i made a new map and its blood gulch from halo, there was an earlyer version but this is the fix so if u havnt gotton the fix yet but u got the earlyer version then get this one instead
http://files.filefront.com/Blood+Gulch+Fixzip/;10714568;/fileinfo.html (http://files.filefront.com/Blood+Gulch+Fixzip/;10714568;/fileinfo.html)
Nice map. :-)
Few things I noticed:
I can drive right through two of those boulders in the field near the south base.
Going to be fun getting a Scav to the pool on the west hill.
Some hanging scrap on the west hill where the rocks are.
You can see through the bottoms of some boulders when looking up.
Mombasa?
k ty for the bugs
and the mombasa sign is in halo2 on the level called headlong and i was using that texture when i was fooling around with the textures triing to get them to work
What's halo2?
:-D
go to www.bungie.net
It does not work at all on my end, I am using PB3. Game just quits and returns me to desktop.
Shane
Quote from: Red Devil on June 20, 2008, 12:23:33 AM
What's halo2?
:-D
Epic Fail. (http://i148.photobucket.com/albums/s16/r3v3r3nd_album/fail1.jpg)
VSMIT.
that... is funny :-D
yah then u need pb4
Quote from: shane ward on June 20, 2008, 12:37:55 AM
It does not work at all on my end, I am using PB3. Game just quits and returns me to desktop.
Shane
As I said on BZ2MD, I can get the halo ring in the sky if you want. It would be a custom dome.
Quote from: VSMIT on June 20, 2008, 01:10:26 AM
Epic Fail. (http://i148.photobucket.com/albums/s16/r3v3r3nd_album/fail1.jpg)
VSMIT.
:lol:
911: What's the emergency?
Trucker: I've had a bit of an accident...
911: Was anyone injured?
Trucker: I don't think so, but I'm positive that there was beer involved.
Lots of beer.
EDIT: About the map...
Here's me being picky. Don't pay too much attention, but consider:
The map looks good, I think it looks more like Coagulation from Halo 2 than Blood Gulch from Halo (rocks in front of the bases, rock slide on one of the sides).
The map could be a little brighter, because in Halo (1-2) it's more of a desert-type map that hurts your eyes from looking at it too long.
Some of the scrap are on pretty steep hills, you don't want the Scavengers to launch up the hill and forget how to get down.
The scrap on the map (rhyme?) appears on my radar as if I have the radar cheat enabled. I can see all of it no matter where I am on the map. This could also just be my Battlezone II being my Battlezone II again.
i noticed that to and idk how to getrid of it but the scav thing iv tested and for the most part they can get every bit of scrap and when the r done on the ledges the just fall down and continue, i made sure every pool is reachable from all angles and the west pool is a little hard for them a 1 angle but after 1 or 2 tries they get it
there is also going to be the last fix in a halo mappack im making and it might be a little more desert like and the rocks and floating scrap will be gone and there might be a halo ring.
my next project is avalange from halo 3, avalange is a remake of sidewinder (i think thats wat its called)
Just so you know, it's a lot better than I (and probably many others here) could do. Good job.
Quote from: Red Devil on June 20, 2008, 03:14:31 PM
Just so you know, it's a lot better than I (and probably many others here) could do. Good job.
Yes, this is true.
ty :-)
Yea, nice map. Good work. There might be a problem though. At both base areas, the ground is a little ramped, i.e. not flat enough. It might look smooth and all green all around when you begin deploying the rec, but some red areas will appear around the rec once deployed, which kinda eats up more deployment space, especially for isdf. I recommend flattening the ground in both bases some more. Also, if this is exclusively for pb4 as you mentioned, you might want to add that in your readme... "this is only for bz2 1.3pb4 -- at the moment". The ground texture is nice too, those white spots make you think there's loose scrap there, heh.
the wight spots r loose scrap and i cant get rid of them for some reason
and yah i will hav to flatten base
On my pc something odd occurs, there are strange blue spots on the ground. Its the sky behind the ground, the black patches on the layer1 texture are being rendered as transparent, maybe you could slightly reduce the black level on this texture so that it is not 0,0,0.
Quote from: mrtwosheds on June 20, 2008, 07:26:30 PM
On my pc something odd occurs, there are strange blue spots on the ground. Its the sky behind the ground, the black patches on the layer1 texture are being rendered as transparent, maybe you could slightly reduce the black level on this texture so that it is not 0,0,0.
Whenever I DXT my textures this also occurs, I have found that DXTing only works reliably on non-alphamapped particle textures (the ones you use one one modulate on).
Just my report on the subject at least...
You just need to make sure there is no pure black colour on them.
i have finished Avalange now and it comes with a fix of blood gulch, and the rocks that u can drivethroung in blood gulch is a glich and is not fixxable as far as i know. it happes to rocks when they get close togeather for some reason.
and in Avalange, dont leave ur scavsout of sight cause if u do u might not see them ever agian :D he he he
and install the same way as blood gulch and it will only work for 1.3pb4 patch
http://files.filefront.com/Halo+Map+Packzip/;10729848;/fileinfo.html (http://files.filefront.com/Halo+Map+Packzip/;10729848;/fileinfo.html)
Quote from: mrtwosheds on June 20, 2008, 07:26:30 PM
On my pc something odd occurs, there are strange blue spots on the ground. Its the sky behind the ground, the black patches on the layer1 texture are being rendered as transparent, maybe you could slightly reduce the black level on this texture so that it is not 0,0,0.
u can have the files in dxtbz2 format still with pich black, all u have to do is in stead of putting down:
texture.dxtbz2
in the trn file, u put down:
texture.tga
and even thoe its still really a dxtbz2 file it will still work. if u want and example look at the trn file of Avalange
/l\
l
GBD told me that
Could You Make It For Instant?
Close together eh? Then the rocks probably occupy terrain squares.
Take for example, morock1.odf
[GameObjectClass]
geometryName = "morock01.xsi"
classLabel = "I76Building"
collisionRadius = 0.1
scrapCost = 0
scrapValue = 0
maxHealth = 10000
maxAmmo = 0
unitName = "Big Rock"
heatSignature = 0.1
imageSignature = 0.0
radarSignature = 0.2
explosionName = "xplnxpl"
canDetect = 0
canInteract = 0
canSnipe = 0
ownsTerrain = 1
canCollide = 0
[BuildingClass]
bldEdge = "wwww"
Create a new file called myrock.odf where myrock is any name you want it to be, but preferably a name that describes what the file references to, i.e. ntrock(no terrain rock).
Replace these lines with these values:
ownsTerrain = 0
canCollide = 1
collisionRadius = 1
Note: Experiment with the collision Radius. Larger/smaller values may make the collision "sphere" a more appropriate size.
With ownsTerrain set at 0, the rock won't have it's built in collision enabled, so, with canCollide set to 1, the collision will be more like a sphere than a rock.
An alternative is to download the .xsi pack from bzscrap.com (http://www.bzscrap.com) and use a modeling program to create a rock model that contains multiple rock objects, and also owns terrain.
herock01 for "Halo Environment Rock 1" That should work.
k