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SW:EaW Modding, Mapping and Editing
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3626205
Re: Halo: Covenant at War
DarthArbiter
April 11th, 2007 04:31 PM
I never said it wasn't, when he said he got models from Halo CE, I thought he meant Combat Evolved, and then it would have been illegal model theft from Microsoft . I don't know much about Custom Edition, so I'm just assuming as long as you credit that work to the right people it is okay.
3626332
Re: Halo: Covenant at War
CLONECOMMANDER501
April 11th, 2007 05:58 PM
@ arbiter

My last sentence was at Jay
3626347
Re: Halo: Covenant at War
Nick_Invaders
April 11th, 2007 06:09 PM
Sweet.
When do you think it will be out?
3626408
Re: Halo: Covenant at War
Jay2645
April 11th, 2007 06:47 PM
Never ask that question.

I am going to get in that Scarab and kill you now.

Just Kidding.

No I'm not.

Yes I am.

No.

Yes.

No.

Seriously, don't ask that question.
3626799
Re: Halo: Covenant at War
Deadman_T
April 11th, 2007 11:03 PM
but do you have the permission of the users that made the models to do that?, and the longsword model is from in-game, at the very end, why not join halo first offensive, they make their own models and stuff
3626803
Re: Halo: Covenant at War
Freno
April 11th, 2007 11:04 PM
Of course, you're getting full permission from everyone who made those models, giving due credit and making sure the models were never taken out of Halo and modified in the first place?

You do realise, even if you modify content from the game, it's still illegal, right? And I doubt the EAW engine will even support the extreme poly counts of the Halo models...
3627888
Re: Halo: Covenant at War
Jay2645
April 12th, 2007 11:08 AM
Yes, yes, of course I ask permission. I lower the poly counts, add bones where it is needed, and then export in .ALO.
I also believe that the law states (At least here in California) that you can take content from games, as long as you don't release anything that someone can use to get the game for free (Which means that you can modify models, just don't release .exes)
Just to be safe, I suppose I'll have to make the models myself, as I can never be too sure about this stuff. I'm working on MC now. Next is Johnson, then Keyes.

Here's a couple concepts I wanted to pitch to you guys:

1. Whenever you move Master Chief, you hear MC and Cortana talking (Like Vader on his SSD).
2. The pirates are Human, not flood. I decided to make the Flood playable and be able to spread corruption from Halo. They use a mix of captured Human and Covenant ships.
3. MC's abilities: Switch Weapon between the Assault Rifle and Rocket Launcher, and another weapons swap (if at all possible) between the fragmentation grenade and plasma grenade.
4. MC doesn't get his shields until you reach Tech Level 2, when his suit is upgraded.

I am making the mod for FoC only, as coding units is slightly easier and the abilities can be useful.
3627985
Re: Halo: Covenant at War
Cobra01
April 12th, 2007 12:19 PM
oh, and u forgot to add tat Captain Elite guy (i do believe most people call him Half Jaw) and brutes o and te Phantoms (Halo 2 Dropships)
3628348
Re: Halo: Covenant at War
Jay2645
April 12th, 2007 05:29 PM
I wasn't going to include brutes, as they aren't mentioned in the book Halo: Fall of Reach or the Halo game, but what the heck.
3655613
Fordo
May 2nd, 2007 08:25 AM
im confused is the link in ur sig for the halo ce mod or the foc one
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