jigsaw_jimmy has contributed to 50 posts out of 469505 total posts
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20 Most recent posts:
original like the concept of originality itself, how about you get over yourself before your mom gets all over your room and grounds you for not taking out the trash again. hahahaha, someone on halomaps crying about originality, how priceless
Quote: --- Original message by: DennisQuote: --- Original message by: AliceQuote: --- Original message by: SS Flanker Quit with the coloured abuse, you insensitive north korean. Pot calling the kettle black. If this continues both of you will be banned. do it do it do it, ban them, you know you want to dennis
edit: in fact, while you're at dennis, can you ban me with them? i beg you, no I dare you, no, i command you to. hce community for most useless community, i'll see you at the awards of all time, you guys are the cham-peons. peace out, loved this game back in the day. you guys have been creating some interesting, stupid, terrible, awesome, and altogether weird stuff. have fun. Edited by jigsaw_jimmy on Oct 26, 2014 at 06:48 PM
Quote: --- Original message by: OskarmandudeQuote: --- Original message by: clonecam117Quote: --- Original message by: Oskarmandude Online it won't, but AI on Halo 1 syncs through a local network/one machine. no it doesn't. Explain how it synced on Xbox. It wasn't a LAN game? Split-screen =/= LAN Edited by jigsaw_jimmy on Apr 4, 2013 at 10:35 AM
You can simulate most of what you want by putting a plane or series of planes in the first person model of whatever weapon you want to have the dynamic crosshair and then animate it to do what you want, and in the "official" crosshair settings, give it none.
pretty sure this error means you tried making something a mirrored surface without the surface that the shader is being applied to being completely flat. if you try and do that in halo it won't work
must hurt knowing you just spent the last two years working on this and all you have to show for it was that...
look at the original masterchief's model and animation node checksum or whatever at the top of tag (near the bottom in the animation tag iirc). make sure the two on your model and animation match each other, and make sure they also match the original masterchief's Edited by jigsaw_jimmy on Jul 6, 2012 at 03:58 PM
if it doesn't actually corrupt anything but instead just crashes then how is OS Sapien causing corrupted files? sounds like it's your fault its crashing to me lol
holy balls that's a great model
Quote: --- Original message by: Private CabooseQuote: --- Original message by: jigsaw_jimmythis is what passes for quality? Don't complain about the graphics. TM uses the original game models and shaders settings; making minimal mods to their shaders and models. It's virtually how you use the same toothbrush everynight, but all you change is the toothpaste you use. i still think the bsp needs to move on from the blocking out phase
this is what passes for quality?
make 16 spawn points and have them set to all game types, then try loading your map using different game types. id start with slayer, then ctf, etc. until it doesn't exception. the gametype can cause exceptions a lot of the time
is the scenario set to be singleplayer or multiplayer in the scenario tag?
Quote: --- Original message by: waffles nice jim! where are your lights though? :( oh **** i forgot about those lol. ill have to add some back into the mesh
Quote: --- Original message by: waffles to compile with memory upgrades i think its somewhere along the lines of
os_tool build-cache-file-ex "mod_name(map name basically)" 0 0 1 "scenario(levels\test\timberland\testmap)" you're right, but rather than having a mod name, you could simply leave it as "" and have no mod name, it works better if you don't plan on making use of the mod system (the new bitmaps.map, sounds.map, etc.).
so for example
os_tool build-cache-file-ex "" 0 0 1 levels\test\tutorial\tutorial
im not going to be totally faithful with the old design--im gonna make a few changes, though not many
h3 chief shader
wip high res version of the h1 ar
when you hit f10 in 3ds max, go to the renderer tab and switch the filter from area to catmull-rom. your renders will look a lot nicer, more sharp Edited by jigsaw_jimmy on Apr 25, 2012 at 03:29 PM Edited by jigsaw_jimmy on Apr 25, 2012 at 03:30 PM
funny, i was working on the same thing

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