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[Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 10:14 am
by Remnant Samurai
Okay had an idea big surprise it's a Christmas themed mod.

This is remnant's chance to all pull together and create a mod together each putting in something.

I was thinking Cougulation but you guy's might not like that but I have idea's for it.

Seeing over the past few weeks/month I have seen some people discoveries.

Like for example Click16 did that MC with the christmas hat:
Image

We could use that for the player models on our map.

I was also thinking to reskin it too be more "christmasy" like snow on the ground, trees with snow, mistletoe hanging from the bases, Christmas lights on the bases (don't know how to do that), Killer death candy canes, snow ball pick up's (Ogrish can do this I think?), and more thing's the experienced modder's can do like Xzodia and Needos and Cougar (if he's not busy) and possibly Dark.

So I am requesting that our small community pull together and make the most epic Christmas mod to show up Halomods :D

So we have our list of thing's to do below:

■ Skinning the map to be snowy and "Christmasy"
■ Modelling the killer candy canes and Snowballs.
■ Modelling the mistletoe to dangle from the bases.
■ Create christmas lights that go around the bases (model prehaps?)
■ Snow Tires on the Warthog.
■ Christmas hats on player model's.
■ Possible snow ball gun's (I think Doorm4n did this on Ski Resort?)
■ Christmas music?
■ Christmas themed HUD
■ Snow falling

So let's to get together and make this :D

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 12:22 pm
by XZodia
I may or may not have time to contribute to this but for "Snow Tires on the Warthog." you can use my hog with the tank treads if you like.

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 3:10 pm
by neodos
If we make this we have to play it all together over XBC or Xlink ^^

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 4:59 pm
by Gary
I'll help, maybe the bomb or flag will be a gift rapped present :D
neodos wrote:If we make this we have to play it all together over XBC or Xlink ^^
Why so mean? :cry:

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 5:24 pm
by OwnZ joO
Why so serious?

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 5:33 pm
by neodos
Sorry what does "Why so mean?" mean? xD

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 5:51 pm
by OwnZ joO
I think he misunderstood what you were saying.
He was asking why you were being so harsh or hateful.
Doesn't really make sense to me.

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 6:44 pm
by Gary
It was a joke, I can't go online without major lag.
I can't play any online games with 900+ ping and a 30kbps upload speed.

And for the lights, do we need these to light up? or can I just make the model?
If you want them to light up, the best way would model it light bulb by light bulb, more time and effort needed mainly to place them.

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 8:20 pm
by DemonicSandwich
Gjsdeath wrote:It was a joke, I can't go online without major lag.
I can't play any online games with 900+ ping and a 30kbps upload speed.

And for the lights, do we need these to light up? or can I just make the model?
If you want them to light up, the best way would model it light bulb by light bulb, more time and effort needed mainly to place them.
I actually had ideas on how exactly how to have animated Christmas lights but I put it off cause I wanted a PMI with shader grounp injection.

I can still do it it just means more tags to make, one set to a shader....and there are like 3 shaders.

Image

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 8:33 pm
by Remnant Samurai
So we have people helping?

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 9:04 pm
by Zieon Eslador
I can help with the things no one seems to be working on right now, which is what exactly? We need a list and a deadline early on so it doesn't fall apart like just about everything else.

I know! I'll skin the sky. Does Halomods have a tut to make animated bitmaps?

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 9:19 pm
by DemonicSandwich
Zieon Eslador wrote:Does Halomods have a tut to make animated bitmaps?
No but what did you have in mind. I may be able to assist in that.

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 9:24 pm
by Zieon Eslador
DemonicSandwich wrote:
Zieon Eslador wrote:Does Halomods have a tut to make animated bitmaps?
No but what did you have in mind. I may be able to assist in that.
I was thinking of making a huge picture of clouds that I would 'cut up' and have scroll across the sky, like your average stratus cloud would. *If that made no sense I'll have to make an example.

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 9:56 pm
by DemonicSandwich
Zieon Eslador wrote:I was thinking of making a huge picture of clouds that I would 'cut up' and have scroll across the sky, like your average stratus cloud would. *If that made no sense I'll have to make an example.
Not much sence but no matter. You get a shader that uses multiple submaps. For example the decal on the packing crate.

You go down to its function reflexive, you'll see a SID with "random_constant" in it, just null that and the shader will play through the bitmaps.

Then you find a bitmap of the general size you want, open it in the chunk cloner, and add as many submap chunks as you need and use CH2R to inject into each submap.

Link this back to the shader and it shall play like a GIF.

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 10:08 pm
by Zieon Eslador
DemonicSandwich wrote:Not much sence but no matter. You get a shader that uses multiple submaps. For example the decal on the packing crate.

You go down to its function reflexive, you'll see a SID with "random_constant" in it, just null that and the shader will play through the bitmaps.

Then you find a bitmap of the general size you want, open it in the chunk cloner, and add as many submap chunks as you need and use CH2R to inject into each submap.

Link this back to the shader and it shall play like a GIF.
Thanks, that actually sounds fairly easy. What map will we be using and where can I find a reliable link for CH2R?

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 10:27 pm
by DemonicSandwich
Zieon Eslador wrote:Thanks, that actually sounds fairly easy. What map will we be using and where can I find a reliable link for CH2R?
I also forgot to say to duplicate the bitmap so each sub has it's own raw, then inject with CH2R.

Re: [Project] Christmas In The Park [Working Title]

Posted: Thu Dec 11, 2008 11:06 pm
by Gary
I was wondering how to do that, thanks!
And we have very little time to do this mod...

Re: [Project] Christmas In The Park [Working Title]

Posted: Fri Dec 12, 2008 1:22 am
by Ogrish
not tring to say your wrong, DS but CH2r extracts but does not inject.
Dot halo does fine, like for the damn grass thats always glowing in darker mods, that bitm can be injected with dot halo. (DTX 3)

P.S. I started skining a snowy coag.

Re: [Project] Christmas In The Park [Working Title]

Posted: Fri Dec 12, 2008 1:35 am
by DemonicSandwich
Ogrish wrote:not tring to say your wrong, DS but CH2r extracts but does not inject.
Dot halo does fine, like for the damn grass thats always glowing in darker mods, that bitm can be injected with dot halo. (DTX 3)

P.S. I started skining a snowy coag.
CH2R has two bitmap editors. The one that come up normally was never finished so you have to choose the old editor.

However if you can inject into submaps with DotHalo and it doesn't eat your map...then DotHalo would be a better choice.

And if both fail you can just use Entity's meta editor to swap the raw offsets to inject into each one. But this way is by far the longest way to go.

Re: [Project] Christmas In The Park [Working Title]

Posted: Fri Dec 12, 2008 1:40 am
by Ogrish
schooled me! i didnt know about the old one :oops:

Re: [Project] Christmas In The Park [Working Title]

Posted: Fri Dec 12, 2008 3:03 am
by Remnant Samurai
How about this Deadline Xmas Day?

And everyone should post up there progress. But how can we put it all together we might need someone to do it? Or a program that compiles all the modded stuff from different versions of the map into one? (sounds impossible to me)

Re: [Project] Christmas In The Park [Working Title]

Posted: Fri Dec 12, 2008 3:09 am
by Zieon Eslador
RaZoR73 wrote:How about this Deadline Xmas Day?

And everyone should post up there progress. But how can we put it all together we might need someone to do it? Or a program that compiles all the modded stuff from different versions of the map into one? (sounds impossible to me)
Just save the meta and build all the .info's into one map with entity.

Re: [Project] Christmas In The Park [Working Title]

Posted: Fri Dec 12, 2008 3:10 am
by NotZachary82
Perhaps not coagulation, but a smaller map, one that isn't so open.

How about snowy burial mounds? With lawts of trees and stuff.

@Razor: DeToX's .info joiner will work fine i think it was 'tax ...

Re: [Project] Christmas In The Park [Working Title]

Posted: Fri Dec 12, 2008 3:12 am
by Remnant Samurai
I said coagulation because I was thinking of the title 'Christmas In The Park' cause Coag has trees already but the community can decide what map we also need someone to do the snow falling.

Also reply to what part you are doing and I will update OP

EDIT: @ Xzodia can you please get your snow hog and put it in :D

Re: [Project] Christmas In The Park [Working Title]

Posted: Fri Dec 12, 2008 3:26 am
by DemonicSandwich
Don't send each other tags. The last thing this project needs is corrupt meta from transferring across different plugins.

Instead just make a patch and send that. That why the one who receives it will save and build the tags with the same Entity, plugins, and PC.