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DeadHamster has contributed to 381 posts out of 464594 total posts (.08%) in 1,204 days (.32 posts per day).

20 Most recent posts:
Halo CE Technical / Map Design » error vertex #1 has a bad point Sep 14, 2017 12:14 AM (Total replies: 12)

Quote: --- Original message by: MosesofEgypt
So it wasn't related to Refinery? I was lurking here in case you guys found a bug for me to fix.


That's what I was looking at too. Good to know it wasn't refinery.

Halo CE Technical / Map Design » error vertex #1 has a bad point Sep 12, 2017 02:23 AM (Total replies: 12)

Quote: --- Original message by: rcghalohell
Quote: --- Original message by: DeadHamster
Quote: --- Original message by: rcghalohell
Refinery for the map, jms exporter for the scene, tool for the rest


Try using HEK+ for the Map, GBX Model Importer or Aether if it's a BSP to get it into 3DS max, and then tool to export.


But I use adjutant since I don't have to fix the material when importing bsp.


Thats fine. Just try using HEK+ and ghosts jms exporter. Process of elimination and all

Halo CE Technical / Map Design » error vertex #1 has a bad point Sep 11, 2017 06:46 PM (Total replies: 12)

Quote: --- Original message by: rcghalohell
Refinery for the map, jms exporter for the scene, tool for the rest


Try using HEK+ for the Map, GBX Model Importer or Aether if it's a BSP to get it into 3DS max, and then tool to export.

Halo CE Technical / Map Design » Sapien- Show Encounter AI??? Sep 9, 2017 05:11 PM (Total replies: 5)

Quote: --- Original message by: rcghalohell

that i didnt know about... wouldnt that cause problems if testing a bsp switch, or a players volume test?



I actually don't use the switch bsp command menu in sapien, I always use the command (bsp_switch). So no, it won't cause any issues. There are a few complex things that may cause sapien to crash, and there are commands that sapien won't run as it's not the legitimate game. But the majority of things work pretty flawlessly. I actually debug my spawning scripts this way, which use volume_test_objects and compare global variables with all sort of nestled if/then/else statements. You should be able to debug cinematics like this as well, which is huge.

So you shouldn't really run into any issues.

Halo CE Technical / Map Design » Sapien- Show Encounter AI??? Sep 7, 2017 07:55 PM (Total replies: 5)

(run_game_scripts true)


Run that command in sapien. It'll begin running all your scripts inside the Sapien window as though it was the actual game itself. Any AI placing scripts or similar will run as long as their conditions are met.


Quote: --- Original message by: R93_Sniper
ill fact-check that when i reinstall HEK


When you do inspect near the bottom of a shader environment tag. You'll find it under the diffuse and multipurpose maps but above cubemaps.


R93 you are mistaken here. Stock engine uses normal Maps but only on the BSP, and only when a dynamic light source is shining on it (flashlight for example). The dynamic light source gives the position and direction that's needed to calculate the distortion on the model.

They do not appear on any dynamic objects however, such as the warthog or assault rifle.

OpenSauce allows for normal Maps on dynamic objects, and also allows normals to always appear on the BSP by using DLMs. These are lightmaps rendered from multiple directions on each face of the BSP model, which estimates the position and directions needed for calculating the distortion.


Quote: --- Original message by: rcghalohell
Quote: --- Original message by: Kinnet
Make sure you convert it to a editable mesh before exporting.


ive always done it in either poly or mesh and never had a problem, no clue why people do just mesh


Depends entirely on the exporter you choose to use. Some can support poly, some cannot. Some can support Stack Modifiers, some cannot. To be safe, always better to collapse all stacks to an editable mesh when possible.

Halo CE Technical / Map Design » - Custom biped issues - Aug 26, 2017 02:53 PM (Total replies: 1)

Quote: --- Original message by: vanya_krut8
(Though I get a 'warning' about some verts being weighted by more than two bones, but I don't see how that's a problem at all.).




That's your problem. Also you're using a different frame, be sure to import an existing biped, delete the actual mesh and use the underlying bone structure to rig your custom biped.

Change the Max Bone Affect limit to 2, Halo cannot have anything more than that.


Yeah I'm just being a negative nancy. Love the toolkit, hate having to install anything on my PC. Just joking around is all.


Forces users to install python to make pushing out updates easier.

User's cant update due to bugs with Python.

Halo CE Technical / Map Design » Tool or 3DS keeps breaking my map!! Aug 16, 2017 12:46 PM (Total replies: 7)

Some materials were originally set up to be RENDER-ONLY, which means they are not included for collision. Sometimes a piece of glass may be setup to have render only geometry behind it. Sometimes a material is marked Double-Sided, which will render geometry on both sides. There are special characters (!,$,#,%) that denote these. Check the HEK tutorial included in your CE folder to see more information about these.

The materials should not have errors. It's the geometry itself, or the materials need to be setup as mentioned above.

Don't give up!


If I can connect this;


You can connect what you're trying to!

Halo CE Technical / Map Design » Tool or 3DS keeps breaking my map!! Aug 15, 2017 09:00 PM (Total replies: 7)

The WRL imports over your existing geometry. The .WRL file has the color coded triangles, import it with ALL checkboxes unselected. Once it's in, if there's a red/orange whatever color triangle, it represents a triangle on YOUR model that it should line up with 100%.

If you just import/export a stock BSP it'll crash because there are no sky-faces imported alongside it. Your model must be fully sealed by using the material +Sky. Almost no BSP importers will not include this geometry.

If the triangles in the WRL are not matching up to your model, be sure you're compiling/saving the same version and that you don't have two files or any issues with UAC on Windows. (Run as Admin)

So, when you import the WRL, and it places a red triangle overtop of your mesh, there is a triangle that makes up your mesh that has the error.


If your model is sloppy it'll be full of errors. Only some are Tool-breaking, many can be "ignored" which will lead to minor UVW/Collision errors that may not even be noticeable.


IF you haven't figured it out still, your next post here needs screenshots of your model with the WRL file already imported, so that we can see what we're dealing with.

Halo CE General Discussion » Cannot join most of the servers Aug 15, 2017 02:54 PM (Total replies: 14)

I'm gonna re-iterate what I said in the CMT thread; After 10 years in the community, on HaloMods, HaloMaps and ModHalo, the only issues I had were the ones I caused.

If you weren't acting like a twat before they threatened you, you certainly are acting like one now.

If you act like a twat, you should expect to be treated as one. If you're a mature adult who realizes that this is a hobby that won't turn into a career, and come here to help and share information without being a tool about it, you should expect people to respect you.

They were all going to dox you, you keep saying that again and again. Why don't you explain to us what it is that made them want to do that? Something tells me it didn't happen like this;



Halo CE Technical / Map Design » Tool or 3DS keeps breaking my map!! Aug 15, 2017 01:43 PM (Total replies: 7)

Quote: --- Original message by: Halo Noob Modder117
Guys seriously when I try to convert my complete JMS into a BSP tool gives me a bunch of red errors. When I open my OBJ in 3DS and import the WRL dozens of random crap keeps appearing around my BSP that wasn't originally there and ALWAYS appears when I either create the JMS or compile in tool. What the hell is going on?

All I'm doing is combining some extra rooms in A10 but it seems once I export as JMS something breaks...

I know 3DS or Tool is doing it because I tested stock BSPs and they can never compile so something is going wrong in these final stages. I import the WRL and the same errors keep appearing so the JMS exorter might be creating these red error triangles or whatever they are.



The Red/Green/Orange/Pink triangles are representations of error in YOUR geometry. They are generated by TOOL when it comes across errors.

You have open edges, multiple edges, overlapping edges, or something similar. Your geometry is broken, those colored triangles show you WHERE it's broken. You still have to identify and fix the underlying problem.



Halo CE General Discussion » CMT RETURNS! New project and team details inside! Aug 15, 2017 12:10 PM (Total replies: 12102)

Quote: --- Original message by: MEGA_VKNG

more like modding any game is a death sentence. Why should I risk my own private life to have a useless hobby only to get harassed for it lmao
Edited by MEGA_VKNG on Aug 15, 2017 at 12:26 AM


Ive modded this game for tenyears and have never been threatened. Sounds like you acted like a twat and someone threw it back at you. In a few years when youre an adult you'll realize that none of this matters because you cant pay rent with your e-penis.

Halo CE Technical / Map Design » Twinkling Star Effect Aug 13, 2017 07:34 PM (Total replies: 1)

Quote: --- Original message by: Dabouss 15x
I am making a custom sky tag for Project Warhawk (See Project Warhawk Alpha Update Topic for more on the project.) and I was wondering how do you make the stars in the sky twinkle? (As an example the stars in the dusk and timberland sky tags) Any advice is much appreciated!


Layers and texture translations.


Basically, The stars are on bottom and overtop is a black bitmap with a cloud texture in the alpha. This texture is then translated or rotated; when the alpha sections overlap the stars they go out for that moment before popping back in after the alpha passes.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Aug 13, 2017 11:34 AM (Total replies: 12102)

lol @ all you liberal crybabies still upset your girl didn't win.


@SeL don't get too excited; the tagset is incredible complex to implement into a mod

Halo CE Technical / Map Design » Bsp teleport switch not spawning player? Aug 13, 2017 11:23 AM (Total replies: 7)

The two BSP models should overlap, so that wherever your trigger volume goes exists on both BSP sections. Otherwise when you swap the BSP, your character is outside of it and may be getting deleted because of that.

You may be able to circumvent this if you teleport the player first, but I can't be sure.

Halo CE General Discussion » [BETA RELEASE] Refinery 0.7 Aug 5, 2017 05:16 PM (Total replies: 63)

CMT's BSP and Scenario tags will also required their CMT hacked version of OS_Sapien in order to open. You should be able to add their weapon tags without it.

Even with CMT's hacked HEK set, it still crashes from corrupted tags fairly often. The game engine can handle a lot of bad snips of code running that the editor can't control.
Edited by DeadHamster on Aug 5, 2017 at 05:16 PM


Time: Sat September 23, 2017 2:26 PM 562 ms.
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