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Thread: [WIP] m00kGulch

  1. #11

    Re: [WIP] m00kGulch

    think of HEK like this

    guerilla is HMT except that all the tags are seperate files and you go and open them and edit them and make new ones as you please.

    sapein is sparkedit. you move things and you set up weapons and vehicles in the map.

    tool is basically the map rebuilder. except your building it for the first time and theres no anoying Vertices.new and indices.new and crap like that. its just straightup map compiler.
    Ohh, well cool. I've never used SparkEdit, so I'll check that out before I start with CE. PC appears to be the simpler to mod out of the two, so I'll learn a little more about HPC modding, then once I get better I'll start learning to mod CE.

    Meh. I like the mod, but as everyone said, it would be nice to have custom, more original things in it.

    And it's easy to change the skybox. In guerilla, when you open up the scenery tag, just change the sky (the option to do so will be right in front of you when you open the scenery tag) to the one you want.
    Guerilla only works for CE and Scenario files from what I understand. This is PC, and I'm using HMT and HHT with the 64 plugins pack.

    Thanks though, when I start making my own shit I'll keep that in mind
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  2. #12
    The Cake is a Lie. Jay2645's Avatar
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    Re: [WIP] m00kGulch

    Wait.
    This is a Blood Gulch mod that ISN'T getting flamed?
    I could have sworn it would, even Halomaps flames BG mods.

    Nothing against you, though, I'm just surprised that this isn't getting flamed.

    But the color of the beam needs adjusting, it needs a SL model, and I believe there are 2 beams that fire a grand total of 5 (rapid fire) shots, with them causing a explosion around the area they hit.

    [offtopic]HALO 3 COMES OUT IN A WEEK![/offtopic]
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  3. #13

    Re: [WIP] m00kGulch

    Quote Originally Posted by Jay2645 View Post
    Wait.
    This is a Blood Gulch mod that ISN'T getting flamed?
    I could have sworn it would, even Halomaps flames BG mods.

    Nothing against you, though, I'm just surprised that this isn't getting flamed.

    But the color of the beam needs adjusting, it needs a SL model, and I believe there are 2 beams that fire a grand total of 5 (rapid fire) shots, with them causing a explosion around the area they hit.

    [offtopic]HALO 3 COMES OUT IN A WEEK![/offtopic]

    Well essentially this isn't so much a gulch mod at this point as much as it is a weapons project. This is a PC map file, and I'm hoping to convert these weapon scripts over to CE. The AR that acts like an AR, and the laser that acts like the spartan laser.

    Oh and yes, the laser does cause explosions around the ground; I used Needler projectiles/effects, and Pistol damage.

    I've seen the Spartan Laser, played with it (A LOT) in the beta, and I'm pretty proud that this became as accurate as it has. This one probably fires too many projectiles, but, I mean, look at it. The dynamics are almost identical to that of the Halo 3 one.

    Also the color of the beams can't be adjusted to my knowledge with HMT. I could be wrong, I just started modding only a week ago. But just wait until I get this crap converted to CE.
    Last edited by t3h m00kz; September 17th, 2007 at 10:26 PM.
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  4. #14
    The Cake is a Lie. Jay2645's Avatar
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    Re: [WIP] m00kGulch

    Ah, you're using HMT, I thought you were using the HEK.
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  5. #15

    Re: [WIP] m00kGulch

    Quote Originally Posted by Muki Hyena View Post
    Also the color of the beams can't be adjusted to my knowledge with HMT. I could be wrong, I just started modding only a week ago. But just wait until I get this crap converted to CE.
    What are you using as your beam? If it's anything with a contrail, then you can.
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  6. #16

    Re: [WIP] m00kGulch

    Well, I was thinking since he was using needles he could just edit the contrail and the skin on the needles themselves
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  7. #17

    Re: [WIP] m00kGulch

    baeleted imagery
    Last edited by t3h m00kz; April 9th, 2009 at 11:36 PM.
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  8. #18

    Re: [WIP] m00kGulch

    Quote Originally Posted by rossmum View Post
    Just go to proj > Needler > mod2 - needle or whatever it is and select "Null Out" from the dropdown in HHT. Will only affect needler projectile.
    Thanks for the tip...

    However the needles were the least of my problems, you could barely notice them as it is. But in the end I think this is a bit of an improvement ;p It also seems to get rid of the contrails.
    Last edited by t3h m00kz; September 19th, 2007 at 01:42 AM.
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  9. #19

    Re: [WIP] m00kGulch

    holy fuck op you're a scrub what's this shitty bloodgulch variant, i could make that shit in 2 secs. get your shit together and git gud holy shit you have no talented

    you're not gonna go anywhere. you might as well end it now while you're still naive to the hardships of life

    i hate u

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  10. #20
    Venez voir maman. Tnnaas's Avatar
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    Re: [WIP] m00kGulch

    Post an mlg halo custom map making montage
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