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SBB_Michelle has contributed to 395 posts out of 468001 total posts (.08%) in 1,105 days (.36 posts per day).

20 Most recent posts:

Compressed animations can not be extracted properly. They are fine in tag form, but we can't load them into 3dsmax. We've looked into the format a lot of times. We're almost there on how to do it, but there is just one gap in our knowledge about them that throws all rotations off. And maybe I could fix that if I understood how quaternions worked, but I don't.

Halo CE General Discussion » Halo Reach Tagset Released! Today @ 04:46 PM (Total replies: 7)

Quote: --- Original message by: SOI_7
Why would someone download this when you can already rip everything with Adjutant on your own?

Because porting stuff into the game that you didn't make sucks the life out of you. This is why altheros is barely a living being anymore.

Do it, no balls.

Send them over to me. I won't take credit. I'll make a video detailing me fixing them, how, and why. Then release that and the files.
Edited by SBB_Michelle on Nov 9, 2018 at 02:59 PM

Halo CE General Discussion » Rigging Face and Mouth in Bipeds Nov 8, 2018 07:24 PM (Total replies: 9)

Each biped animation set (referenced in the biped tag) that has accounted for a mouth has an overlay animation with two frames. The first frame has the whole body in the normal position. The second frame has the mouth/mandible bones moved into the position of how far the 'mouth' should be open at max openness. For the marine this is the ponytail bone (I think), for the elite these are the mandible bones.

It doesn't look for vertices, it just moves the bones into a position between the two frames in the speaking overlay that is appropriate for how loud the dialog sound currently is. And that moving of the bones moves the vertices.

How loud it is is looked up each tick from the mouth data, which is just a value from 0-1 or lowest to highest. That value for the current tick determines how close to either frame frame the position of the bones should be.

The mouth overlay is called talk, with the name of the respective unit before it. Ex: 'stand talk'.

Halo CE General Discussion » Rigging Face and Mouth in Bipeds Nov 7, 2018 04:37 PM (Total replies: 9)

Models with no mouths do not need anything rigged to the mouth. This goes for any type of missing part of any model.

Halo CE General Discussion » Multiteam bipeds - map & scripts included Nov 7, 2018 04:34 PM (Total replies: 5)


Halo CE General Discussion » Multiteam bipeds - map & scripts included Nov 6, 2018 01:54 AM (Total replies: 5)

Uhh, if you're doing this correctly it should not need a client script to work properly afaik.

I'll gladly be a normie any day based on what you're posting.

Halo CE Technical / Map Design » Encounter Actor variance? Nov 5, 2018 07:47 PM (Total replies: 2)

Can and should be done in sapien.

Halo CE General Discussion » Dissapointed By CMT SPV3 Developers Nov 4, 2018 01:14 AM (Total replies: 5)

Oh man, apparently when a timezone change happens halomaps does weird stuff. I love it.

Halo CE General Discussion » Dissapointed By CMT SPV3 Developers Nov 4, 2018 01:12 AM (Total replies: 5)

Rabbit, **** off.


Halo CE General Discussion » CMT isn't really CMT anymore Oct 21, 2018 04:52 PM (Total replies: 9)

Halo CE will only die if you let it.

Halo CE General Discussion » Change physics back to normal? Oct 21, 2018 04:50 PM (Total replies: 3)

You'd have to make a new map. If you change it in this map the checksum changes and clients won't be able to join. And if they were able to join they'd design as their game would still try to make their bipeds more fast and jump high.

Halo CE Technical / Map Design » 3dsmax8 CAD Animation exporter error Oct 21, 2018 04:48 PM (Total replies: 3)

Move to a 64bit version of 3dsmax, it sounds like it's running out of memory. max 8 is 32bit, 32bit means only 2-4gb of memory is accessable. Or try waiting to see if it responds after a few minutes.

Unexpected end of file means the exporter never finished writing all the animation data to the file.

Try adding -use21 to your shortcut's target.

Halo CE Technical / Map Design » The alpha channel recolouring method? Oct 21, 2018 04:44 PM (Total replies: 3)

Thinking about making one accompanied with a write-up this week.

Halo CE General Discussion » How about an INTERIOR level/bsp tutorial? Oct 15, 2018 10:16 AM (Total replies: 23)

Make sure to convert to editable mesh when exporting.

Halo CE Technical / Map Design » Any Stock Tags Lying Around? Oct 15, 2018 10:15 AM (Total replies: 9)

Yeah, the bitmaps have to be bigger as tool checks bitmap size to see if it matches the resource map. And these are different, so we don't want to lose them on compile.

Time: Mon November 12, 2018 8:26 PM 219 ms.
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