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Thread: [WIP] .render_model exporter (First custom model ingame!)

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  1. #15
    Senior Member Lightning's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    Quote Originally Posted by jahrain View Post
    Meh, tool doesn't lack the needed things, they were disabled and removed by them.

    However, they might be like, OSHI! HE HAS A FREKING MODDED WARTHOG! BANT!" You know, h2x style.
    (The functions of the H2tool we got was completely stripped of it.)

    Well, honestly, if it involves making something to do something that was originally intended to do (like making a device machine/control lightbridge in Mp) I would be willing to risk it, because I know that is the only way the content would be at it's best.

    What I'm saying is, even if there is software limitations, why not try your damn hardest to use the full potential of the software to tap the limitless ideas, knowledge, and dedication that the community has to offer?

    That's one reason I stopped all progress on all of my H2V (sans BG) maps. I was, for the past 8 or so months, so anxious to get my maps in the new engine. Then finally when the day arrived, nothing that I had worked so hard for in CE would work in vista.

    No lifts. No lightbridges. No little cutscene flash with the map name, no visually enhanced weapons, no unique lighting effects/particles, no Civihog/Transhog/Snowhog/Junglehog, hell, no spinning orb/hologram animated scenery.

    Not even a single tree.

    So what if we're 'crossing the line'. To me, dedication to my own work is more than worth the risk.
    Last edited by Lightning; July 8th, 2007 at 02:16 AM.

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