Official Tag Release Thread

Everything about HD, MD, and their mods.

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Mac Hacker
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Official Tag Release Thread

Post by Mac Hacker » Wed Dec 26, 2007 5:56 pm

Official Tag Release Thread

Thread Rules:

* Only 1 Tag Per Post (to make searching for tags Easy)
* You may post more than once in a row if you are contibuting
* no spamming this thread
* only make posts here if you have a tag to post
* Make sure u have permission to post tags (doesnt matter as long as u do not claim it as your own)

Post Format

Code: Select all

[b]Post Format[/b]
[size=18][color=blue][b]Tag #[/b][/color][/size]

[b]Tag Name: [/b]

[b]Tag Type:[/b] 

[b]Tag's Author:[/b]

[b]Link to Tag:[/b]

[b]Description:[/b]

[b]Extra Info/Comments:[/b]

Please Post with a Post Tag Number like Tag #1 and so on if i post 1 then u post it will be the next number. use Large Blue bold font



Topic Rules And post Format may be edited as members PM me with sugestions thanks


MonoMan Please Sticky this & Delete Any post that does not have a tag in it besides this post
Last edited by Mac Hacker on Wed Dec 26, 2007 6:40 pm, edited 3 times in total.

Mac Hacker
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Post by Mac Hacker » Wed Dec 26, 2007 6:00 pm

Example:
Tag #1

Tag Name: M-Gulch

Tag Type: Scen

Tag's Author: Malolo420

Link to Tag: http://files.filefront.com/M+Gulch+sene ... einfo.html

Description:This is a BSP to Senery Conversion of MGulch

Picture(not required): Look at Cyclone|M|Gulch

Extra Info/comments: none

Mac Hacker
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Post by Mac Hacker » Wed Dec 26, 2007 6:29 pm

Tag #2

Tag Name: Spartan AI Tags

Tag Type: actv

Tag's Author: Fuel

Link to Tag: http://files.filefront.com/Fuels+Sparta ... einfo.html

Description: These are Spartan AI tags

Extra Info/Comments: Import under Ai folder

Monoman
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Post by Monoman » Thu Dec 27, 2007 7:16 pm

TaxiService wrote:Tag #3

Tag Name: orange elite.actv

Tag Type: actv

Tag's Author: TaxiService

Link to Tag: http://files.filefront.com/Taxis+AIpV1s ... einfo.html

Description: Orange elites from my AI pack v1

Extra Info/Comments: follow orange labels to import
Mota-Lev wrote:Tag #4

Tag Name: [M] Gulch

Tag Type: Scenery

Tag's Author: Malolo420

Link to Tag: http://files.filefront.com/M+Gulch+scen ... einfo.html

Description: This is a BSP to Senery Conversion of MGulch

Extra Info/Comments: I posted this because The Other did not have any Tags. Only the Mod2.
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Post by KoRnDoG » Fri Jan 04, 2008 3:33 pm

Tag # 5

Tag Name: Halo

Tag Type:scen

Tag's Author:Bungie but i ripped them from the UI

LinktoTag: http://files.filefront.com/Halo+tagszip ... einfo.html

Description:a scenery of the halo from the UI background.

Extra Info/Comments: there is no collision model. bitmaps should already be in the map u import into. it also works in multiplayer maps, not just UI.

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Post by TaxiService » Sat Jan 05, 2008 3:37 am

Tag #6

Tag Name: Wraith_mp and Wraith_mp explosive

Tag Type: vehi & recursives

Tag's Author: TaxiService

Link to Tag: http://files.filefront.com/Taxis+Wraith ... einfo.html

Description: ultimate wraith tags.
fixed sounds, effects, whpi, weapon, et-cetera.

Extra Info/Comments: it comes in 2 versions. explosive and not-explosive.
the bitmaps are included in the package
(i'm not sure about it, but it's possible that a sound may not work properly after the PMI, anyway i found a way to fix it.
read the readme for more informations)
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TaxiService
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Post by TaxiService » Tue Jan 08, 2008 4:23 pm

Tag #7

Tag Name: carrot launcher

Tag Type: weap & recursives

Tag's Author: TaxiService

Link to Tag: http://files.filefront.com/Taxis+Carrot ... einfo.html

Description: the carrot launcher!
it's like a rocket launcher, but shoots carrots.

Extra Info/Comments:
- launcher's clip holds 4 carrots
- carrots has a starting speed of 0.4 and a final speed of 0.1, with an arc of 1 (looks nice while playing)
- when the carrot hits something, carrot juice comes out :P
- carrots can bounce on strutures if shot from some angles, and they can bounce on other carrots

the pack contains:
carrots launcher tag and recursives
a fixed USTR that makes halo says "picked up a carrot launcher" and "picked up X carrots" in game-play :P

here's a video pre-view
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Post by TaxiService » Thu Jan 10, 2008 8:53 am

Tag #8

Tag Name: rocket.coll

Tag Type: coll & recursives

Tag's Author: TaxiService

Link to Tag: http://files.filefront.com/Taxis+explos ... einfo.html

Description: if sniped, this rocket will explode.

Extra Info/Comments:
- import it with HHK
- with a dependecy swapper, go to proj>weapons/rocket launcher/rocket
- make the proj uses this coll

and that's all! easy as a pizza!
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Fuel
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Post by Fuel » Sat Mar 08, 2008 9:28 pm

Tag #9

Tag Name: Le Grunt.bipd

Tag Type: bipd

Tag's Author: Fu£L

Link to Tag: http://files.filefront.com/Le+Gruntszip ... einfo.html

Description: grunt with team colors and 150 life

Extra Info/Comments:
- import it with HHK
- Swap the bipd in matg from cyborg _mp to le grunt
Image
Image

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Post by Sparky » Mon Aug 18, 2008 1:46 am

Tag #10

Tag Name: b30_01, b30_02, b30_03, b30_04, b30_05, b30_06, b30_031, b30_032

Tag Type: lsnd

Tag's Author: Bungie, extracted by Sparky

Link to Tag: http://files.filefront.com/b30+music+ta ... einfo.html

Description: Music from the b30.map demo map.

Preview: Inside each music tag folder is an .mp3 preview I made in-game (you'll notice the "Capture the Flag" voice at the beginning of each sound preview).

Extra Info/comments: To use these music tags, import them (Demo Hack to full, import recursive on the lsnd tag in HHK -- no need to import meta -- ) and then go under dependancy swapper in HMT and click on the sbsp tag. It will take a long time to load this tag, but at the bottom should be a reference to the lsnd that you can swap with the newly-imported tag.

Bugs: Every time you respawn, the music restarts with you. This means if you restart the game constantly, it will sound really bad until each snd! dependancy finishes and the lsnd file loops again. Note that this is not a problem in converted CE maps that have their sounds internalized.

P.S. A note from Kayar. Thanks, Kayar!
Kayar wrote:^ Well, crapzorz. Yes I know I'm not supposed to post in here without posting a goddamn tag.

Sparks, now I'll never be able to release my Alternate Music Pack Volume 2.

In any case, I know how to fix your bug:

When making and testing the alternate music pack, The Drop, and Legacy, I found that going into the lsnd tag, finding "Ambience_bloodgulch" and swapping it with, say, "rr2," or any of the other snd! tags, gets you flawless music in bloodgulch.
Eschaton has a "stops music" flag, but that doesn't work to solve the problem - and if you mean swapping the snd! tags within each loop tag, I haven't gotten that to work flawlessly, either. Even switching out of the application and coming back restarts the lsnd.
Last edited by Sparky on Mon Aug 18, 2008 9:58 am, edited 3 times in total.
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Post by Sparky » Tue Aug 19, 2008 2:06 pm

Tag #11

Tag Name: sparky's covi turret

Tag Types: .vehi

Tag's Author: Bungie, modified by Sparky

Link to Tag: http://files.filefront.com/Sparkys+Cove ... einfo.html

Description: A new covenant stationary turret vehicle that allows aiming at a much wider angle.

Pictures:
Image
Image

Extra Info/comments: Instructions are included.
In Eschaton -> Main Data -> vehi -> c gun turret_mp -> Seat -> Floating Point Numbers, the HUD limits should be set to - and + 1.570796, which is half of pi (pi = 180 degrees here). This should allow you to aim at up to a 90-degree angle up and down. You can change the aiming limits therewith.
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ChainSpawning Grenade Tags (version 1.0)

Post by Sparky » Sun Jan 04, 2009 8:36 pm

Tag #12

Tag Name: ChainSpawning Grenades (3 tags)

Tag Types: .effe

Tag's Author: Bungie, modified by Sparky

Link to Tag: http://www.halodemomods.com/wiki/Image: ... Sparky.zip

Description: Use grenades to spawn other things!

Pictures: n/a

Extra Info/comments: Instructions are included.
You can do some really cool things with these tags, like give yourself infinite grenades and rotating grenade types. All changes are CSS, unless you have the grenades spawn scen objects. Even spawning bipds is CSS.

P.S. Can I use anyone's tags from here in my Incyclopedia mod reference file?
Either you are groping for answers, or you are asking God and listening to Jesus.

deadly vision
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Re: Official Tag Release Thread

Post by deadly vision » Tue Aug 18, 2009 8:51 am

tag#13

Name: umm... snipey power?

types: weap, proj, whatever else

author: me!!!

link: my modded rifle
description: different effects and when shot at vehicle it fly's toward you spinning! (;
yes sparky sure

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Re:

Post by TaxiService » Thu Sep 17, 2009 1:32 am

Tag #14

Tag Name: weapons\quarantine_spiker\quarantine_spiker

Tag Type: Itmc containing Weap and its recursives.

Tag's Author: TaxiService

Link to Tag: Download from HDM

Description: it is the Spiker from my old mod Quarantine. With Eschaton i have renamed all the tags so that you can have the Spiker and all the original weapons in the same map with no problems. ^_^ I have also fixed some model issues and created a new HUD for it.

Extra Info/Comments: Screenshot of the new HUD while zooming:
Image

Sadly, the pickup string will still say "Picked up a needler". i have left it like this because you would need to do a long process to fix it. <_< you'd have to inject a custom ustr tag and assign the string number to the spiker. then you'd have to reassign some other numbers and... blargh. it's not hard, but may get confusing for people not familiar with modding...
i will maybe write a tutorial on that someday ;_; sorrai!! >.<
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TaxiService
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Re: Re:

Post by TaxiService » Fri Sep 18, 2009 12:45 pm

Tag #15

Tag Name: weapons\sniper rifle with laser\sniper rifle with laser

Tag Type: Itmc containing Weap and its recursives.

Tag's Author: TaxiService

Link to Tag: Download from HDM

Description: This pack contains a sniper rifle with a msg2 attached to it. it comes from CE, but i don't remember who did it. :-\ (i think the original tag was called tsniper)
So. yeah! the msg2 is shaped like a laser, so it looks like the sniper emits a sort of laser. o_o ^_^

Extra Info/Comments: Screenshot it (failing) in third person:
Image

Sadly, you won't see the laser in first person. also probably you start with 48 bullets instead of 20 XD my bad. change it in reflexives>clip> etcetera...

Even sadl..ier(?), since the laser is just a crappy msg2, it may go trough walls, and (maybe) disappear if the gun it starts from is not in your sight. D: sorry, can't do anything with it. (didn't check online v_v)
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