map. But that's a layman's method of making my Sunrise, Sunset mod .
Each bloodgulch can have a different sky, so the sun can be in a different position in each bloodgulch map, like it is in version 1.2 already.
But what is really awesome is making a Galaxy Wars mod with different skies. Imagine this: You're flying a longsword from a remote planet into outerspace. So when you take off from the ground, you see the normal sky and ground area, but once you reach a certain height, the sky becomes all blurry and there's lots of turbulence (damage effect) and then you reach a space environment, finally, where the planet looks more distant behind you. I'll have to experiment with this using the existing Galaxy Wars sky, because right now, you just pass through the moon bitmap instead of getting a new sky. It should all work fine, because the opposite side of the sky is invisible, so I would just hide the planetary level behind the planet's space bitmap!
Take this concept and apply it to this mod, and you get a warp effect sky when you fly a banshee between bloodgulches, so it's like warping to an alternate universe.
Apply this to Star Wars, and you get some pretty cool hyperspeed jump effects, but only at a certain distance from the death star, for example.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: [MOD] Bloodgulch - Alternate Universe 1.2 update
i have lots of fun trying out maps
especially funny bloodgulch maps LOL
especially funny bloodgulch maps LOL
Re: [MOD] Bloodgulch - Alternate Universe 1.2 update
Don't we all.
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