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Viewing User Profile for: Storm
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Joined: Dec 19, 2011 12:23 AM
Last Post: Aug 2, 2019 08:11 AM
Last Visit: Aug 11, 2019 07:42 AM
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Occupation: Professional s__tposter
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What Games do you play: H2V, Halo CE, Mass Effect series
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Storm has contributed to 377 posts out of 469344 total posts (.08%) in 2,831 days (.13 posts per day).

20 Most recent posts:
Halo CE General Discussion » Release: Really big BSP Aug 2, 2019 08:11 AM (Total replies: 22)

Quote: --- Original message by: Pepzee
I agree, that is a big BSP. I don't think that should stop it from being a regular .map file though? I mean we had coldsnap, hugeass, and extinction way back in the day. Those maps had waypoints measuring in the kilometers, from the screenshots I only see a mere 600 meters.


I'm not sure if it's my absolute mess of a directory or just tool but when I compiled the scenario it wouldn't work. Halo seems to have a 12mB bsp limit for a scenario to compile, and this BSP is a 14mb file.

Halo CE General Discussion » Release: Really big BSP Jul 26, 2019 06:58 PM (Total replies: 22)

I'm releasing a really big BSP. Note: at it's current size the BSP won't let the scenario compile into a regular .map file. You can use refinery to extract tags from the .yelo file.

Here are the links

Max file: https://drive.google.com/open?id=1K27_tf3ZYqWNam0oXPm1lAVT1EgnyuaK
Yelo file: https://drive.google.com/open?id=1UbDXo9VIDVaV9y1Ilc1mw_5sTz40W9CC



Edited by Storm on Jul 26, 2019 at 07:08 PM

Halo CE General Discussion » Best of the best Jul 14, 2019 09:02 PM (Total replies: 1)

Hey Guys! I'm in the middle of re-modelling major sections of the mod I've been working on for the past few months. It's going to be a huge, open world and I want to use it to show case some of the best of the best CE has to offer in terms of multiplayer and singleplayer maps. I've already got a list of things I want to include in the world, but I also want suggestions from everyone else. I only have small criteria what I'm working on

1. The map must be able to fit in a grassy mountainous area
2. It must feature a unique prominent structure (i.e. Portent)
3. Preferably contains forerunner or unsc buildings
Edited by Storm on Jul 14, 2019 at 09:03 PM


Quote: --- Original message by: not giraffe
Quote: --- Original message by: SBB_Michelle

Quote: --- Original message by: not giraffe
Quote: --- Original message by: SBB_Michelle

We have:
  • A lovely cute-animals channel

Catering to furry/zoophile freaks?


Nope, just cute animals. The type that everyone likes.

https://i.imgur.com/Zkc0oiU.png
Edited by SBB_Michelle on Jun 13, 2019 at 03:02 AM

If someone were to start awooing in that channel, it'd be fair to expect them permanently banned, right?


I'd prefer it if their internet pass was revoked.

Halo CE General Discussion » does anyone still play halo ce with os? May 24, 2019 09:43 PM (Total replies: 7)

My map won't compile without 0s extensions. Safe to say I need it.

Halo CE General Discussion » Halo: The Master Chief Collection Coming to PC May 23, 2019 06:40 PM (Total replies: 77)

Honestly all I want is a Halo 3 Editing Kit as free as Halo CE's kit. Don't need 4 or Reach.

Plus, not gonna lie, it'll make my life so much easier than it is right now.


Being Australian sucks right now

Halo CE Technical / Map Design » Carry globals between missions Jan 15, 2019 09:52 PM (Total replies: 2)

Is there a way to carry globals in between missions using HSC? I'm trying to make it so data from one mission is carried over to another but I can't seem to figure out a way.

Has anyone tried this or figured out a way?

Halo CE General Discussion » Grounded: A Halo Story teaser Jan 2, 2019 02:31 AM (Total replies: 2)

If you like what you see you should wait until I get more done.

https://www.youtube.com/watch?v=muHajrWBTD0


Maybe practice taking on criticism and community suggestions on what to practice.

So, you know, maybe jump into 3ds max and make a map. Stick to it. When you try to compile it and it doesn't work, import the WRL. Fix the broken parts. Try again.

Halo CE Technical / Map Design » Unwrap error during radiosity Dec 18, 2018 12:15 AM (Total replies: 2)

Thanks man! Solved!

Halo CE Technical / Map Design » Unwrap error during radiosity Dec 17, 2018 05:06 AM (Total replies: 2)

I've had some issues when trying to unwrap the ground the a BSP I'm working on. I've correctly unwrapped it all, ensuring no surfaces overlap. I tested the process on a smaller chunk and it all worked fine but I am consistently getting this error during lighting and not compiling.

radiosity error: degenerate triangle [or triangle with bad uvs] (see blue in error geometry)


I've opened the WRL yet there is no blue geometry that actually relates to my bsp. I'm perplexed as to what the issue actually is.

For reference, I'm going to make a list of all things I believe are of note and some steps I've taken to try and remedy this problem.


  • I have made a huge BSP. It is 47k polygons and 140k verts over estimated 756000 square units (I have quite a few portals.)

  • There are some "ponds" that are a part of it using the !<material> extension. There is also a base water level as well. I've removed both of these items from the BSP during export and there has been no change.

  • I've done a UVWMap Box of the entire map except for the ground to try and solve any missed polygons during the modelling process but not no avail.

  • There are caves in the BSP but they use seperate materials

  • Parts of the unwrapped area directly touch the +sky material

  • I currently have no exactportals

  • The geometry is populated midly by scenery

  • When I do a box UVmap of the entire area (not unwrapping the ground) the lightmaps compile fine



I am genuinely perplexed and this issue has been driving me bonkers.
Edited by Storm on Dec 17, 2018 at 06:53 PM

Halo CE General Discussion » CE3ish Video Casting Call Dec 15, 2018 05:00 PM (Total replies: 24)

You bet your ass I'm down for anything like this.

Halo CE General Discussion » Omega Campaign Released! - player feedback Nov 1, 2018 03:44 AM (Total replies: 14)

Quote: --- Original message by: the concerned thros
I'm gonna turn this to a Halo 3 mod.


Go ahead. Just keep the jackal shields looking pretty.

Quote: --- Original message by: lightsout
Made an account just to post a "review" on the mission. Modding CE nowadays truly is a thankless job, so the least I could do was offer my thoughts. I thought it was really good. It had a really smooth flow, the landscaping and internal areas were very well crafted and the enemy placements and numbers were just right. Nothing too overwhelming for the sake of "difficulty". Only custom assets I noticed were the jackal shields and the elite energy shields. Not that I mind, CEs sandbox stands great on its own and there were no weird and unfitting mixes of artstyles. My favorite aspect was definitely the battlefield composition. The variety, the multiple paths and little secret entrances/holes added the depth that vanilla CE is known for. I also appreciated some small details, like the covie corpses before the Flood attack. Best part for me was the "One Final Effort" segment, with the "uphill" battle against the covie turret. Felt like I was playing a Bungie level at that point. The story was pretty standard. Voice acting was pretty good for a fan project (the AI gave me some "If the Emperor had a TTS" vibes, which is always a big plus). Overall, it was very enjoyable and I will definitely add it to my annual "every Halo campaign/great fangame" marathon. Seriously, thank you for making this. I'm certainly looking forward to any future missions/projects by you. Take care.


Thanks man! It means a lot and I'm glad you enjoyed the mod!

Halo CE General Discussion » Omega Campaign Released! - player feedback Oct 30, 2018 09:00 PM (Total replies: 14)

Quote: MMMMM BOIIIIII GUESS WHAT TIME IT IS!

It's time to get out of bed, bash your face on the desk and skip breakfast. Download this god damn map, enjoy the <dennis profanity filter> out of it, and sit around wondering what to do with your life.

If you have no idea how to run a Halo Singleplayer map, first of all, why are you here? Secondly, I've included a readme with a short tutorial.

Also, all the dev files are in there. Tags, scripts and even JMS files. All Max files included are 2016+

https://www.mediafire.com/file/78e1iw1e328h593/omega.zip/file


Hey guys, thanks so much for trying out Omega. If you have any feedback, please leave it here. There will be a sequel to this later on, and all feedback will be used in that huge project!

Halo CE General Discussion » The Omega Campaign Oct 30, 2018 08:56 PM (Total replies: 85)

MMMMM BOIIIIII GUESS WHAT TIME IT IS!

It's time to get out of bed, bash your face on the desk and skip breakfast. Download this god damn map, enjoy the <dennis profanity filter> out of it, and sit around wondering what to do with your life.

If you have no idea how to run a Halo Singleplayer map, first of all, why are you here? Secondly, I've included a readme with a short tutorial.

Also, all the dev files are in there. Tags, scripts and even JMS files. All Max files included are 2016+

https://www.mediafire.com/file/78e1iw1e328h593/omega.zip/file


Literally just commenting on this so people remember it exists if they need help! (Dennis pls no lock)

Halo CE Technical / Map Design » Checking global events Aug 29, 2018 08:44 AM (Total replies: 1)

So I'm testing out a script to create player progression. I can't figure out how to make the script compile where it reads the global "player_experience" as a function in a sleep or condition statement. How would I go about doing this?

(global "short" player_level 0)

(global "short" player_experience 0)

(global "short" exp_gain 0)

(script continuous level_up
(sleep_until (= (player_experience) 5) 1)
(show_hud_help_text 1)
(set player_level 2)
(hud_set_help_text level_2); and repeat until like level 15 or 20
)

(script dormant test
(if (= (ai_living_count enc_test) 0)
(set player_experience (+ 0 5))
)
)

(script startup game
(ai_place enc_test)
(wake test)
)



What about it?

Halo CE General Discussion » The Omega Campaign Aug 27, 2018 09:14 AM (Total replies: 85)

https://youtu.be/8DVpdpiUkKU

I promise it's gonna be done soon.


Time: Wed September 18, 2019 1:58 AM 203 ms.
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