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Blublaze94 has contributed to 63 posts out of 469389 total posts (.01%) in 2,392 days (.03 posts per day).

20 Most recent posts:
Halo CE General Discussion » Is This Still a Thing? (Arsenic Re-Release) Aug 11, 2019 07:46 PM (Total replies: 3)

Not sure if anybody out there is still bothering to try to convert Halo CE to Xbox. But I keep running into this on my backups and would hate for this to be lost to the world after I got permission to release it (admittedly years ago now..oops.) In the link below you will find an updated version of Arsenic (The Halo CE to Xbox Converter.) This is an updated version (Version 3.0.0.0) that has never graced the internet with it's presence until now. CLuis was very kind to work with me over a span of a few months to work out a bug in which Single Player campaign conversions never had a chance to work due to freezing because of some unknown issue. I'm sure CLuis knows given he fixed it, but I was simply happy it was working and didn't ask questions.

But here it is, have fun.

http://www.mediafire.com/file/h4ps9p09dvxbglt/Arsenic_%2528Fixed%2529.zip/file

Halo CE General Discussion » HaloMaps.com is back online! Dec 1, 2014 05:39 PM (Total replies: 40)

Quote: --- Original message by: SS Flanker
So what is going on?

I'm pretty much content with .org
Basically, HaloMaps.com is the equivalent of HaloMaps.org but with its main focus on Xbox content. Halo CE > XBOX, Halo 2, and LAN gaming over XBConnect or Kai. Check out the site, you can kinda see what I mean.

Halo CE General Discussion » HaloMaps.com is back online! Dec 1, 2014 02:09 PM (Total replies: 40)

It seems like not many people have noticed as of yet, but for anybody who might be as excited as I am... HaloMaps.com is back online! Now I might get a chance to be a part of a community that I was unfortunately never able to be before. If you've got interests in custom halo content on Xbox go check it out! http://halomaps.com/

Halo CE General Discussion » Halo Combat Evolved extracted Xbox data Nov 10, 2014 10:18 AM (Total replies: 40)

Yes.

Halo CE General Discussion » 3DS Max Version: Best for my purposes? Jun 16, 2014 12:18 AM (Total replies: 11)

So at my school I have access to the student version of 3DS Max. I can choose 2012, 2013, 2014, or 2015. In your opinion, which would be best for map making? Thanks for your help!


I really like the Halo 3 Scarab idea as well. It would give a neat twist to it... to see it climbing over the streets and buildings of Mombasa.


And (if) failing that... will there be any new hype coming to the existing scarab portion of the game?


I have also removed the text from this post so as to keep the project more on the downlow and protect it. The project is not dead, it's just hush hush. When it comes out no one but those of you who were here originally will have seen it coming. (MUCH SURPRISE. SO SUSPENSE. WOW!)
Edited by Blublaze94 on Apr 14, 2014 at 06:35 PM


What videos are you talking about?


Awww.. I was so looking forward to Flood Juggernauts pushing me around on those narrow walkways...


I have also removed the text from this post so as to keep the project more on the downlow and protect it. The project is not dead, it's just hush hush. When it comes out no one but those of you who were here originally will have seen it coming. (MUCH SURPRISE. SO SUSPENSE. WOW!)
Edited by Blublaze94 on Apr 14, 2014 at 06:35 PM


True that it hasn't came. But doesn't mean I am not hoping for it too. That is at least, until Halo 2 Anniversary Edition comes out for Xbox One. (lol)


Is this still being worked on like it was originally? What's the status of the levels in the original screenshots? I'm sorry, but I only get to check this forum once ever couple months and reading back I didn't really see much relative information other than that you may need someone to write scripts.


I have also removed the text from this post so as to keep the project more on the downlow and protect it. The project is not dead, it's just hush hush. When it comes out no one but those of you who were here originally will have seen it coming. (MUCH SURPRISE. SO SUSPENSE. WOW!)
Edited by Blublaze94 on Apr 14, 2014 at 06:34 PM


I have also removed the text from this post so as to keep the project more on the downlow and protect it. The project is not dead, it's just hush hush. When it comes out no one but those of you who were here originally will have seen it coming. (MUCH SURPRISE. SO SUSPENSE. WOW!)
Edited by Blublaze94 on Apr 14, 2014 at 06:34 PM


I have also removed the text from this post so as to keep the project more on the downlow and protect it. The project is not dead, it's just hush hush. When it comes out no one but those of you who were here originally will have seen it coming. (MUCH SURPRISE. SO SUSPENSE. WOW!)
Edited by Blublaze94 on Apr 14, 2014 at 06:33 PM

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Dec 4, 2013 08:18 PM (Total replies: 12123)

I said we already covered the topic, but I didn't say we got an answer. :P

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Dec 4, 2013 07:02 PM (Total replies: 12123)

Will the release be within the... oh, we already covered this... so, how is everyone?

Halo CE General Discussion » The Floods: A friendly request Sep 14, 2013 03:44 AM (Total replies: 5)

So I don't know if anyone noticed or not, but no one who replied to this thread ever actually answered my question. lol.

Halo CE General Discussion » Arsenic Tips for Converting CE > XBOX Sep 13, 2013 11:57 PM (Total replies: 1)

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Moses and I have been hard at work trying to figure out all the quirks and bugs of Arsenic and how to help people better understand it and how to use it. For anyone who has ever tried to use Arsenic, they know that's it a hard tool to get used to and it is unstable as well. So he has created a guide to help others, and ourselves, to better troubleshoot some of the many problems you will run into while using Arsenic. Anyone that has looked knows there is no information on the net that you can find to help you with Arsenic, let alone many download links for the program itself. So to get to my point of posting, here is Moses' tips for converting Xbox > CE. And also please note that he will soon be trying to write a program to help with getting skinned models to work properly too.
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MOSES' TIPS FOR CONVERTING CE MAPS TO XBOX FORMAT WITH ARSENIC

Arsenic does a ridiculous amount of work to get maps to convert over from PC to Xbox. Heck, it even knows for most bitmap tags to appear correctly on xbox that need a special bit of extra data and a 128 flag checked that isn't visible in guerilla. But there are things that it doesn't do that we need to figure out otherwise we'll never get our custom stuff working. This is a list of things I've learned while trying to export Metroid Online's "Maridia".


1: For Halo PC and CE the the channels in multipurpose maps(textures) are used as follows:
Red: Detail
Green: Self illumination
Blue: Specular\Reflection
Alpha: Color Change

For Xbox the Channels are used differently and as such the multipurpose maps will look different. Xbox channels are as follows.
Red: Specular\Reflection
Green: Self illumination
Blue: Color change
Alpha: Detail

These channels MUST be rearranged by YOU because it will not be done for you when you import the .map into arsenic. This means copy the Alpha into the Blue channel, copy the Blue into the Red channel, and copy the Red into the Alpha channel.

2: Since Xbox is (in most circumstances) locked in 480x640 resolution you cannot get a very high resolution. In the .weapon_hud_interface and .unit_hud_interface tags there are checkboxes that say "use high res scale". If these are checked on ANY of these types of tags in your map(even if you don't even touch the weapon the tag is used on) it will freeze at the countdown loading screen. It's also wise to check the "don't scale size" if you have thin reticles or sprites that might become messed up if scaled.

3: Halo CE uses uncompressed vertices for it's .gbxmodel tags whereas Halo Xbox uses compressed vertices. Open a .gbxmodel tag in guerilla and under the "PARTS" block inside the "GEOMETRIES" block you'll see both the compressed and uncompressed vertices. When a tag is loaded into arsenic it uses the compressed vertices to render and when it's exported to xbox it is rewritten as a .model tag which ONLY contains the compressed vertices.

If you can't load a map in arsenic check to see if you can narrow it down to a model tag. If a model has even one "PARTS" block that doesn't have compressed vertices it will crash and wouldn't even have any data to export to xbox anyway. Tool is what writes both compressed and uncompressed vertices and somtimes it doesn't write any compressed. I have yet to figure out why but I think it may be due to high triangle counts in the model.

4: Xbox doesn't seem to like 32bit color bitmaps and usually displays them as garbage. 32 bit bitmaps can also cause crashes depending on where they are used. Unless you know for a fact that your 32bit color bitmap isn't causing a crash(I think skies are able to use them correctly) you should use a different texture format.

5: Monochrome format doesn't work on PC, but it works perfectly on xbox FOR HUD ELEMENTS. This is most evident in hud sprites because tons of Xbox halo's hud sprites are in monochrome. From testing I have determined monochrome bitmaps do not work as expected or at all when used on models. Use monochrome only on hud elements.

6: Hud meter elements are done differently in Xbox. On PC the color channel is the image of what the meter will look like and the alpha is the gradient to mask the image off depending on how full the meter is. If you use monochrome Xbox flips these channels around and the alpha channel is the image and the chromenance channel is the gradient. The reason I wrote this is because it's best to use monochome for meter elements on Xbox because of their color fidelity while being half as large as 32bit bitmaps.

7: DO NOT USE LARGE TEXTURES. A map like "Church" will murder the Xbox like if you tried to play Crysis 2 on it. If you need to use large textures for detail then for the love of god use compression. Don't use 16bit color, 32bit color(doesn't work anyway), or monochrome. Use DXT 1(if you have no alpha), DXT3(if you have an alpha with lots of noise and details), or DXT5(if you have a smooth alpha like a gradient or clouds)

8: If your sky is causing the map to crash refer to tip 7.

9: YOU CANNOT JUST TAKE TAGS FROM HCE AND PUT THEM IN ARSENIC'S TAGS FOLDER. When you load a map into arsenic it not only decompiles the map into tags and writes them into it's tags folder, it actually modifies the way the tags are structured when it writes them. A bitmap you compile with tool and into a map may be 768kb, but when arsenic decompiles the map and writes it the tag may be 750kb or so. If you plan to introduce a new tag to your arsenic tagset you must import it in either a map or as a tagset(I'm not sure how to do this last one cause I haven't done it before.)

10: If your textures look like garbage ingame and are all green or rainbow-y refer to tip 9. If the texture is 32bit refer to tip 4.

11: If your map is laggy or parts of things are disappearing, or if it just won't load check to see how detailed the models are. The xbox only has 64MB of ram for the whole system, gfx card and all. The most detailed FP weapon in original halo is the sniper rifle which is 2,236 triangles. Masterchief's "Superhigh" 3rd person LOD is 2016 triangles and his FP model is 1,612.

This doesn't mean you can stop here. The xbox also makes extensive use of LOD's. LOD stands for Level of Detail and for Halo CE most of us never bothered to make LOD's because our computers could handle it. Xbox can't. You'll need to make lod's for everything except FP models(since they never get distant). Masterchief's lowest LOD goes down to 304 triangles. The sniper rifle goes from 1,380 down to 182 triangles.

12: If you tell arsenic to compile a map and it encounters an error on the way take a look at the tag it's currently reading in the bottom left corner. A lot of the time it'll have an issue with "characters/elite/bitmaps/plasma shield noise.bitmap" and "rasterizer/distance attenuation.bitmap". These are probably due to an incompatability between Halo PC and Halo Xbox's methods of using 3d textures. If it's either of these you are having a problem with just take a working xbox halo map, have arsenic decompile it, and take the tags from there. If it's some other tag you'll have to figure it out yourself or remake the tag because it might be corrupt. ALWAYS look at the bottom left corner because that's where it'll tell you which tag it was crashing at.

13: One reason I've noticed that can cause the game to freeze at the countdown screen is if your "ui\hud\cyborg body.meter" and "ui\hud\cyborg shield.meter" are messed up. The meters used in maridia were blank placeholders and if I didn't swap it with one from a working xbox map it would crash right after the countdown. An empty and BAD one is 236bytes. A working original halo one is around 3KB for the body and 10KB for the shield.

14: Xbox Halo crashes whenever extra layers are added to a .shader_transparent_chicago or a .shader_transparent_chicago_extended. Layers work on .shader_transparent _generic tags though, but might not provide the results you're looking for.

15: Do not save your sound files as anything other than XBox ADPCM. It's the xbox's sound format and anything else will either crash the game or sound like static.

16: If a light is causing a crash check to see if it's flagged as "dynamic". If it's set to be dynamic, but doesn't use a lens flare, uncheck dynamic. It will crash the game if the light tries to illuminate a surface without a lens flare.
Edited by Blublaze94 on Sep 25, 2013 at 05:29 PM


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