DeadHamster has contributed to 648 posts out of 466912 total posts
(.14%) in 1,477 days (.44 posts per day).
20 Most recent posts:
Jokes on you. I backtraced your IP through your local DNS node. Im currently editing my servers config to ping malware through your firewall.
Better hope your copy of norton is updated.
Link your geometry to any object, and name that object "frame".
Altis isn't using an aimbot, he is the aimbot. I can't tell you anything more than that.
Bluestreak works in Gmax.
Quote: --- Original message by: Ki11erFTW
The BSPs are pretty detailed.. and this interior section I'm currently working on has close to 40,000 faces. Nothing some portals can't handle right?
I can assure you this is not the case. Design the structure with culling sections in mind or you'll pay for it later on.
Copy Paste the unicode strings file and hex edit them. Theres a value that stores the length of the string. You modify that and the string itself. Or use the same number of characters and you wont have to change the value. I did exactly this to make Mombasa's UI from mooseguy's universal
God is the biggest narcissist there is. Why dont you mull that one over
Well best of luck, I think honestly we're pretty late in the cycle to be putting this much work into a mod tool. Not any modders left to use it. But eh, go for it man.
Sparky: Posts long verbose messages with a tone of superiority. Discusses topics nobody wants to talk about and actually actively avoid due to the confrontational nature and personal importance those topics usually hold. Constantly trying to convince others of the truth of his statements, which implies a subconscious uncertainty. Overzealous insistence may be more to convince himself than others, and his looking to others for agreement suggests a lack of conviction or strong will.
MegaSean: Posts exhibit a longing for acceptance from others. Multiple discussions on leaving various online communities shows the level of attachment to internet groups, which suggests a lack of positive social interactions in other facets of his life. Claims often to be the target of other's cruelty, but the common occurrence of these incidents suggest they're likely caused by his own actions. The need of acceptance by his peers in online communities and the importance placed upon those communities suggests a lack of meaningful social relationships.
DeadHamster: Total boss who don't love them hoes and doesn't get caught up in internet drama. Probably old enough to be your daddy, if the dog didn't beat him over the fence first. The lack of involvement in the global community and adherence almost strictly to the overarching topic of the community (modding) suggests that he's not here to involve in drama, and probably just likes modding Halo.
I like these, can I do anybody else?
Any compatability for PC users?
This program edits the tags in Guerilla format? What alternative is there for mac users to Tool for compiling these assets?
That's an error I've never seen before.
I would .rar up the model and post it here. Others have gotten the same error but no answers as to what or why. Looking at the geometry I could probably guess at what Tool's complaining over.
Glad to hear you got it figured out, and happy I could help. I'm always available to assist anyone with issues as best I can. If you run into something post it here and chances are I'll reply within a day or so, if not send me a PM and I'll be sure to reply back.
Quote: --- Original message by: BOUNTYHUNT3R541
characters\marine_armored\marine_armored' don't match (region counts don't match)
Didn't see that at first. Something isn't right with the gbx_model/collision_model, not exactly sure what though. You should upload the 3DS Max file you have of the biped, I'd be able to download and take a look at the setup you have in max and see why it won't mesh with the stock animations/collision.
So your shader model tags properly reference the bitmap tags?
And the .gbxmodel is DEFINITELY using those shader tags?
Don't say yes, go double check.
When importing with Tool, if no shaders exist then Tool will create a blank shader for you and automatically assign that shader to the model. Tool also goes through every folder alphabetically and selects the FIRST shader it finds with a matching name, so if there are two shader tags with the same name (even if one is a shader_glass or shader_environment, etc.) Tool may have assigned the wrong shader. If Tool (at ANY point) created a shader for you, it places it DIRECTLY into the TAGS folder, which means it will find that empty shader before the actual one you created.
To double check that all of this is setup correctly; open your .GBX_MODEL tag, and find the references near the bottom to the shader tags it's using. Open each tag DIRECTLY from the .GBX_MODEL tag using the [Open] button, and verify that it opened the correct shader.
Then, with the shader tag still open, scroll down to where the diffuse bitmap is referenced, and click [Open] again. Make sure that this is the correct bitmap tag.
Now with the BITMAP tag still open, click the button that says [Show Bitmaps]. You should be able to see the bitmap you selected, if it's empty, black or blank your bitmaps are not formatted properly and must be remade. Many assets past H3 use half-size bitmaps that are inbetween two power-of-two (256, 512, 1024, etc.)
Tool cannot (should not) compile a bitmap that is not a power-of-two dimension. If any of your bitmaps are 768x or 384, you'll need to resize them with Photoshop or an equivalent image editor.
If you go through ALL of the above and are unable to fix your problem, let me know and we'll continue forward.
Not all exporters properly calculate the node-list checksum
Open your model file, collision model, and animations. Each should have a number called Node List Checksum. It should be some ridiculous number, like 106238. If not, it'll probably be 0.
Either way, just make sure that all of those numbers are the same. Doesn't matter what number it is, so long as they match.
Well then good news, you can find over an hour's worth of Behind The Scenes videos located on my Youtube channel. They're in the process of uploading now and should be done very shortly. Features include a new derivative of the Universal UI.map, which is designed for use exclusively with Fall of Mombasa. Another short gameplay video is included as well. The rest all detail setups of Dropships, Scenery, AI and Scripts for the level's second BSP, the "Construction Zone" Headlong/Terminal/Ivory Tower hybrid.
Update #4- The Secret Update?
Updated the OP with a new download link, containing new BSP structures and A.I. placed for the first 2 BSPs. All A.I. drops are now handled by dropships, and there can be 2 dropships dropping off troops simultaneously. All of this is handled procedurally through scripts based on the position of the player and the number of A.I. remaining in the level, among some other minor timing restrictions placed to prevent bugs, crashes, glitches or overloading of the map.
Download and enjoy, and remember to bump my topics after I post.
Update: Known Bug with AI becoming braindead during next spawn cycle. Easy fix, poor choice of setup with scripting. Should only need to move 1 line about 3-4 commands up for the spawn scripts. No patch or fix.
Edited by DeadHamster on May 3, 2018 at 03:52 PM
Quote: --- Original message by: Spartan314
I really enjoy the BTS aspect of this.
You don't see too much of it from projects on this scale.
BTS? The Korean boy band?
If you meant RTS, then yeah a lot of it was inspired by the work TheCerealKiller was doing with his Red Skulls mod years ago. He taught me quite a bit about scripting and how to utilize globals, which I had never even realized were a part of blamscript. He had a long-term, multi BSP RTS where you would acquire units and vehicles, decide how many to deploy on each mission alongside you and which missions to take, etc.
He never worked it to full fruition, but some of the beta missions I played were impressive and the concepts of a FPS with RTS elements intrigued me.
Those are just two quick dev videos showcasing some of the scenario and tag work needed. One link leads to a video of setting up a BSPs trigger volumes. The other is recording a dropship animation by using the Recorded Animation Editor, and piloting the dropship's course.
Lots of media updates upcoming. If any of you frequent youtube, consider subscribing to me for over the next week or so. I get no advertising benefits from subscribers, but it'll keep you updated for when I post a new video.
You also have to select "disable desktop composition"
But HEK+ is inferior in every way to Refinery.