||Jan 29, 2009 01:49 AM
||Jan 12, 2018 02:23 PM
||Yesterday @ 07:01 PM
|What Games do you play:
Send Private Message
OrangeJuice has contributed to 1870 posts out of 465241 total posts
(.40%) in 3,279 days (.57 posts per day).
20 Most recent posts:
The permissions error can be one of two things(that I can think of right now)
Halo Custom Edition (haloce.exe) is still running in the background (it does that sometimes, it'll be in task manager)
Sapien(certain versions of it) is still running
You're using Windows vista or 7 home edition and need to run command prompt as administrator (because it does the virtualstorage thing)
Edited by OrangeJuice on Jan 12, 2018 at 02:36 PM
Oh and yeah, these can be avoided too. I figured it out a while ago that if you install older games like this(old games that need admin privilege to run) outside of the program files folders (I use C:\OLDGAMES ) You can avoid needing certain privileges to do things like launch the game or record save data.
And it works on the HEK
Edited by OrangeJuice on Jan 12, 2018 at 02:36 PM
Under guerilla did you set the map to multiplayer in the .scenario file?
Also if you're trying to load the map through the console instead of going through the menus the proper commands would appear like this:
for multiplayer maps
sv_map mapname "slayer"
for singleplayer maps
(also, a singleplayer map spawn should not have multiplayer properties or a team number above 0 unless you're messing with AI alliances)
Edited by OrangeJuice on Jan 12, 2018 at 12:04 AM
try a hac_flush_cache in the ingame console
I'm still putting stuff together piece by piece, It's just for later
I'm just trying to figure out which setup is used for which textures. Because images ripped from bitmaps tend to come out the way guerilla interprets it rather than how they're meant to be imported through tool.
For image permutations I'm talking about the kinds of multiple-use images where you can choose which image gets displayed by requesting it in the tags. Guerilla makes these look like they're meant to be laid out vertically.
For animations, I mean the image sequences that play automatically and are based on the functions and stuff used in stuff like the self-destruct screen in the maw's scenery tag. Guerilla makes these look like they're meant to be laid out horizonally. (like the shield hit bitmap)
Wondering if I'm correct or not
Edited by OrangeJuice on Jan 10, 2018 at 03:41 PM
Is this correct?
(About image permutations being up>down And animation sequences being left>right)
Try quickslicing it into mesh regions and portaling along the borders?
And maybe give yourself a walkaround of your level regarding the possible places your player can stand. Perhaps you have too many portals visible to the player at one time
Edited by OrangeJuice on Jan 10, 2018 at 02:31 PM
What is the lowest amount of VRAM you guys use when playing Halo custom Edition?
Is that one giant, single mesh?
Can always try the old crash bandicoot method of adding more geometry to render less geometry
Edited by OrangeJuice on Jan 9, 2018 at 04:58 PM
IMO poly-for-poly remakes of an original model are still rips to me
Isn't OpenSauce open source? Why not just nuke the problem for good?
If you're trying to open stock, unmodified b40 in OS_sapien, it won't work because os sapien can't read one of the tags that regular sapien can. (bad programming )
Try opening it in regular sapien(if you aren't already)
Edited by OrangeJuice on Jan 4, 2018 at 07:22 PM
the TLDR version of it is that Halo Custom Edition has no animators. At least none who know the ins-and outs of the animation graph system even though it is properly documented in the before you ask topic
(Trying to keep 100% of everything 1:1 with the original is what killed the zelda maps. Porting all of those terrible... terrible.. 3d rips was muy complicado )
Why, you planning to make a replica map?
Edited by OrangeJuice on Jan 2, 2018 at 04:05 PM
Install msxmlenu.msi from Halo Custom Edition\\redist
Or from your Halo PC disk
Edited by OrangeJuice on Dec 9, 2017 at 07:44 PM
It was the North Korean style hourly preaching that ticked me off.
Mission Accomplished, update autonomy?
Compile your detail maps as (usage: detail) instead of (usage: default) so that they don't look so tile'y from far away
Edited by OrangeJuice on Oct 25, 2017 at 02:50 PM
Man, those don't look any better than 256x256 textures. And you can just fake the corroded'ness with detail texes
HaloPC and CE are really old games, if you don't update them to 1.10, they often choose not to run at all on new hardware
Oh and the bare minimum amount of maps needed to run HaloCE(properly) are:
(and I forgot what fixes the rainbow artifacts(if the 1.10 patch doesn't. I assume it fixes it))
Edited by OrangeJuice on Sep 29, 2017 at 10:27 PM
Why do lightmaps use a completely different UV Unwrapped map set forcing me to decompile my BSP for multiple passes through 3dsmax instead of just being unified so that I can model, UVW, and bake lightmaps ALL IN ONE SITTING ?
Any technical reasons?
Edited by OrangeJuice on Sep 26, 2017 at 06:28 AM