MrChromed has contributed to 294 posts out of 469695 total posts
(.06%) in 2,480 days (.12 posts per day).
20 Most recent posts:
Quote: --- Original message by: Halo CE Noob Modder117
Can someone please explain how to properly set BIPED regions and permutations?
This information is virtually non-existent.
Sorry for the off-topic question but, haven't you tried joining CE-related Discord servers? I mean, you're one of the very few people that keep using this forum, and a lot of us have left this place for different reasons. You can find really useful Discord servers with channels made for modding help.
I suggest you to join "Halo CE Reclaimers", a modding-focused server (which I'm part of btw): https://discord.gg/k6Q4JBp
Edited by MrChromed on Jan 12, 2020 at 04:47 PM
Best quality lightmaps would use these settings:
tool lightmaps <scenario> <bsp-name> 1 0.0000001
Quote: --- Original message by: DOOMMARINE
has that been updated yet?
sbdJazz, Sled, JerryBrick and I have been working (really slowly) in an upcoming update (UUI 2.0). As you can see, none of the original developers are involved in the project, but that doesn't mean we can't make a new version (anyways, it can be considered an "unofficial" one, maybe?). Anyways, we're not newbies at all.
- sbdJazz has developed the SPv3 UI.
- Sled Jerry and I have developed the "Halo CEA-style" UI.
We hope to restart the project as soon as possible, after we're done with our current and side projects
Edited by MrChromed on Aug 13, 2019 at 10:26 PM
Don't delete anything. I hope you have a backup from that scenario (A10). If not, re-extract the .scenario from the Refined campaign without recursive mode, since you already have its dependencies in the tags folder.
Now, download this: https://drive.google.com/file/d/15VN8SO_Ic7c6sgw8majYfzGJaJpChRbt/view?usp=sharing
What is it? It's the "editor" folder. You need to place it in tags\ui (the .7z has everything set up correctly, so you will see a "tags" folder once it's extracted. Combine it with your current tags folder).
The "editor" folder contains the visual markers that are drawn in Sapien when you want to place objects. That folder is only present in the HEK install, so you'll always need that folder once you extract maps (the maps don't contain that folder when compiled).
I hope this helps you. Let me know if it worked, please.
Edited by MrChromed on Jul 30, 2019 at 01:16 PM
Sled, JerryBrick, sbdJazz and I (MrChromed) have been working in a future update for the UUI. This could be considered "unofficial", since none of the original developers are on this project, but we're doing our best to bring up a nice update. Jazz is currently occupied working for the SPv3 project, while Sled, JerryBrick and I were working in the "Halo: Custom Edition Anniversary UI" project (the project that Kal El posted above). Greetings
As Masterz said, we've been working with that new UUI. SbdJazz, Sled, Jerry Brick and me are the developers of that project. UUI2.0 is currently on hold, since Jazz has been working with UI elements for SPv3.2, and, in the other hand, Jerry, Sled and me have been working with the "CEA-like" UI, including support for high quality textures, language selection (english and spanish), new UI settings using our "User Interface Controller" or "UIC" (we use the "CIU" sigle, and it stands for "Control de Interfaz de Usuario"). If you're interested in that project, you can take a look at:
The current available version is a bit old and "ugly" compared with the new one, so don't download it. Instead, wait for the upcoming version, which includes a lot of new features and fixes, as I said above.
Edited by MrChromed on Nov 5, 2018 at 05:46 PM
Yeah, I already edited the previous message. Thanks for pointing that out.
Quote: --- Original message by: MrBoringCom
hey masterchief117, i think your remastered map doesn't work anymore
Could you be more specific? Btw, if you use Chimera, you need to use the "chimera_modded_stock_maps 1" command in order to keep using modded stock maps with Chimera.
Edited by MrChromed on Sep 5, 2018 at 10:07 PM
It's exactly what Spartan314 said above. In SPv3, we just emulated the "ragdoll" physics in order to give a more realistic perception. Halo: Combat Evolved (and so, Custom Edition) doesn't support ragdoll physics. Instead, it uses "Inverse kinematics" physics (IK).
Why don't you use FXAA instead? Of course, isn't as accurate as real AA, but you get a decent result. The only disadvantage comes when the image gets a bit blurry. You can use FXAA if you have a GeForce card. Google it!
Most of the current videotutorials showing the process are in spanish, so you won't understand a thing. Besides, all of those methods have significant bugs and glitches they don't even bother to fix by themselves, because they don't know how since they just swap tags and that's it. Even Kavawuvi stated that Proton was never finished, and so, you'll get some bugs.
Aegis Mind managed to do a really decent job by using this method in order to create noise-free sounds. The file size worth it.
Nice! I thought you were dead (not literally, but in modding terms). It's always nice to see somebody coming back. Keep up the good work, it's hard to see custom projects these days.
I don't want to be mean but, is it that hard to post some pics from your map? If you wanna promote your project, you need some visual incentives at least.
Oh, and this happens when you clic on the link...
Quote: --- Original message by: MosesofEgypt
Refinery has the same tool as mozz when viewing bitmaps in it, so it can also extract from maps.
Oh yeah, I forgot the "data extraction" feature. My bad.
Reshirom, you can also use Refinery to open existing .map files and extract textures from them.
I don't suggest to use such an outdated tool. You can just use MEK (Mozarilla, to be exact), or even Adjutant, since the V4.2 supports HCE maps too. In the case of Adjutant, you need to open .map files in order to extract textures, while with Mozarilla, you just need to set your "tags" folder location and open the .bitmap files to save them as DDS, TGA, PNG or .BIN (raw format).
MEK (requires Python): https://cdn.discordapp.com/attachments/441425266523504640/441496782485323776/MEK_Installer.zip
MEK Essentials (.exe format, doesn't requiere Python, but it only has the 3 main tools): https://cdn.discordapp.com/attachments/441425266523504640/474639272754806794/MEK_Essentials_Setup.exe
Much better results. You just need some more tweaks and improvements.
PS: Try to connect to Discord more frequently if you want some more help in real time. You're on our "HCE Mappers Noobs" server, so you'll find me in there.
Some people tend to make these kind of mistakes while making normal maps for the first time. The reason your normal map looks like that is because you're using the diffuse texture in order to create the normal. And so, your normal map texture will contain a lot of "noises" and unnecessary details. Try to create the normal map from a "heightmap", which is a greyscale texture that will only contain the necessary details and info.
I'll use an example using the original textures that are included with the HEK's installation (data\levels\b30\bitmaps). If you're making the normal map from the diffuse, you'll probably get something like this:
But, if you make the normal map from the heightmap, you'll get this:
As you can see, the heightmap helps you to isolate unnecessary details, and you'll get a better result. You can see some tutorials of how to make heightmaps, or you could experiment by your own with Photoshop (if you use it, of course). I hope this can help you to understand this.
Quote: --- Original message by: Anqryboy
...is there somewhere I can get this file?
You can get all of the necessary files from Halo 2 and later games at: https://haloce3.com/xmf/
The original "post-carnage report" texture uses a resolution of 1024x512px, but in fact, the "table" itself is contained in a 640x480px space. Basically, the rest of the entire texture is just blank space that can't be used. Since the table was made for the Xbox (and so, 4:3 aspect ratio monitors), you can only create a texture of that resolution and, in the exact same location as the original (upper left corner).
This is a template:
This is the original texture:
Finally, once you have your new "post-carnage report" texture compiled, open your current .hud_globals (usually, it's located in ui\hud\default.hud_globals), and use the current location of your texture in the "carnage report bitmap" field, which is located at the very end of the .hud_globals.
Edited by MrChromed on Jun 18, 2018 at 12:26 PM