Notepadd ++ is excellent (better then notepad :SURPRISED: ) for this. Download "npp.4.7.5.Installer.exe" from this link: http://sourceforge.net/project/showfiles.php?group_id=95717&package_id=102072 make sure you right click the file you want and tell windows to open it using notepadd++, you can also right click teh file and right there it will say "edit with notepad++"
Death_Grin
I dont thik you would have to terraform a gas giant (not that you could..) You could build large orbital cities and as fabio stated use the gas giant for fuel. Even the upper atmosphere of gas giants provide a abundance of different gases that could be used.
Bungie doesn't own the Halo IP, Microsoft does. I do think it would be cool to see the space combat side of halo though.
You do realize that Halo mods have the tendancy to get shut down right?
wow this thread is getting off topic.. Thats why you pester them until they give you one. I'm the lead level designer for a Crysis mod, Mechwarrior: Living Legends. It took us six months to get written permission from Microsoft to use the Mechwarrior IP (yes, microsoft owns the rights to Mechwarrior/battletech in the gaming realm.) My point in all this is yes it took six months, but thats better then three years wasted. And in that it is possible to get a response from even the gia
I said ask Microsoft, not bungie, because Microsoft owns the IP. If Bungie does not own the IP then they have no right to tell halogen not to use the IP. HOWEVER at that time bungie was part of Microsoft..so its the same legal department. Right now I think Microsoft still owns it don't they? I'm not sure if Bungie was allowed to take it with them when they left Microsoft.
ohhh ok, thanks. Just confused because 3ds max, and I assume others, have a categoy called "helpers" as well. By chance does anyone have a picture of a fully set up model in a modeling program (3ds max pref but XSI if thats what you use..) Or even better a link that fully explains how to set it up.
ic, well I'll just have to try until its right :D Thanks anyways ^^They need to fix these smileys
Yeah...I love how they said, and I quote "For the last three years, we've worked incessantly to bring you the best Halo mod that we could. There have been a lot of ups and downs, but somehow Halogen has always managed to come out kicking. The problem with using copyrighted intellectual property as a base for a fan project is that you're very susceptible to legal action. We always figured that since Halogen was such a different take on the Halo franchise, we might manage to make it witho
OK now I'm all confused again. Is it a bone, as was told to me earlier, or is it a helper? Or is it just that the exhaust uses a bone? Or even a helper with a bone to show what direction it is shooting in? is the helpers Y direction (in XSI, Z in 3ds Max) have to point in the direction it fires? Someone needs to post and sticky a tutorial that explains this
[quote]HALOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO[/quote] Whats so HALOOOOOOO about it? Halo is by far a pretty general game. I can't think of any part of it that is original. They just took many ideas that are popular is science fiction. For example ringsworlds and "The Flood."
He does bring up a interesting idea however, although I think unintentionally. The idea of a race that takes over a planet, absorbs it/takes all the materials to rebuild its fleet, and then has to move on (because they cant sustain their resources off of the normal crystal/metal.) Wasn't this the idea behind the Independance Day aliens? I'm not sure. I'm developing my own IP and I think this could be a good race to throw in there if its doable.
I think it would be a good idea, I don't have time to do it myself though. Is anyone else going to? I made a short tutorial on creating new ship icons/buttons, its around here somewhere. Anyone feel free to put it into the wiki or modify it without credit.
1. The lasers are a image file, so you can simply add a layer of the color you want, merge the two layers, and convert back to dds. I don't rememebr the actual file name you will have to look. 2. XSI can be used to create the required models. Each weapon on the ship is represented by a bone. Naming should go along the lines of Weapon-0, Weapon-1, etc. Each weapon with a different number is a different TYPE of weapon. The game doesn't care how many barrels there are per weapon beca
I would doubt it but it could depend on what you are asking. Why do you need tech support? Does the key say in use? I would imagine then yes, they might need it ( i think)
So if I understand this correctly then each "barrel" is a bone? Sorry I'm not used to modeling for this sort of game. Also what scale does the game use?
Through some effort I managed to decypher how the game refereances areas of image files for buttons (hope that makes sense.) using a example: infoCardicon-ship.brushes This file tells the game where on a specific image file a graphic resides. brush name "INFOCARDICON_FRIGATE_TECHCOLONY" content "Simple" fileName "Unit_Infocard" pixelBox [ 1 , 139 , 22 , 22 ] This is the card icon for the TEC colony frigate. The icon is lo
[quote]That stuff is in the mesh. The only thing you can modify in the entity files is how much damage a weapon does from the front, left, right, or rear. But the firing points for all of them are stored in the mesh.[/quote] yeah I keep hearing that..but no one has said what it is in the mesh! A emitter? A helper?? what about naming conventions for the weapon? I know that its named after the weapon number in its entity file right? Maybe I missed a post somewhere.
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