SBB_Michelle has contributed to 217 posts out of 461383 total posts
(.05%) in 506 days (.43 posts per day).
20 Most recent posts:
I guess I should post this here.
Kudos to Moses for existing, being cool, smart and doing a converter for animation tags that makes them double the length and interpolates them.
Put the two textures in one and have them both be surrounded by blue.
I think Halonimator needs an intervention.
Download nvidia's photoshop plugin for dds compat. https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
First the linking happens, then a big backup for all the links will be put in motion.
I'll have to check that channel.
I would rather not have people come into contact with Timmy the turtle.
I learned from his stuff too, but his way of modelling in these tutorials is bad, many of the other tutorials I linked will teach you how to model better than these.
I already looked through Yoda's things, I linked most if his playlists in the sheet.
I already look in other non-halo related places for useful knowledge, but still thanks anyways for suggesting.
That all said, I still have a backlog to work on trough, work on this thing isn't ending any time soon.
Quote: --- Original message by: General_101
I hate to be that guy but what exactly am I supposed to be looking at? It looks the same but just sped up.
Edited by General_101 on Mar 16, 2017 at 02:06 AM
Literally the reason I posted my version, because mine isn't that.
aLTis actually helped me google a bunch of stuff for this.
Last year Ghost's tutorial index died which was a great loss, so while being frustrated at MattDratt not taking my tutorial submissions I started making my own place for tutorials.
This is it, The Halo CE Resource:
Ramdom screenshot whooooooo!
On the top of the page you can find a submission form so you can submit any tutorial or useful tool stuff you have :D
I am far from done with this project and it already is really far because of some help from aLTis. (Cheer for aLTis)
Try saving the file with audacity and then compiling.
Like Orange juice said, change the format of your bitmap tag to something that will work with an alpha, like interpolated alpha.
You can fix this issue by going to the bitmap tag you created and setting the format to something that has an alpha, like interpolated alpha.
Quote: --- Original message by: Super Flanker
Eh jungle gym is infintely faster, but it's nice that your sharing stuff with the community unlike some people.
Jungle Gym screws with objects that have double materials though, like weapons with ammo counters.
Here is a proof of concept 60fps thing I did which in my opinion shows the 60fps possibility way better.
Just so people can see that 60fps isn't just double speed madness.
Delete the sound tag and then recompile.
(And use the 22050 mono you tried before)
That he is a wuss
More importantly, Custom Edition can play custom maps.
Well, I realized soon after that it was the gbuffer which lowers fps significantly and kills the cpu. It does still have to do with model detail, but the lag is caused by what opensauce does with it.
I suggest as a little optimization trick that you disable it at the beginning of your maps and toggle it when the visr is toggled. Because as far as I know the visr is the only reason for the gbuffer to even be on.
If they were making me purely angry I wouldn't participate in them so much.
It's a balance of laughing your butt off and at the same time also having to defend your points so you don't lose your credibility.
Yeah, honestly I should stop talking to this brick wall and go back to writing the design documents for my projects.