Post: How To Create Sky Text!
01-27-2012, 10:14 PM #1
Correy
I'm the Original
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How to create Sky Writing!

Here's a voice tutorial I Created lol.


i get shy when talking to a mic, but i'll get better :p



First of all you will need MW2 BMP2 Tool, thanks to TheUnkn0wn.
    
https://www.mediafire.com/?fg6fpziha9n97sj


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Step 1:
Open up paint and create your image size about 25x5

Step 2:
Write your name backwards, here's an example of mine.
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Step 3:
After you're happy with it save it as '24-bit Bitmap (*.bmp;*.dib)'

Step 4:
Load up TheUnkn0wns BMP2 tool and it should automatically come up with a open file dialog.
Locate the Image.bmp you just created.

Step 5:
It will then come up with a save file dialog, thats the .txt file for the code to be saved into, so create a file.

Step 6:
After saving the tool will then ask for the 'Width'/ 'Hight' or the file, thats this part here.
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Located at the bottom, in this case mine is 5.

Step 7:
You will need this code also.
    
WP(X,Y,Z)
{
B=spawn("script_model",self.origin+(0,0,999)+(X,Y,Z));
B.angles=(90,0,0);
B setModel("com_plasticcase_beige_big");
B Solid();
}

Put that somewhere in the .gsc you are using.

Step 6:
i would create a function like this, in the same .gsc as your code above.
    
SkyText()
{

}


Import your code which was created, in the file which was saved between the braces. { & }.
this is an example of mine.
    
SkyText()
{
Z=5;
WP(0,0,Z);WP(25,0,Z);WP(50,0,Z);WP(75,0,Z);WP(125, 0,Z);WP(150,0,Z);WP(175,0,Z);WP(200,0,Z);WP(325,0, Z);WP(375,0,Z);WP(400,0,Z);WP(425,0,Z);WP(450,0,Z) ;WP(500,0,Z);WP(525,0,Z);WP(550,0,Z);WP(575,0,Z);W P(0,25,Z);WP(200,25,Z);WP(325,25,Z);WP(375,25,Z);W P(450,25,Z);WP(575,25,Z);WP(0,50,Z);WP(25,50,Z);WP (50,50,Z);WP(75,50,Z);WP(150,50,Z);WP(175,50,Z);WP (200,50,Z);WP(325,50,Z);WP(375,50,Z);WP(450,50,Z); WP(575,50,Z);WP(0,75,Z);WP(75,75,Z);WP(200,75,Z);W P(325,75,Z);WP(375,75,Z);WP(450,75,Z);WP(575,75,Z) ;WP(0,100,Z);WP(75,100,Z);WP(125,100,Z);WP(150,100 ,Z);WP(175,100,Z);WP(200,100,Z);WP(250,100,Z);WP(2 75,100,Z);WP(300,100,Z);WP(325,100,Z);WP(375,100,Z );WP(400,100,Z);WP(425,100,Z);WP(450,100,Z);WP(500 ,100,Z);WP(525,100,Z);WP(550,100,Z);WP(575,100,Z);
}


Now to make this visible you need to thread it so just do self thread SkyText(); where ever you want it.
and there you have it, your own sky text.

for version two of the BMP tool, which allows you to create bunkers then go to:
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- thanks to TheUnkn0wn for the function and the BMP tool.
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01-29-2012, 08:02 PM #29
Correy
I'm the Original
Originally posted by x. View Post
It clearly does work if you know how to use it. I've had it in every patch I've made since MW2


okay then mr know it all, try it yourself!
01-29-2012, 08:05 PM #30
Default Avatar
Newelly
Guest
Originally posted by Correy View Post
okay then mr know it all, try it yourself!


:dumb: i must admit he did say he used how TheUnkn0wn wrote it ...
meaning he never changed anything just using his name 'x_DaftVader_x' which works well all you got to do is check his patch Winky Winky

The following user thanked Newelly for this useful post:

x_DaftVader_x
01-29-2012, 08:10 PM #31
Originally posted by Correy View Post
okay then mr know it all, try it yourself!
Whatever. Do what you want.
01-29-2012, 08:12 PM #32
Correy
I'm the Original
Originally posted by x. View Post
Whatever. Do what you want.


im just saying, when i was calling it it was on the floor.. and when i changed it that made it spawn in the sky.
01-29-2012, 08:53 PM #33
Originally posted by Badman.
I think he is just trying to get him self out of the argument as he knows he is wrong.
For some reason he can never admit it? :\
Why would I admit I'm wrong when I've been using this code for over a year now with no problems ?
Don't bother replying any more, I'm done talking to ignorant idiots on the internet..

---------- Post added at 08:53 PM ---------- Previous post was at 08:52 PM ----------

Originally posted by Correy View Post
im just saying, when i was calling it it was on the floor.. and when i changed it that made it spawn in the sky.
That goes for you as well ^^

Take a good look at what you did and have a think about it...

    
z=5;
self.origin+(0,0,999)+(X,Y,Z));
01-29-2012, 09:02 PM #34
Karoolus
I'm the W@W Menu Guy !
what the **** are you guys fighting about ?

what makes most sense is to link it to player origin (at least for height) cause he's always on ground level, no ?
not all maps are situated on the same height
think back, mw2 highrise, why did you always die when you teleported etc ? it was way too high, you ended up inside the death barrier underneath the map..

so i would link it to player.origin & add some height.. you could also get the coords for spawnpoint & use Z from there ?
01-29-2012, 09:06 PM #35
Originally posted by Badman.

Have you made sure the script you were using didn't increase the integer value of the z-axis?...

It was originally Z=1500; I don't know why he changed it 5. And I said don't reply :derp:
01-29-2012, 09:12 PM #36
Correy
I'm the Original
Originally posted by x. View Post
Why would I admit I'm wrong when I've been using this code for over a year now with no problems ?
Don't bother replying any more, I'm done talking to ignorant idiots on the internet..

---------- Post added at 08:53 PM ---------- Previous post was at 08:52 PM ----------

That goes for you as well ^^

Take a good look at what you did and have a think about it...

    
z=5;
self.origin+(0,0,999)+(X,Y,Z));


im not ignorant, im saying.. when i used his it was spawning into the floor and when i set that it was in the sky, thats all im saying.
and that kind of defeats the purpose your on a forum ~ on the internet :confused:
01-29-2012, 09:12 PM #37
Originally posted by Karoolus View Post
what the **** are you guys fighting about ?

what makes most sense is to link it to player origin (at least for height) cause he's always on ground level, no ?
not all maps are situated on the same height
think back, mw2 highrise, why did you always die when you teleported etc ? it was way too high, you ended up inside the death barrier underneath the map..

so i would link it to player.origin & add some height.. you could also get the coords for spawnpoint & use Z from there ?


It IS linked to self.origin.

The X and Y coords place the blocks relative to each other. The Z is for height, set at 1500 for the height from the player.

It's simple. Corey has Z set at 5 which is probably why it spawned on the ground.

You can't say anything on this site anymore without either having it deleted by a power crazy mod or without it creating a huge argument.

It's pathetic..

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