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DeadHamster has contributed to 852 posts out of 468653 total posts (.18%) in 1,783 days (.48 posts per day).

20 Most recent posts:

What you're calling HEK+ is actually called OS_HEK or OpenSauce

HEK+ is an old program that you should delete if you still have it. "HEK" is an acronym for the Halo Editing Kit, a collection of Guerilla Sapien and Tool.



OpenSauce "upgrades" tags with additional data. If you open these tags with stock Guerilla or Sapien, it will give you an error or crash. The tags that are upgraded include Scenario tags and Shader Model and Shader Environment tags, among others. There are also OpenSauce-Only tag classes.

If Jobalisk used any OpenSauce tags, or compiled to a .yelo, you should also be using OpenSauce to edit the tags.


I'm assuming you're the Giro guy from the Rebel Army discord?



You can export/import scripts there. If it were me, I would export the globals.hsc and scripts.hsc, open them both up, copy globals into scripts.hsc, and then compile that file with sapien. Moses said he didn't have custom code implemented to handle importing scripts, and while I'm sure it would be fine I would hate to send you down that road unknown and find out some glitch causes it to not work.

To compile scripts, save the .HSC file into Halo Custom Edition/data/YOURLEVELDIRECTORY/scripts/

So data/levels/test/bloodgulch/scripts



Any more questions, feel free to ask.

Halo CE Technical / Map Design » importing second dropship problem Yesterday @ 06:47 PM (Total replies: 2)

What happens when you try the second that doesn't happen when you try the first? I assume you're trying to do the exact same thing, and it's not working?


If you're willing to jump through a few hoops, recorded animations are better and easier to make, but a bit awkward to setup for the first time. If you want me to explain Recorded animations, let me know. Otherwise I need full details as to what you're trying to do, and what happened instead.

Halo CE General Discussion » OS tool lying about tag space Apr 22, 2019 10:06 PM (Total replies: 6)

Sounds more likely that the tags you removed were what caused the exception. I say that because I've not run into this issue or heard of it. What tags did you remove? Need more details to help.


If you're thinking you can export the BSP with Adjutant and just compile it into Halo, I'm the guy that's going to tell you that this is literally impossible.

There's so many obstacles you'll come across, many of them are hard engine limits or are so far outside the allowed boundaries it's LITERALLY impossible to do.


You need to use the exported model as a reference, and build a new, low-poly version from scratch. If that's already what you are doing, good. Keep doing that. In Halo 1 all geometry needs to be sealed. Think of a box going to the Post Office; if all the corners are taped shut and closed the Postman (tool.exe) is happy. But, if one of the edges is torn open, or an entire face is missing, than the Postman will reject the package until I close up the holes.


Also, in Halo 1 you can't have intersecting geometry. From Halo 2 on there was a thing in the BSP called instance geometry; any sealed geometry piece can co-exist in the BSP with other sealed geometry pieces. So you make the main BSP, then start making custom-made scenery items as part of the BSP, things like rails along walkways or shutters on windows. See all those scenery objects in the BSP model that are not connected to the actual terrain, like those racks of barrels? That's instance geometry, and you can't export that with the BSP. You have to export the terrain, compile the instance geometry into different scenery items and then place them with Sapien.


Also, even if you seal the geometry and seperate and export all the instance geomtry, it doesn't matter because Halo CE can't handle BSP models that high-poly. So you'll have to optimize geometry to about 25-30% of it's original complexity, and then re-UVW map the entire BSP.... almost like doing it from scratch.


I was able to get an ODST BSP into the game. To get there I chopped out an entire section of the level, cut down the vertices by about 30% and then re-created about a third of the level by hand to fix the geometry errors Tool started finding.


So knowing what I had to do to get an ODST BSP in, I am comfortable in advising you that what you're doing is literally impossible. You CAN, however, re-create this map rather easily.





So basically what you need to do is:

That BSP that you have in 3DS max? Turn the main items into Scenery tags and place them with Sapien. Then make a low-poly terrain that roughly matches what the actual terrain of the map Lone Wolf is. Using Sapien, place all the structures that you turned into scenery objects, recreating the map that way.
Edited by DeadHamster on Apr 22, 2019 at 05:02 PM

Halo CE General Discussion » Can't see anyone on internet lobby Apr 22, 2019 02:45 AM (Total replies: 1)

You can't use an invalid key online. You need to have a "legal" copy. The CD keys in the keygen programs out there have been known for years, Microsoft doesn't allow them to host or join online games.

There are Dedicated Servers running a special software called SAPP that, among other things, allows a server to ignore CD keys. Unless you connect to these, Halo will reject your connection. You'd need to reinstall it with a "valid" CD key. Also, two users cannot use the same CD key in a server, regardless of if it's valid or not.

Further, update to 1.10. You have to manually download and apply the patch. Get a legitimate copy of the Halo PC .ISO and a CD key of some kind. Update to 1.09 using the updater, download the 1.10 patch and place it in your Halo CE folder. Run the patch and it'll update to 1.10


There are lots of servers running that special SAPP software, you'll have to find them. You can also play over LAN. But without a valid CD key, you're not hosting a game or connecting to a legitimate server. And unfortunately, in 2019 there's no way to purchase a CD key from Microsoft. You can purchase a copy off amazon/ebay, but that neither supports Microsoft/Bungie or guarantees you're getting a good CD key. Best bet is playing the SAPP servers until the MCC version of Halo 1 comes out and you can purchase it.

Halo CE General Discussion » Sparky's Thread Apr 20, 2019 06:47 PM (Total replies: 8)

If you want to do something with the Halo engine that makes money, write an external program that plays alongside OpenSauce to sync AI from host to client.

I'll give you money for that, and that's something you might actually do.

I have no interest in paying you a dollar so I can play almost-Halo PC online when you finish it 12 years from now.


Does the biped have a physics tag referenced? Can bipeds use physics?


Is there any way to give that vehicle physics when you're riding it?

Halo CE General Discussion » Vehicle Boosting Apr 11, 2019 07:33 AM (Total replies: 3)

Quote: --- Original message by: Erutypus
That's very nice.
Sorry if this is off the subject but have you done anything/programing with single player co-op?


Kirby is our resident HaloMaps wizard, not to discredit this guy in any way. Kirby spent some time looking into it, and my understanding is some of the code for Co-Op was removed from the port by Gearbox. IIRC, The ELI5 end result was that Kirby was able to get a second character but had no way of getting the game to assign a controller to them.

Halo CE General Discussion » HELP ME WITH VIRUS Apr 7, 2019 07:54 AM (Total replies: 6)

If you pay me a ransom I'll give you the link to the google search I just did.

Halo CE Technical / Map Design » Differences between actor types? Apr 7, 2019 03:30 AM (Total replies: 2)

I think they meant grunt vs elite vs jackal.


AFAIK that's just to ID the A.I. for the Leader enum. If a leader dies, the A.I. are programmed to have a chance to panic based on tagdata in the actor/actor_variant.


I'm building a new level and it's too big. I don't want to remove content, what tool do I need to build my level?

Hacked Tools or Michelle's Patch


I have an existing mapfile, like B30_Evolved or another .MAP/.YELO file that is over 128MB in file size. I want to fix the memory glitches 002 mentioned. What tool do I need?

HugeMapPatch


The two are independent and serve different roles. HugeMapPatch is more or less useless, but if you're concerned about the memory issues Kava mentioned above that's it's purpose. HugeMapPatch just writes a value to the map header of an already built map. It CANNOT bypass the mapsize limit, since the mapfile must already be compiled. It is only used to improve memory issues for large map sizes.



Edited by DeadHamster on Apr 7, 2019 at 04:03 AM

Halo CE General Discussion » Duck Scenery Tool Apr 6, 2019 12:37 PM (Total replies: 1)

Wrapping up the Chuck Jones trilogy of modding programs is Duck, a new tool that exports scenery placements from .Scenario files into an external format. An accompanying maxscript (DuckDodger) will process this external file and import the scenery objects at their correct location.

It does NOT import the BSP, and I recommend using Aether to create an .OBJ file that can be imported with materials at the proper coordinates.








Video Tutorial / Demonstration:



Now you can make your modifications using 3DS Max, without dealing with Sapien's issues.


The following download includes THREE programs. This download pack includes minor updates to the versions of Fudd and Frog, and the new program Duck. Other topics have been made in the past for those programs, if there are any questions please feel free to ask and I'll explain their use in detail.


Download




What's with the Chuck Jones and Looney Tunes stuff?

I've always named my Halo software after Looney Tunes characters. With the exception of Eternal Lightning, which was more than half Modzy's anyway. What started innocently enough with the Illudium Q-36 Explosive Space Modulator has become a bit of fun. The trilogy of Chuck Jones cartoons included as easter eggs are among the finest works in Animation. The Library of Congress has placed each one in their collection as pieces of significant interest. This latest piece of software completes that trilogy, Enjoy!



Huge thanks to Moses of Egypt, who provided assistance with some structures in the tag format, as well as the source code of Reclaimer which was used to verify offsets and sizes.





Edited by DeadHamster on Apr 6, 2019 at 12:50 PM

Halo CE General Discussion » AI DowAI Down and Revival Apr 4, 2019 06:18 AM (Total replies: 1)

I remember either you or somebody doing this a year or two ago.

Link


I wanted to look into using AI_switching through opensauce, because it might be able to be accomplished with only Tags and no overhead scripting. It was pretty much exactly what you did, except instead of swapping through scripts it would swap when the AI's health was <10% or whatever.

I never actually looked into AI swapping so never got to seeing if it was possible.
Edited by DeadHamster on Apr 4, 2019 at 06:19 AM

Halo CE General Discussion » Hamp's Christmas Spectacular 2018 Apr 3, 2019 03:01 AM (Total replies: 15)

Quote: --- Original message by: Bottletopman
Any plans for making external utilities (such as flycam) useable with Fall of Mombasa? Sometimes I just like to sit back and watch the carnage.


Open the game and hit the ~ button, which will bring up the console menu. This button is to the left of 1, and above Left Tab. In the console menu type the following commands, one at a time, hitting enter after each command;


debug_camera_save

debug_camera_load


The first will save your current position for the camera, the second will load the camera itself. Hold in the middle mouse button to activate the camera's controls, and use WSAD and the mouse to move it. While not holding the middle mouse button, you still control your player. Additionally, you can still be attacked and killed, so find somewhere safe or use

cheat_deathless_player

to make sure you don't get offed by a roaming grunt.

When you're ready to go back to playing, type

camera_control false



Outside of that, any utilities that work for 1.10 Halo should technically work here unless OSv4 interferes. Unfortunately, many programs were designed for the long-lived 1.09 update and no longer work. No plans for any external software to work alongside the game.

Halo CE General Discussion » 4 Bytes in Tag Header / Reflexive Count Apr 3, 2019 02:07 AM (Total replies: 3)

Edit:


Talked with moses more. The values I was looking for were the Tag Checksum, which he linked me to a refinery module to calculate, and the pointer, which is empty padding space. I was under the impression it was a valid pointer of some type because Guerilla and Sapien use the space when loading the tag the same way the game engine does, and writes the pointer to the tag. This data is stripped and replaced with the proper magic-offset pointer when the map is compiled, but in the meantime is meaningless garbage that isn't needed to read the tag.

In further news;



Thanks to Moses this is quickly underway.
Edited by DeadHamster on Apr 3, 2019 at 04:20 PM

Halo CE General Discussion » 4 Bytes in Tag Header / Reflexive Count Apr 3, 2019 01:34 AM (Total replies: 3)

Inside Halo Custom Tags, there's 4 bytes after the tag class string, and also after each reflexive count. These have something to do with loading the tag into memory, and the size of chunks within the tag. Somebody had explained to me how these were calculated but now I don't remember. Anyone able to shed some light on it? Can't make heads or tails of what the values are or how they're calculated.



What I'm referencing, to clarify.

Halo CE General Discussion » [RELEASE]: New Mombasa Beta Apr 2, 2019 10:03 AM (Total replies: 225)

Christmas Build

The Christmas Spectacular 2018 is the most recent build actually. I'll probably have another out in the next week or so, I wanted to make an April Fools build and had a lot setup for it, but some serious and sudden family emergencies prevented me from getting the right pieces in place over the last few days and it fell apart last night.

Lots of recent progress though everyone. Stay tuned in the next few days for more!

Halo CE General Discussion » WRL Cleanup MaxScript Apr 1, 2019 02:38 PM (Total replies: 3)

You know what's great? Tool's WRL files. Bungie apparently made it through most of development with only Tool's error messages to debug their maps. It wasn't until late in development that tool was updated to export the errors to a file so that you could figure out exactly what part of the geometry caused this issue.


Those .WRL files are wonderful. Until you get an error about an Overlapping face, which is buried underneath all your coplanar faces. Wouldn't it be better if there was a way to organize the error .WRL based on the issue you're actually looking for?

Well now there is!




Download




With this fantastic MaxScript, you can automagically delete all the errors that you're not interested in. No more searching through object_lists to find the overlapping face or z-buffered triangles causing you grief. First, import your .WRL file like always. Then after importing, while all the objects are still selected, run the maxscript in the download above. Select whichever options you want and click the remove button. All selected items that match the descriptor will be deleted from the scene.

For safety, ALWAYS backup your files, and be certain that you have not accidentally selected any part of your BSP geometry before running the MaxScript. This will apply the filter to all objects currently selected, which is why it should be run immediately following importing of the .WRL






----------------------------------------------------------------------------------------------------
-- WRL "Fixer" script
-- <3 hamp
----------------------------------------------------------------------------------------------------

objects_array = #()
all_objects_array = #()


rollout MaterialFixRollout "WRL Cleanup Utility" width:310 height:108
(
GroupBox grp3 "WRL Cleaner 1.0" pos:[3,0] width:304 height:105
checkbox PtlBox "Unsealed Portal Errors" pos:[8,18] width:140 height:20
checkbox UneBox "Unearthed Edges Errors" pos:[8,38] width:140 height:20
checkbox CplBox "Coplanar Faces Errors" pos:[8,58] width:140 height:20
checkbox ZbfBox "Z-Buffer / Edge Errors" pos:[8,78] height:20
checkbox cliBox "Clipped Faces Errors" pos:[150,18] width:140 height:20
checkbox OvlBox "Overlapping Faces Errors" pos:[150,38] width:140 height:20
checkbox hlpBox "Helper / Empty Objects" pos:[150,58] width:140 height:20 checked:true
button FixBtn "Remove All Selected Objects" pos:[150,78] width:150 height:20
label Lbl "<3 Hamp" enabled:false pos:[250,0]


on FixBtn pressed do
(
objects_array = #()
all_objects_array = #()
all_objects_array = selection as array
for i=1 to selection.count do
(
s = selection



if hlpbox.checked == true then
(
if substring s.name 1 4 == "VSep" then
(

append objects_array all_objects_array

)
else
(

if s.numverts < 1 then
(
append objects_array all_objects_array
)

)
)


if s.material != unassigned do
(
if Cplbox.checked == true then
(
if classOf s.material == Multimaterial then
(

append objects_array all_objects_array

)
)

if zbfbox.checked == true then
(
if classof s.material != Multimaterial then
(
if classof s.material.maps[2] == VertexColor then
(
if s.numverts > 0 then
(
if getVertColor s 1 == color 255 0 0 then

(

append objects_array all_objects_array

)
)
)
)
)
if Unebox.checked == true then
(
if classof s.material != Multimaterial then
(
if classof s.material.maps[2] == VertexColor then
(
if s.numverts > 0 then
(
if getVertColor s 1 == color 255 0 255 then

(

append objects_array all_objects_array

)
)
)
)
)


for n = 1 to s.material.numsubs do
(



if classof s.material == standardmaterial then
(



if ptlbox.checked == true then
(
if s.material.diffuse == color 255 255 0 then
(

append objects_array all_objects_array
exit
)
)
if clibox.checked == true then
(
if s.material.diffuse == color 0 255 255 then
(

append objects_array all_objects_array
exit
)
)
if ovlbox.checked == true then
(
if s.material.diffuse == color 255 128 0 then
(

append objects_array all_objects_array
exit
)
)




)
)

)
)


if objects_array.count > 0 then
(
select objects_array
delete selection
)

objects_array = #()
all_objects_array = #()

)

)


CreateDialog materialfixrollout




<3 Hamp





Edited by DeadHamster on Apr 1, 2019 at 02:50 PM


Quote: --- Original message by: Kavawuvi

It's worth noting that setting the file size (32-bit integer at offset 0xC) in the map header to 0 will allow such large maps to work without needing mods like Open Sauce.



I believe you actually meant 0x8, ending at 0xC. 0x8 contains the maps filesize in bytes written as a 32 bit int, whereas 0xC is all 0's.


Based on what you're saying though there may be existing maps that have some memory issues due to their size. Here's a basic tool to anyone who may need or want it. It'll write 0 to the filesize located in the header, or alternatively unpatch it by rewriting the filesize in bytes.



Link

This would only work on existing maps, and would only improve the memory loading issues that 002 describes in the post above. If there are giant maps like B30_evolved that would run better for whatever reason, now you can do that. But you still want either SBB_Michelle's patch or the pre-patched Tools to actually bypass the filesize limit for compiling new maps.


Time: Thu April 25, 2019 3:07 AM 141 ms.
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