Cyclone |M|Gulch (Finished)

Everything about HD, MD, and their mods.

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Mac Hacker
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Post by Mac Hacker » Mon Nov 12, 2007 2:42 pm

lol u didnt help me or the team lol lol you where never on
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Trinity.
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Post by Trinity. » Mon Nov 12, 2007 2:55 pm

Wow, modding has advanced soooo much since I was last here. Good job! :lol:
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?Fe?thers?
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Post by ?Fe?thers? » Mon Nov 12, 2007 3:58 pm

ok this mod is amazing but a couple of things firt off i dont like how the chute thingy up on the thing on the cliff you fall into it and you cant get out
and i fell though the ground randomly a couple of times and then i saw bloodgulch on my journy though the ground almost as if you just stackd your new map on top of the old bloodgulch.
and how you took things from a whole buch of different levels is rly cool
and when ever you look one way it is like you are seeing a buch of fog. do you kno why that is or is it just me?
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Shodos
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Post by Shodos » Mon Nov 12, 2007 7:13 pm

LOL! the above post declares my suspicions correctly.
sorta
we can create new maps by taking the original bsp, editing it in wings3d etc, and then, instead of turning it into only a mod2, make it a piece of scen with it as a coll.

doesn't the model and the colision work on the same principle? therefor we could inject models into collision sectors? not sure if it would work

but if it did, voila.



all conjecture. sorry if I sounded if I knew what I was talkign about.

Mac Hacker
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Post by Mac Hacker » Mon Nov 12, 2007 7:49 pm

http://forums.halomods.com/viewtopic.php?t=71655
dude i made it to outstanding!!
first demo mod and second mac mod to go to outstanding
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Altimit01
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Post by Altimit01 » Mon Nov 12, 2007 7:53 pm

Well, your theory is mostly sound. But collision and visual models are completely different. From what I've been seeing of the coll tags of normal objects, they use a tree structure of planes similar to the bsp. So the collision mesh is a completely different way of modelling in the 3D space than the visible mesh (mode, mod2). But yes that's exactly what was done with this. A scen tag was made using the bsp geometry, but with the HEK (read: CE tools). This is actually an old technique but with a new twist. It's basically log modding with one very nice piece of scenery. Or you could think of it as mini-mapping if any of you follow H2 xbox modding.
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Mac Hacker
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Post by Mac Hacker » Mon Nov 12, 2007 9:00 pm

i prefer mini mapping :P that sounds kool
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[Donut]
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Post by [Donut] » Tue Nov 13, 2007 12:19 am

I found a problem earlier........... when you melee with the rocket launcher or fuel gun they fire right after that

Mota-Lev
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Post by Mota-Lev » Tue Nov 13, 2007 1:11 am

I found a hole in the map to. Were your red. Go over the hill in between the base and that middle place. Just walk around onto of the hill u should fall.
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Mac Hacker
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Post by Mac Hacker » Tue Nov 13, 2007 11:38 am

yes i know but a vehi cant go through so mabee i should change the human coision to a vehicles and test it:P
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D£PP
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Post by D£PP » Tue Nov 13, 2007 11:43 am

lolz, that would be interesting, no more getting into the cavern...lol, make it the coll model of a ghost, that might work a little better.
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Mac Hacker
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Post by Mac Hacker » Tue Nov 13, 2007 11:55 am

but if we do that that meens no more dieing :P
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Kayar
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Post by Kayar » Tue Nov 13, 2007 12:57 pm

Antr of the ghost... now that just looks wonderful. XD
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Zealot0830
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Post by Zealot0830 » Wed Nov 14, 2007 9:16 pm

weeeeeee

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Post by EliteGrunt » Thu Nov 15, 2007 7:59 am

tyler777 wrote:yes i know but a vehi cant go through so mabee i should change the human coision to a vehicles and test it:P
A vehicle CAN go through, ive done it...but we died when we went through... :D
Awww, now what?

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