Everything about HD, MD, and their mods.
Moderator: Halo Moderators
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spida
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by spida » Sun Jan 21, 2007 6:19 pm
1MCMAX, Do you know how to add in spawn points in hex? Or on a mac for that matter?
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x1MCMAXx
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by x1MCMAXx » Sun Jan 21, 2007 6:22 pm
ha ha ha that is real funny. you know what i realy just am horrible at spawnpoints but if you want me to do anything with HMT HHK or other tools i can do it. Oh and I forgot to ask you spida why did you close down [3CG] i was on a roll back then!
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spida
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by spida » Sun Jan 21, 2007 7:33 pm
Umm, well I didn't close down 3cg. It kinda just fell apart ya know. Well for one the members never got on. cough*YOU*cough and so we couldn't kw. And also, that was the time where I got kind of tired with halo and stopped playing. I came back about 2 to 3 months after I quit and started to mod and that has increased my enjoyment and excitement to stay with halo. And on halo I still rep the name (3cg)Spida and play with that account. Haha. I would start it again, but my reputation on Clanhalo isn't the best. Haha. But I would like to.
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Yummy
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by Yummy » Sun Jan 21, 2007 8:25 pm
HMT requires virtually no skill.
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spida
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by spida » Sun Jan 21, 2007 9:21 pm
It is fun to mess around with though. That is how I made my play as a hog mod. And are you going to post that yummy?
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>Shadow<
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by >Shadow< » Mon Jan 22, 2007 12:31 am
Playing as a turret really makes things glitch up. When you get into the turret it looks pretty cool though. And when you die your turret breaks in half.
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draconic74
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by draconic74 » Mon Jan 22, 2007 1:38 am
But HMT is usefull to replace MANY MANY MANY things in a single mod, especially when you dont know what the replacment code is. Such as in my next mod, where theres lots of graphical improvments. It would normally take forever to do all that in Hex. But the actual game modding for damage and stuff is all hex.
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Yummy
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by Yummy » Mon Jan 22, 2007 4:06 am
Mm, true. But, realize that you know hex at least. People are just going off using HMT and HHK w/o knowing any hex, acting like they are very good modders. It takes no skill or computer knowledge to use those programs besides clicking the mouse and typing on the keyboard.
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Syperium
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by Syperium » Mon Jan 22, 2007 4:47 am
Think about it though... when you import somethin' into Halo, you have to use Hex to update the header. So, anyone that is a tool whore, and don't know Hex, then you can't mod at all...
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Pool
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by Pool » Mon Jan 22, 2007 10:27 am
nice tuts by spida
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Yummy
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by Yummy » Mon Jan 22, 2007 12:01 pm
Hmm, the offset list gives a meta size. So, if you adding a new meta to the file, then how hard is it to update to a new meta byte size? I should try this. I haven't been modding for a while though...at least experimenting with new stuff.
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spida
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by spida » Mon Jan 22, 2007 4:04 pm
Thank you pool. And I need to learn hex better. It is a little hard for me to do. And when you import stuff, all the tags get messed up. How come?
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Syperium
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by Syperium » Mon Jan 22, 2007 4:25 pm
Because when you rebuild the map, it re-aranges them and edits them so that the BSP recognizes the new object injected... there-fore is has to update the strings...
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spida
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by spida » Mon Jan 22, 2007 4:27 pm
How would I find the new location then in hex?
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Syperium
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by Syperium » Mon Jan 22, 2007 4:29 pm
Well... if it's something like a "mach" tag, there's only one of those because there's no other SE Device imported into Bloodgulch. And, if you want to find the string... easy... open the map in HMT, and go to what ever you want to find, take the I.D over on the right of HMT, reverse it, and "Find" it in the map. The I.D is always at the end of the string.
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