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Thread: Custom maps, custom vehicles, custom etc...

  1. #1
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    Custom maps, custom vehicles, custom etc...

    Discuss.

    A Mainmenu mod of mine, where I added a spare slot, actually works.
    Where Kills Alone/Resinball has compiled a custom vehicle with ripped textures from Halo 3, does not show up in the "custom map list", but using a premade slot it will work.

    The mainmenu default map list, is limited by 50 slots/chunks, but of course this can be made higher.

    Quote Originally Posted by Kills Alone
    H3 Hornet:







    Questions.

    H2EK was never broken? =O

    Was it coded into the H2V.exe, to decide which tags invalidate the custom map adding feature (for that particular map)? [Answered by Kornman00]

    Hornet, what about a Pelican?

    Do the gametype globals for Headhunter and Race still exist?
    Last edited by Shock120; July 11th, 2010 at 02:00 PM.

  2. #2
    Senior Member teh lag's Avatar
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    Re: Custom maps, custom vehicles, custom etc...

    So... if I understand correctly:

    This means that a workaround exists to make maps with "custom" stuff playable in-game?

    If so, consider me excited.

  3. #3
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    Re: Custom maps, custom vehicles, custom etc...

    Quote Originally Posted by teh lag View Post
    So... if I understand correctly:

    This means that a workaround exists to make maps with "custom" stuff playable in-game?

    If so, consider me excited.
    I was shocked too, it's H2X all over again (how we had to add maps to the mainmenu).

  4. #4
    Kid in the Hall Kornman00's Avatar
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    Re: Custom maps, custom vehicles, custom etc...

    H2Tool uses a shared tag database which causes the build process to link externally link to the shared tags in the shared maps. Even when you force H2Tool to not use these shared databases and build a cache file that has all of its tags in itself, the game won't even display the map in the map list.

  5. #5
    El Durado :/
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    Re: Custom maps, custom vehicles, custom etc...

    but with an empty slot in the default map list and just putting the "custom" map in the default slot makes it totally playable... yeah that makes perfecct sense.

  6. #6
    Next time, we eat Rudolph ThePlague's Avatar
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    Re: Custom maps, custom vehicles, custom etc...

    So wait, if this info is released we can make this the new CE? (in terms of more custom content than it has now, vehicles, etc.)

    Good thing I didn't uninstall, yet.

  7. #7
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    Re: Custom maps, custom vehicles, custom etc...

    Quote Originally Posted by ThePlague View Post
    So wait, if this info is released we can make this the new CE? (in terms of more custom content than it has now, vehicles, etc.)

    Good thing I didn't uninstall, yet.
    yes, and with this it gives insight on how useful a mainmenu mod is, it will be able to keep unlimited amount of maps (modded over 50 ofcourse)

  8. #8
    Neanderthal Dwood's Avatar
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    Re: Custom maps, custom vehicles, custom etc...

    I may have to move to H2V if someone starts making tutorials on this.

  9. #9
    El Durado :/
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    Re: Custom maps, custom vehicles, custom etc...

    shock what if you "replaced" the custom list and made a duplicate default list...

  10. #10
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    Re: Custom maps, custom vehicles, custom etc...

    Quote Originally Posted by supersniper View Post
    shock what if you "replaced" the custom list and made a duplicate default list...
    I'm dumb, and don't know how to, but it sounds like a good idea, Multiplayer map list, add in a Campaign map list too, and ignore the custom map list.

    All we need to do is have a .map editor to add >50 chunks in the [matg] (custom UIs anyone?)
    servers and clients will benefit with lots of maps.
    Last edited by Shock120; July 11th, 2010 at 12:58 PM.

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