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Halo CE Noob Modder117 has contributed to 222 posts out of 469756 total posts
(.05%) in 558 days (.40 posts per day).
20 Most recent posts:
I noticed in some campaign mods that people have done voice acting and used their voice alongside the radio distortion that you hear throughout the game when hearing members of the UNSC are communicating with you, Cortana or themselves.
My question is, how do you do it?
Do you have to extract the radio distortion sound and recompile sound tags?
Edited by Halo CE Noob Modder117 on Feb 16, 2020 at 06:13 PM
Firstly, you cannot edit the map file itself. You need the scenario tag file.
My question to you...
a) are you using Halo Custom Edition?
b) do you have the Halo Editing Kit installed?
If you've answered 'YES' for both questions, you can proceed...
If you have Halo Custom Edition, you can access the Halo Editing Kit and install yourself a Tags folder (or get a more improved and updated one from the user: Moses of Egypt [his tags are on his discord, I got kicked out or my link broke you'll have to ask someone else for it if you want the better tags as the stock ones are kind of broken]).
Once you install the Halo Editing Kit, you'll not only have this 'tags' folder where you can create and or edit the tags you want into a map's scenario file, you'll also get three programs that are critical to undertaking this process:
Guerrilla- A tag creator and editor (I suggest finding Kornman00's Guerrilla as it allows you to fiddle with some aspects that are greyed out in the normal Guerrilla)
Sapien- A scenario populator
Tool- A compiler (which in your case, compiles the scenario file and its tag dependencies into a map)
Now, if you're asking about how to do this and you don't have Halo Custom Edition or the Halo Editing Kit... Well... I guess you cannot do it...
Ok I think I might be misunderstanding something.
Usually with BSPs I NOW ONLY use smooth group number 1 on the terrain and cliffs. All the structures I usually don't apply smooth groups.
I've noticed some 'curved' forerunner structures throughout some base game maps actually are faceted and not have a smooth group applied.
I read somewhere that Halo can only use or should use up to smooth group number 3. I take it that its a load of rubbish?
One other final thing to mention- when completing a BSP in 3DS MAX is it better to export the map as ONE whole object?
OR is it better to separate the BSP into multiple objects by material ID as its like when you first import a BSP into 3DS MAX?
EXAMPLE- On import you get:
Can I export my BSP as:
Where bsp1 is the sky, ground, water, panels, floor etc. all as one object linked to the frame
Edited by Halo CE Noob Modder117 on Feb 13, 2020 at 10:52 PM
Well... This is probably going to be the FINAL 3DS MAX BSP geometry related question I need an explanation for...
Smooth Groups. I read that its a 3DS MAX issue.
When you weld all verts or make or delete faces, the model gets some weird shading problem and once you get it into Halo the map looks disgusting.
So, since there are thousands of maps people have made and many of them don't have this problem, how do you apply smooth groups without the weird black shaded crap happening?
OR- I take it this only happens in old 3DS MAX programs? If I use it in a newer one this wont happen?
It's really weird.
Another easy way to recreate it, make an outdoor section, apply smooth groups and just rotate around the mesh in 3DS MAX and all the structures, ground etc. will get this weird black wave-like effect all over the place.
As seen in this video for those who have no idea what I'm talking about.
Edited by Halo CE Noob Modder117 on Feb 12, 2020 at 08:40 PM
I'll do some experiments and report back if I get both working.
I'm really loving that Halo 2 Anniversary inspired HUD... Looks pretty...
Too bad this level isn't in the UUI!!! *Looks at you UUI authors...*
So is this actually just a firefight arena or an actual campaign mission?
Either way, I'll be giving this map a shot when I re-install OS...
Sucks though I'm knee deep in recording dropship animations now I have to re-update Halo and re-install OS... Tedious...
So I'm using a down-graded version so I can continue making non-os mods and most especially: recording animations as I've read that it doesn't work on newer updates...
Now in saying this...
I want a re-run of CMT SPV3, I want to play the new OS mods that have come out recently and I want to play SOI's new firefight level.
Problem is, does that mean I have to re-update my Halo and re-install OS?
Can I make another folder called Halo Custom Edition OS next to my Halo Custom Edition folder and have both an OS and my old version installed at the same time?
Edited by Halo CE Noob Modder117 on Feb 8, 2020 at 09:35 AM
I got to say... It's been so long I forgot what the ORIGINAL XBOX HALO looked like...
No rainbow glass, no weird shiny reflections on every object, proper jackal shields, dropship effects, shield door and shield textures, proper AR and other normals...
My god what did Gearbox do...
Ahk, I'll run a test and see what happens. I'll post an update soon...
Hmmm.... Nope, nothing... I even copied the UUI script and attached it to the script part of the campaign select and it did nothing in-game. As for my script, I just want one mission to display on my list but for some reason it stays as the original A10-D40 list.
I want my map list to read:
Bull Crap Map Part 1
Smelly Map Part 2
Dummy Map Part 3
So what will my script look like?
(script dormant ???
(script dormant ???
(script dormant 3
EDIT2: I had this same issue a year or two ago where despite editing the lists (I copied and pasted the menu lists as I wanted the stock menu with my new campaign and multiplayer maps) the lists remain the same, loading and displaying the stock maps like I edited nothing. My custom bitmaps, titles and descriptions show in the block on the right, but the list names remain as The Pillar of Autumn - The Maw (and the same for multiplayer).
EDIT3: I'll start over...
Let's begin with making a BLANK container for the custom missions list
Never mind. So, how do you make the ui.script load scenarios?
And what tag do you use to link that scenario or script?
No matter what I do, my new lists retain the OG map list names. Only the pictures, descriptions and titles (on the right box panel) show my custom items.
Edited by Halo CE Noob Modder117 on Jan 31, 2020 at 09:49 AM
Refined Cortana tags
(Sapien crashes any time I load a mission's BSP where she is (like the Control Room or Autumn Bridge)
01.30.20 23:21:23 EXCEPTION halt in \halopc\haloce\source\rasterizer\rasterizer_transparent_geometry.c,#137: group->sorted_index>=0 && group->sorted_index<transparent_geometry_group_count
Refined A10 monitor glass shader tags
(Sapien goes ballistic on the Autumn's bridge about an incompatible bitmap in the shader)
01.31.20 01:29:02 ### ERROR incompatible bitmap type in shader
Edited by Halo CE Noob Modder117 on Jan 30, 2020 at 09:58 AM
I need help with a UI script.
Like the Universal UI, how would you go about adding a string to the UI to list your custom campaign map?
Someone once said "copy the UUI script". Well no, that doesn't really teach anyone anything and secondly, you get errors anyway so its not like you can just rip, copy and change.
I've done the map names, pictures and descriptions, all I got left to do is add a new button in the main menu screen and have it display those levels and load the corresponding scenarios.
And well... I also want to make my own UUI because the only one in existence doesn't really get any updates nor can everyone add their maps to it...
Edited by Halo CE Noob Modder117 on Jan 25, 2020 at 09:36 PM
I never understood why Johnson never had rolled sleeves...
Edited by Halo CE Noob Modder117 on Jan 17, 2020 at 01:58 AM
I'm bored. Anyone got some BSPs they want me to try fix for them?
Edited by Halo CE Noob Modder117 on Jan 17, 2020 at 01:59 AM
NEVER MIND I FIXED IT
Anyone? I will now attempt to use a newer 3DS MAX and see if it solves the problem...
Edited by Halo CE Noob Modder117 on Jan 17, 2020 at 01:53 AM
...So now that this is a thing, can we expect to see someone create a huge tag pack with fully rigged and animated Halo2/3/ODST/REACH bipeds, vehicles and weapons for use in CE?
And no I'm not talking about the already existing ancient buggy knock-offs and OS junk. I'm talking real ported newer Halo game assets fully compatible with stock CE.
If so, do you need OS halo? If yes, never mind...
UPDATE: I can confirm that using the 1.4 JMS exporter from Bonobo was destroying my models.
I reverted to 1.1 and it is now exporting fine.
My only problem is the same as back in the day, some body parts are stretched.
My new question is, when editing the marine biped with the skin modifier and envelope, what bones am I supposed to be using?
The model is broken up into 4 segments, head, arms, torso and legs. OR is my rig supposed to be for 1 model?
I believe I'm stuffing something up during this part of the process.
As you can see the 3 major problems are:
a) crotch and booty gets painfully stretched
b) elbow pads are bending with the elbows when they shouldn't
c) the face has LITERALLY been rearranged
What's the cause and how do I fix it?
EDIT: I've been playing with the weights... They're wrong. Do you have to literally re-rig the model? Wasn't there a way to import the models with their weights?
EDIT: The weights don't import 100% accurate. For example, the upper-arm has the tip of the elbow pads weighted to that bone whereas the forearm doesn't, causing it to bend with the wrong bone thus meaning I have to re-rig the whole marine's arm bones.
Is this for real? Can't I import the correct weights? Or is this impossible hence why nobody can be bothered doing this? If this is this case, I don't think I have the time or patience to re-rig the marine. No way...
EDIT: I fixed the elbow pads but cannot fix the shoulder pads as the imported weights are just a mess. Stuff it. Unless there's a proper way to get imported weights accurately, I think its safe to say, F it.
EDIT AGAIN: Ok so the gbxmodel importer is supposed to import completely accurate rigs and weights as seen in the images and tutorials. So, why the heck are my marine's weights bleeding into nearby bones?
EDIT: FOUND THE ISSUE! The weighting is all on the wrong bones.
What the heck?
Edited by Halo CE Noob Modder117 on Jan 14, 2020 at 01:58 AM
This is step 1 of my editing phase. Is this how you begin with the skeleton? I don't know what they are, all I know is that they're the same in the tutorials. I've got the marker spheres and the white bone things.
I import my marine's head variants. Is the import correct? Now I assume I need to rename every head to match what the importer says? e.g. head, rename it to __base and head, rename it to head_charles-10?
Edited by Halo CE Noob Modder117 on Jan 13, 2020 at 07:26 PM
EDIT: never mind wrong biped...
So do the names of the objects need to be 100% identical? the gbxmodel importer makes it all weird...
As for bonobo, do I need to run as admin? I extract the data but it literally does nothing.
a) Bones have different rotations and child bones
b) All my markers are incorrectly linked the legs region
EDIT: this is happening with the new 1.04 exporter (I didn't have this happen with the old 1.02). Fixing the children and names did nothing.
Unless someone can test this on their end, I think this is impossible...
Import a marine, change his head, export it and see what happens.
Lumoria pilot marine mod author, care to share?
Edited by Halo CE Noob Modder117 on Jan 12, 2020 at 10:08 PM