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Author Topic: Newly announced design clan. (28 messages, Page 1 of 1)
Moderators: Dennis

Karac
Joined: Dec 24, 2011

Nothing can be un-done.


Posted: Dec 24, 2011 06:27 AM    Msg. 1 of 28       
Today I have hopes of starting a new clan in the modding/dev'ing community. So now, with the introduction out of the way, I have know who wants to join and to do so, I must know your experience with Halo CE content development.

Who am I looking for?

> The Scripters:
People who know how Halo REALLY works at it's core. The ones who can make anything happen and if it doesn't work, can immediately fix it no problem.

> The Rippers:
People who know how to use HEK+ and can get into the Halo PC maps and get whatever content they need for the current map development.

> The Mathematicians:
People who can do their math in either: Binary, Octal, Decimal or Hexadecimal. Any or a combination of the four will be of great help when it comes to map item locations and magic.

> The Grease-Monkeys:
People who can program in either: C, C#, C++, Python, or VisualBasic and can develop for .NET, OpenGL, and DirectX 9.0c or higher.

> The FX-Men:
The ones who know the tricks of their trade. The all around good-guys who know which effect is what with no doubt.

And we saved the best for last,

> The Forerunners:
The ones who really know their stuff when it comes to models and advanced mapping techniques.

So with all of that being said and done, I'm on my way to hopefully making a successful clan filled with people who can do some really Neat-O stuff. Can't really say much for "wishful thinking" :)

Members:

Karac - Leader
Noble X6 - Rippers
Edited by Karac on Dec 24, 2011 at 12:30 PM


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Dec 24, 2011 09:10 AM    Msg. 2 of 28       
I wanna join to "The Rippers", i know use HEK+ of SteelIXB the original version. If you want let me in.


OrangeJuice
Joined: Jan 29, 2009

I'm feeling much better now, thanks!


Posted: Dec 24, 2011 05:58 PM    Msg. 3 of 28       
What are the code compilers going to do?

umm... HEK comes with simplified compiler tools already?!


Karac
Joined: Dec 24, 2011

Nothing can be un-done.


Posted: Dec 24, 2011 11:04 PM    Msg. 4 of 28       
Well, I'm currently learning C++ so what I want to do is:

Put together a program that will be able to edit both:
> Compiled maps or un-compiled information ie:raw tag files
Now with the tags if it just happens to be successful, the reason we need DirectX 9.0c +, OpenGL and .NET developers is so that we can develop a 3-D full-function editor which has plans to be similar to Sapien but have implementations of more than just placement of items, editing their properties and exporting a scenario. The end result is planned to have a all-in-one editor.

An example would be the following:
Sapien + Guerilla + Tool, all into one program. From the "File" menu, you can choose different settings for the selected item. Example:

File >
> Open .SCENARIO
> Close .SCENARIO
-----------------------
> Open .SCENARIO_STRUCTURE_BSP
> Close .SCENARIO_STRUCTURE_BSP
-----------------------
> Save Project
-----------------------
> Open tag from list ->
--> Sub-section containing a list of supported HPC and HCE tags
-----------------------
> Options (program GUI and interface options)
-----------------------
> Exit Application

This is just an early representation of what is planned to be implemented to the program. I've wrote out different structures and I'm following it over with my members to see what they all would find easiest and once I get the 2 easiest ones, I'll possibly end up combining them to create the final addition.

So if you have ideas on what could go where and how all things should be organized, please leave a post and I'll take it under consideration.

PLEASE NOTE: I said I was learning C++ and I'm not a full-fledged programmer. :P There are no promises, this is why I'm recruiting programmers who have the experience to do these things.
Edited by Karac on Dec 24, 2011 at 11:05 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 24, 2011 11:07 PM    Msg. 5 of 28       
http://forum.halomaps.org/index.cfm?page=topic&topicID=36777
So you want to make something like this?


Karac
Joined: Dec 24, 2011

Nothing can be un-done.


Posted: Dec 25, 2011 10:00 AM    Msg. 6 of 28       
No, the HEK AIO has been announced by E3pO but is never going to be finished. That doesn't mean I will steal the program. This is all custom code for a specific purpose.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Dec 25, 2011 01:14 PM    Msg. 7 of 28       
I'm not saying that you stop halt all operations lol.
I'm just asking of what exactly you had in mind


Karac
Joined: Dec 24, 2011

Nothing can be un-done.


Posted: Dec 26, 2011 12:44 PM    Msg. 8 of 28       
EDIT: I never said anything about halting the project...

Well the plans will be being discussed with members only and are being worked out as we speak. But I'll let the cat out of the bag on a few things.

These go together:
Programmers > Application Code
Mathematicians > Map magic, Item ID's, Tag Locations + map file, tag, structure research

And these go together:
Rippers > Getting the tags we need
Forerunners > Map constructors

So if you want to be one, there will be someone that can help you in the other.

The program is geared to export the maps in HCE, HPC and HT so if you have a Halo Trial game you can add on to your maps. Eventually if we get maps working for HT without having to take content out of bloodgulch and re-add it just to call it a new map, then we will upload it to our website which is currently being developed.

HCE format is so you can play for Custom Edition and also take the original campaign maps and not have to re-design them.

HPC format is planned to be designed so you can add any tag you wish and have it sync over MP play. Still not sure how AI is going to work considering it's only going to have real AI spawns on the host or dedicated program map.

Maybe another external application like Phasor might be needed to send out the AI data-packets and that will help it sync.

In all honesty, this program might end up being like E3pO's HEK_AIO but I sure hope it doesn't. Lot's of people were hyped up about this and I think that something like this would sure help the community.

Anyways if you have any ideas on what you would like to see you can always send me an email or message through Halomaps. h.derp41@yahoo.com is my email.

Also if you would like to tryout for this clan, I need to see some of your work unless your going into the "rippers" section because you don't really need to know much to rip a tag from a map.
Edited by Karac on Dec 26, 2011 at 12:45 PM


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Jan 2, 2012 08:05 AM    Msg. 9 of 28       
Well i speak Spanish, and someone of my friends ask to me translate it with Resource Hacker , i add new buttons , add a new windows and i change the icons.

link: http://www.angusj.com/resourcehacker/


Karac
Joined: Dec 24, 2011

Nothing can be un-done.


Posted: Jan 6, 2012 11:43 AM    Msg. 10 of 28       
Well having a human translator is definitely a lot better than a machine using direct translation.

So far, two maps are being worked on but as I was testing something either one or a few of my tags, or Sapien is not doing something right, so as soon as I get pics of the two projects I'm working on, I'm uploading them to this post.

[pics go here]

And what would really help me is that if anyone knows how to convert sound tags with tool. I don't know what format to save the .wav file.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Jan 6, 2012 12:39 PM    Msg. 11 of 28       
save as PCM wav
16 bit mono
22050hz but can be as high as 44.100hz got the 44 from another thread, as i didn't
know it could be as high as that.

tool command:
tool sounds sound\test\test\battlerifle_fire xbox 0

if tool says exporting then says nothing, then it worked.

tool command is considering that's how you have your folders set up.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jan 6, 2012 12:54 PM    Msg. 12 of 28       
I believe it can ONLY be 22050hz or 44100hz. Either two works.


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Jan 7, 2012 08:42 PM    Msg. 13 of 28       
Sounds:

Dialog (example: Double Kill)

PCM, 16 bit, 44.100 KHZ, mono

Music and Background Sound:

PCM, 16 bit, 44.100 KHZ, stereo

Weapons, Vehicles, Scenery and ETC.

PCM, 16 bit, 22.050 KHZ, mono


Karac
Joined: Dec 24, 2011

Nothing can be un-done.


Posted: Jan 9, 2012 01:14 PM    Msg. 14 of 28       
OK, well I tried all of the methods but here's what I got:

01.08.12 12:13:05 tool pc 01.00.00.0609 ----------------------------------------------
01.08.12 12:13:05 reference function: _write_to_error_file
01.08.12 12:13:05 reference address: 42ca20
01.08.12 12:13:05 Couldn't read map file './toolbeta.map'
01.08.12 12:13:06 file_read('data\levels\interpolation_beta\sounds\Tikal.wav') error 0x000003e6 'Invalid access to memory location. '


01.08.12 12:13:13 tool pc 01.00.00.0609 ----------------------------------------------
01.08.12 12:13:13 reference function: _write_to_error_file
01.08.12 12:13:13 reference address: 42ca20
01.08.12 12:13:13 Couldn't read map file './toolbeta.map'
01.08.12 12:13:13 file_read('data\levels\interpolation_beta\sounds\Tikal.wav') error 0x000003e6 'Invalid access to memory location. '


01.08.12 12:13:17 tool pc 01.00.00.0609 ----------------------------------------------
01.08.12 12:13:17 reference function: _write_to_error_file
01.08.12 12:13:17 reference address: 42ca20
01.08.12 12:13:17 Couldn't read map file './toolbeta.map'
01.08.12 12:13:17 file_read('data\levels\interpolation_beta\sounds\Tikal.wav') error 0x000003e6 'Invalid access to memory location. '


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Jan 9, 2012 11:39 PM    Msg. 15 of 28       
Quote: --- Original message by: Karac
'Invalid access to memory location. '


Try running cmd (and consequentially tool) as admin?


Karac
Joined: Dec 24, 2011

Nothing can be un-done.


Posted: Jan 10, 2012 04:56 AM    Msg. 16 of 28       
I've never had problems with having to run things as an admin. I set my computers up very specifically and I take a ton of time to perfect it.

Also, I'm going into making machinima videos. Anyone know how to play sounds from a script?
Edited by Karac on Jan 10, 2012 at 04:57 AM


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Jan 10, 2012 07:46 AM    Msg. 17 of 28       
sound_impulse_start <sound tag> <object> <scale>
You can set the object to just "none" and the scale as "1.00".

If you want to play a sound_looping tag, replace impulse with looping (sound_looping_start)


Karac
Joined: Dec 24, 2011

Nothing can be un-done.


Posted: Jan 10, 2012 10:11 PM    Msg. 18 of 28       
Thanks for all the help, so far I have:

Specific music for the machinima
Ability to play the sound (looping)

And now I need to know how to run model animations so I can do the machinima without needing other people in the game

And also, I know how to do camera work but here's what I did:

(script startup cinematics
(object_destroy cinematic_biped_1)
(camera_control true)
(fade_in 0 0 0 150)
(camera_set a1 30)
(sleep 30)
(camera_set a2 30)
(sleep 30)

And I did this before on another map to test cameras and how it worked, and I got it right but now instead of the camera flying to each point, it's just snapping. Help?


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Jan 11, 2012 05:49 AM    Msg. 19 of 28       
Quote: --- Original message by: Karac
(camera_set a1 30)
(sleep 30)
(camera_set a2 30)
(sleep 30)
And I did this before on another map to test cameras and how it worked, and I got it right but now instead of the camera flying to each point, it's just snapping. Help?


Set that to 100 or a bigger number. Camera_set moves the camera to the specified camera point over the specified number of ticks, and since you set it to 30, that's just one second.


Karac
Joined: Dec 24, 2011

Nothing can be un-done.


Posted: Jan 11, 2012 10:43 PM    Msg. 20 of 28       
I tried this and it still continues to snap to each camera. I have the cameras set to go at value 150 (five seconds) but it isn't working. Maybe it's the sleep time?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 11, 2012 10:50 PM    Msg. 21 of 28       
Try mixing them up.
150
30
150
30

150
150
150
150

or something like that


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 12, 2012 01:10 AM    Msg. 22 of 28       
I can tell that you don't really know how Halo CE mod development works. Which is fine.

It takes a long time to develop the skills necessary to make spectacular stuff for CE. I've been here for a year, and I am still far from the title of awesomeness.

There's no need for C++ or stuff like that.

Basically you need:
Modelers (they make the maps, weapons, vehicles etc.)
Animators (they make the models move like the weapons, cutscenes etc.)
Scripters (they write Halo Script Code and they do the stuff you see in single player, dialogue, warthog drops, cutscenes etc.)
Populators (place weapons, vehicles, ammo and other stuff around the map)

Those are some of the main guys.


Karac
Joined: Dec 24, 2011

Nothing can be un-done.


Posted: Jan 12, 2012 01:33 AM    Msg. 23 of 28       
Well you would be right if I hadn't used these at all, because I used to use these tools all the time. The REASON behind needing programmers is because I and the recruited will be making tools FOR development.


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Jan 12, 2012 06:59 AM    Msg. 24 of 28       
Quote: --- Original message by: Karac
(object_destroy cinematic_biped_1)
/quote]

If this is the player, that's you're problem. When you die and the camera zooms out to show your body it glitches and snaps the camera to its locations.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 12, 2012 08:10 PM    Msg. 25 of 28       
Quote: --- Original message by: Karac
Well you would be right if I hadn't used these at all, because I used to use these tools all the time. The REASON behind needing programmers is because I and the recruited will be making tools FOR development.


Oh ok, it seemed you had no idea what you were talking about. So you plan on making simpler tools than the Halo Editing Kit and all that stuff?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 12, 2012 08:17 PM    Msg. 26 of 28       
Quote: --- Original message by: Xoronatus
Quote: --- Original message by: Karac
Well you would be right if I hadn't used these at all, because I used to use these tools all the time. The REASON behind needing programmers is because I and the recruited will be making tools FOR development.


Oh ok, it seemed you had no idea what you were talking about. So you plan on making simpler tools than the Halo Editing Kit and all that stuff?

Simpler? How could they get any simpler? XD
If anything, I hope they would have more features than they do now.


Karac
Joined: Dec 24, 2011

Nothing can be un-done.


Posted: Jan 12, 2012 08:58 PM    Msg. 27 of 28       
Well simpler for example, instead of having to locate your tag in your directories, just drag them to the game window and it will ask you where to organize it. OR drag folders for it to organize by hierarchy. OR, what I was thinking of which would be very difficult considering of all the tags that could be used instead of what SHOULD be used, remember the following error:

One or more tags could not be loaded into the editor. Please contact your nearest Bungie programmer for more help.

The goal is to make a tool to fix this so no matter what tag you load, it will look at the references and find those tags based on their folders until it re-writes them to the proper tags based on where you placed your folder.

Multiple things are being considered. Also, game user,

object_destroy removes an object placed in the editor from view. Example: bipeds, scenery, devices but not players. Player spawns are in a set of tags of their own. The previously stated objects are part of a tag system called "obje".


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Jan 13, 2012 01:46 PM    Msg. 28 of 28       
Quote: --- Original message by: Karac
OK, well I tried all of the methods but here's what I got:

01.08.12 12:13:05 tool pc 01.00.00.0609 ----------------------------------------------
01.08.12 12:13:05 reference function: _write_to_error_file
01.08.12 12:13:05 reference address: 42ca20
01.08.12 12:13:05 Couldn't read map file './toolbeta.map'
01.08.12 12:13:06 file_read('data\levels\interpolation_beta\sounds\Tikal.wav') error 0x000003e6 'Invalid access to memory location. '


01.08.12 12:13:13 tool pc 01.00.00.0609 ----------------------------------------------
01.08.12 12:13:13 reference function: _write_to_error_file
01.08.12 12:13:13 reference address: 42ca20
01.08.12 12:13:13 Couldn't read map file './toolbeta.map'
01.08.12 12:13:13 file_read('data\levels\interpolation_beta\sounds\Tikal.wav') error 0x000003e6 'Invalid access to memory location. '


01.08.12 12:13:17 tool pc 01.00.00.0609 ----------------------------------------------
01.08.12 12:13:17 reference function: _write_to_error_file
01.08.12 12:13:17 reference address: 42ca20
01.08.12 12:13:17 Couldn't read map file './toolbeta.map'
01.08.12 12:13:17 file_read('data\levels\interpolation_beta\sounds\Tikal.wav') error 0x000003e6 'Invalid access to memory location. '


i forget post the link XD http://hce.halomaps.org/index.cfm?fid=1632

 

 
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