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Joined: Jul 14, 2008 08:31 AM
Last Post: Oct 2, 2010 05:45 PM
Last Visit: Feb 26, 2015 12:17 AM
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randomteddybear has contributed to 305 posts out of 469496 total posts (.06%) in 4,165 days (.07 posts per day).

20 Most recent posts:

Quote: --- Original message by: Skidrow925


On the source engine would actually be pretty cool.

Except that belongs to valve...

SO people leave because someone made a stupid video about someone?

Huh...


-Skidrow




The general lack of maturity the users of this forum seem to display, is the point I was trying to illustrate. Also that beige bit was a metaphor; look a modders on the source engine, when they make something, 9 times out of 10 they don't give a damn if it gets ripped. Because they know one thing this community forgets, the original artist will always be know for they're work. Take cmt's assault rifle for example: the ammo read out's color changes based on ammunition loaded. Now say I ripped that slapped it into some random blood gulch mod. No matter what, anyone who has spent any amount of time on a cmt map would automatically know where that rifle is from. Now say the I went another route and decided that I would make a decent map and, I just wanted cmt rifle so I pm'd masters for permission to use it and then I properly credit cmt in the read me. Now either way the end user would know that rifle was made by cmt, the later would be the best way of doing it as not only would the modder have the good graces of the original creators but also they were properly credited. When dealing with the source engine there is no way to protect model and texture assets. So artist don't even bother its not a big deal if some takes a model you made and ports it to Garry's mod, or some other source mod. The problem is you people take your models and textures too damned seriously, this community takes content protection too seriously to the point that its a joke. when you maps are played by people you don't realize that they could care less that you UV'd that assault rifle perfectly or that you spent hours working on that weapon to make it a perfect recreation, in the end it all boils down to: "how fun is your map to play over all?". Designing a good bsp, working out how your level flows with combat and how balanced that combat is should always take priority over how well protected you tags are. I the big problem you're all failing to see is as the content becomes more closed and protected the less the community can learn from one another, For instance everything I know about animation, I learned mostly from loading up decompiled version of the TF2 classes in 3ds max, that get this, Valve open sourced to everyone who has the sdk installed.

tl;dr: go back to the top and finish reading it

Also I'm fully aware Berlin wants their wall back, I have no intentions of giving it to them.


Well I guess I'll check in and see how the Halo:CE community is doing...

Quote: --- Original message by: CLS_GRUNT

http://www.youtube.com/watch?v=PnF2DBjYWWQ


ಠ_ಠ

now I remember why I left

*leaves again*

Halo on the source engine? its more likely than you think


Quote: --- Original message by: Slayer117
i made a cow canon once. and everytime it shot it would scream "Run Away!"


*french accent*NOW GO AWAY, OR I SHALL TAUNT YOU A SECOND TIME!!!!!

Monty python and the holy grail, if you didn't get it

Halo CE General Discussion » Que? Feb 28, 2010 01:28 PM (Total replies: 53)

now I see why I don't show up here as often as I used to.

Signed/ the Beige text ninja

Halo CE General Discussion » source code Feb 19, 2010 12:43 AM (Total replies: 114)

I would come back to help if it was released
Edited by randomteddybear on Feb 19, 2010 at 01:07 AM

Halo CE General Discussion » Big surprise for ya'll. Feb 4, 2010 04:06 PM (Total replies: 69)

oh cool its like painting displacemnets in hammer

Halo CE General Discussion » Well, its that time again...again! Nov 29, 2009 02:10 PM (Total replies: 66)

back on topic
heres my Über1337 desktop


Halo CE General Discussion » Exception Oct 28, 2009 08:41 PM (Total replies: 13)

Quote: --- Original message by: Slayer117
you sure cause when i put them in blood gulch they worked fine. but on this map rpg open 5 they dont.


maybe the bsp or scenario files are corrupted. have you tried opening the map in sapien?

Halo CE General Discussion » Cryosis v2... credits? Oct 28, 2009 08:28 PM (Total replies: 26)

i comprehend it perfectly, you two are fighting over nothing like a married couple
Edited by randomteddybear on Oct 28, 2009 at 08:29 PM

edit i pressed that red button like you told me but it seems i have open multiple tabs
Edited by randomteddybear on Oct 28, 2009 at 08:42 PM

Halo CE General Discussion » Cryosis v2... credits? Oct 28, 2009 08:20 PM (Total replies: 26)

Donut will you and Buggy virus just go and get a room

Halo CE General Discussion » Any hot girls here that are into mapping? Oct 28, 2009 08:10 PM (Total replies: 147)

wow um yeah so i think i see why i left this community

Halo CE General Discussion » have to be 17 to play halo? Oct 14, 2009 12:36 AM (Total replies: 109)

well I've got nothin to worry about

Halo CE General Discussion » Desert Dunes [WIP][HS] Aug 4, 2009 12:06 PM (Total replies: 88)

this project looks good so far


anyone ever gotten the scripting error "script tried to delete local player and the horse he rode in on and his six shooter"?

Halo CE General Discussion » Ctf Convoy Jul 29, 2009 01:01 PM (Total replies: 22)

editing in hammer is different from halo. the map its self isn't a model but an arrangment of simple primitives blocks, cylinders, and spheres that kind of thing

as you can see each individual peice of the grate is a block

as for what kills you in this map when you fall off its a trigger which acts just like a trigger volume in halo

and the skybox well the canyons that move by arnt actually there

they are actually off the map and scale up by a factor of 16



and incase your wondering whats with the colors
blue- is the sky box texure
orange- they are triggers for fog, killing, ect
purple/red- player cliping

Edited by randomteddybear on Jul 29, 2009 at 01:04 PM

Halo CE General Discussion » Ctf Convoy Jul 29, 2009 12:19 PM (Total replies: 22)

sadly you wont get one becuase valve uses an editor called hammer becuase of the way hammer uses brushes i highly doubt this would get through tool with out someone driving them self insane editing it for halo

BTW im working in hammer now

Halo CE General Discussion » Z team? Jul 4, 2009 09:20 AM (Total replies: 116)

Quote: --- Original message by: UnevenElefant5
blah, blah blah FP overlay creator and even his FP moving creator blah blah blah.


may i ask what are those, do they create those animations?
i/m not a big fan of quote ladders

Halo CE General Discussion » what song is SOM in halo? Jun 26, 2009 10:09 AM (Total replies: 23)

has anyone ever noticed that ivory tower's court yard looks suspiciously like a marathon symbol?

Halo CE Technical / Map Design » animation error... i think Jun 19, 2009 12:22 PM (Total replies: 2)

no they are not

Halo CE Technical / Map Design » animation error... i think Jun 19, 2009 11:53 AM (Total replies: 2)

06.19.09 10:52:54 the model 'vehicles\turretlesshog\hog' and the animation graph 'vehicles\turretlesshog\hog' don't match
06.19.09 10:52:54 the object 'vehicles\turretlesshog\hog' will not animate

now before you go and state the obvious yes the model, collision model, and physics use the same nodes and yes they are in the same place

so i asked a friend and he told me to check the node checksomes in thanimation tag and compair it to my gbx model. i did and i discovered that the node check somes differed so i copyed the check some from the animation tag and pasted it into the gbx model. so i loded up ahobo and procede to add my vehicle to the pallete and i didnt get the animtion error so i tryed to creat my vehicle and i got this:


06.19.09 11:33:09 a hobo pc 01.01.00.0609 ----------------------------------------------
06.19.09 11:33:09 reference function: _write_to_error_file
06.19.09 11:33:09 reference address: 401b13
06.19.09 11:33:09 Couldn't read map file './a_hobobeta.map'
06.19.09 11:33:09 CreateDevice succeeded with refresh rate = 0
06.19.09 11:33:10 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
06.19.09 11:33:10 Increasing sound decompression buffer size to 1048576 bytes
06.19.09 11:33:12 local player 0, weapon (0x0), deleted unexpectedly
06.19.09 11:33:34 EAX: 0x00074519
06.19.09 11:33:34 EBX: 0x00000001
06.19.09 11:33:34 ECX: 0x00000000
06.19.09 11:33:34 EDX: 0x00000017
06.19.09 11:33:34 EDI: 0x0012BF08
06.19.09 11:33:34 ESI: 0x00000000
06.19.09 11:33:34 EBP: 0x0012BDE0
06.19.09 11:33:34 ESP: 0x0012BDD0
06.19.09 11:33:34 EIP: 0x77339A94, C3 8D A4 24 ?????
06.19.09 11:33:34 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid animation_graph_unit_seat_block index in [#0,#1)


yeah you geussed it ahobo crashed and to my knowlegde "something broke"
im using 3ds max 2009 so i have to rely on the ghost's jms exporter and cad's animation exporter so does any one know of a solution?


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