bobbysoon has contributed to 1786 posts out of 439008 total posts
(.41%) in 2,303 days (.78 posts per day).
20 Most recent posts:
you could have used a mirror modifier to do that, fyi
or, my cool new script you just inspired me to make - symmetry for gmax!
shapesAndGeometry= #() for o in selection do If IsKindOf o GeometryClass Or IsKindOf o Shape then append shapesAndGeometry o
if shapesAndGeometry.count > 0 then ( disableSceneRedraw() select shapesAndGeometry sm= SliceModifier Slice_Type:2 Faces___Polygons_Toggle:0 mm= Mirror Copy:true Mirror_Axis:2 sc= sm[#Slice_Plane].controller mc= mm[#Mirror_Center].controller paramWire.connect2Way sc[#position] mc[#position] "position" "position" paramWire.connect2Way sc[#rotation] mc[#rotation] "rotation" "rotation" paramWire.connect2Way sc[#scale] mc[#scale] "scale" "scale" sc[#rotation].value= (quat 0.707107 0 0 -0.707107) -- sc[#position].value= $.center <- didn't work as I had hoped. addModifier $ sm addModifier $ mm enableSceneRedraw() ) it creates Slice and Mirror modifiers, wires their gizmos together, and adds them to selected shapes and geometry objects. There's no weld modifier for gmax, so you weld manually after converting to poly/mesh
Unfortunately his servers appear to always be empty. Probably because nobody's coordinating a gamenight
Quote: --- Original message by: Xoronatus 1. Get rid of any unnecessary directories, (example: hud) not directories, tag references. Deleting tag directories from your computer's file system isn't necessary, and may cause problems. Not sure thats what you meant, but just in case
that's 3ds, right? F9= render
eliminate references to unused vehicles and weapons in globals.globals, by copying those used over those unused. The multiplayer vehicles and weapons lists are used by the gametype system. Don't add or delete items. The list sizes must be what they are, six vehicles and however many weapons.
You'll see I forgot to remove the AI I was using to test the passenger seat Always something I forgot. Oh well. It's just 1, on red's side.
looks like i'm losing internet soon, so I uploaded immure3beta to halomaps. Host it if you like when you see it. Maybe some fun can be had with it.
I'm guessing you'er probably gonna want an attached effect for up-righting when flipped
Halo Version Changer
dedicated server. No host player.
I'd like to see Precipiece and Revelations hosted sometime you're not hosting beta tests. 2 excellent quality maps that seem to get no play. I only noticed them recently while reading this thread.
but, on another note, if you could host a beta session to get the wasp balancing dialed in, that'd be great. I'm working on either an Immure 3 mod, or something styled after Immure I haven't thought of a name for yet.
Quote: --- Original message by: tylerp14 tool lightmaps levels\testmap\testmap testmap 0.01 0.1 the first number, 0.01, is supposed to be 0 (debug), or 1 (final). The second, 0.1, is as dark as you want it to get in shadow. If you want it to go to 0.00001, put it in the second number instead of 0.1. 0.1 makes some pretty dark shadows, though. Your whole map will be in shadow if there's no lights. Might want to add some.
If I'm not mistaken, debug is like having all shader's Detail Level propety set to "turd". The whole triangle being tested is treated like a pixel. Detail Level sub-divides the triangle, giving more detail.
What Kirby asked/said ^^
physics tag comes into play with vehicle/vehicle and vehicle/bsp interactions. The biped walks on and bumps into the collision model, not the physics. You say the collision works when it's not piloted - works in which sense? Running a warthog into it? Dropping it from a height? Edited by bobbysoon on Sep 9, 2011 at 04:12 PM
set radius in physics to -1
Speaking of large vehicles, anyone ever get around to making the bloodgulch.vehicle? (jk) Edited by bobbysoon on Sep 9, 2011 at 12:36 AM
You sure that's not gonna be a map?
Quote: --- Original message by: Masters1337 ... That vbs thing is real cool though. It saves time. Here it is - change the Orange parts to your scenario tagpath. Currently, it's at levels\test\test.scenario.
Set objFS = CreateObject( "Scripting.FileSystemObject" )
tc="tool.exe build-cache-file levels\test\test" fMap="C:\Program Files\Microsoft Games\Halo Custom Edition\maps\test.map" hcew="haloce.exe -window -console" hce="haloce.exe -console"
If objFS.FileExists(fMap) Then Set oFile = objFS.GetFile(fMap) t1 = oFile.DateLastModified End If
Dim wShell Set wShell = WScript.CreateObject("WScript.Shell") wShell.CurrentDirectory = "C:\Program Files\Microsoft Games\Halo Custom Edition"
Dim objResult objResult = wShell.Run(tc, 1, true)
If objFS.FileExists(fMap) Then Set oFile = objFS.GetFile(fMap) t2 = oFile.DateLastModified If 0 <> DateDiff("s", t1, t2 ) Then objResult = wShell.Run(hcew, 1, true) Else objResult = wShell.Run("notepad debug.txt", 1, true) End If Else If objFS.FileExists(fMap) Then objResult = wShell.Run(hcew, 1, true) Else objResult = wShell.Run("notepad debug.txt", 1, true) End If End If
I make batch files, with 3 lines: cd "c:\program files\etc. ce folder", tool etc., pause. They can be run from anywhere with a simple doubleclick. To set up a new one, I copy and edit an old one. I also made a visual basic script called test.vbs that builds the cache file. If tool succeeds (map was modified), it runs halo. If not, it opens debug.txt
Quote: --- Original message by: Spartan073 BSP looks uninspired and was probably just made by using one of them terrain generator programs. I textured it with World Machine 2 Basic. I also re-displaced the terrain from a heightmap I rendered of the original Icy Winds obj file, because the triangulation was jacked and it was way too high poly to re-triangulate manually. I didn't much like how it looks like soft ice cream. It's slopes do need more cliff-ness. The texture could be improved on too. I might revisit it, though I'd like to see that something's actually gonna get done with it before I invest more time into it. I think you guys should focus on the scenario and an encounter, and just stick with the tried and true stock objects for now. You could design the encounter and the environment around each other. Scenery structures can be merged into the bsp later on.
An edge is as an edge does. Mom always said life was like a box of edges.
Case closed. I'm uploading this puppy to halomaps. Thanks alot for helping me debug this. Now, if I can just un-beta it without screwing it up :p
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