OrangeJuice has contributed to 1883 posts out of 466182 total posts
(.40%) in 3,337 days (.56 posts per day).
20 Most recent posts:
Ah sweet, that works too
Use the command:
frees an AI from its active encounter area
As far as identifying encounter_blocks or squad_blocks that you could use, I am unaware of any way to do this without sapien-only debug commands or simply guessing which encounter blocks go where in Guerilla
Edited by OrangeJuice on Mar 18, 2018 at 06:21 PM
Why would you want haloce to use more than 800mb of ram if it doesn't really do anything with 4gb of it?
To waste ram?
(Does alotting more ram to haloce(specifically haloce. Decidedly haloce)actually TANGIBLY improve something I'm not aware of? It's fun not knowing stuff! Telll meee moooooooreee!!!! ;) )
Edited by OrangeJuice on Mar 17, 2018 at 01:55 AM
Edited by OrangeJuice on Mar 8, 2018 at 01:30 PM
Here's an older topic that might clear some things up that someone with your problem progressed on: http://forum.halomaps.org/index.cfm?page=topic&topicID=49824
It's the third post, with a few trial and error findings from super flanker on what they did wrong
Edited by OrangeJuice on Mar 2, 2018 at 02:02 PM
I love pavilions
throwing stuff together instead of drawing the level in advance on paper may be slower, but I'll be damned if it doesn't produce results
Edited by OrangeJuice on Feb 28, 2018 at 11:29 AM
All someone would have to do if they are not part of the intended target-audience: Is simply not download the map
This kind of texturemod doesn't carry as much impact here as it would pretty much anywhere else. The people here on this site are used to having access to a much better game client with much better content creation tools
Hence the critique is harsh and negative because there's a ton of better stuff already on hand to compare it to xD
And damnation was just unnecessary ! All they did with damnation was set all reflection properties to 1.000000
Edited by OrangeJuice on Feb 25, 2018 at 01:28 AM
Slowly but surely, once I have enough art assets I'll start to enjoy myself later
I'm actually enjoying this. Handpainted multipurpose maps
Edited by OrangeJuice on Feb 23, 2018 at 04:55 AM
Making a few assets here and there for a later thing:
(That's a multipurpose map for backwards compatibility)
Also cleaning up specular properties and stuff, a dialable permutation for wet and icy glass
- - - - - - - -
Oh... And remember this old project? I believe I've finally got enough knowledge on halo's compilation rules and requirements to actually follow through. I lost the files to it like a decade ago, so I'd have to remake it from scratch. But MAN I've learned since then
Edited by OrangeJuice on Feb 22, 2018 at 07:26 PM
Edited by OrangeJuice on Feb 22, 2018 at 07:27 PM
BTW, is there a way to make the gbxmodel NOT take up 47KB? That just seems like way too much for a simple rectangle
Edited by OrangeJuice on Feb 20, 2018 at 12:37 PM
The edges of the glass are a lot greener in game. JPG compression makes them not look as good in screenshots
Edited by OrangeJuice on Feb 15, 2018 at 04:02 AM
What is the file called?
The permissions error can be one of two things(that I can think of right now)
Halo Custom Edition (haloce.exe) is still running in the background (it does that sometimes, it'll be in task manager)
Sapien(certain versions of it) is still running
You're using Windows vista or 7 home edition and need to run command prompt as administrator (because it does the virtualstorage thing)
Edited by OrangeJuice on Jan 12, 2018 at 02:36 PM
Oh and yeah, these can be avoided too. I figured it out a while ago that if you install older games like this(old games that need admin privilege to run) outside of the program files folders (I use C:\OLDGAMES ) You can avoid needing certain privileges to do things like launch the game or record save data.
And it works on the HEK
Edited by OrangeJuice on Jan 12, 2018 at 02:36 PM
Under guerilla did you set the map to multiplayer in the .scenario file?
Also if you're trying to load the map through the console instead of going through the menus the proper commands would appear like this:
for multiplayer maps
sv_map mapname "slayer"
for singleplayer maps
(also, a singleplayer map spawn should not have multiplayer properties or a team number above 0 unless you're messing with AI alliances)
Edited by OrangeJuice on Jan 12, 2018 at 12:04 AM
try a hac_flush_cache in the ingame console
I'm still putting stuff together piece by piece, It's just for later
I'm just trying to figure out which setup is used for which textures. Because images ripped from bitmaps tend to come out the way guerilla interprets it rather than how they're meant to be imported through tool.
For image permutations I'm talking about the kinds of multiple-use images where you can choose which image gets displayed by requesting it in the tags. Guerilla makes these look like they're meant to be laid out vertically.
For animations, I mean the image sequences that play automatically and are based on the functions and stuff used in stuff like the self-destruct screen in the maw's scenery tag. Guerilla makes these look like they're meant to be laid out horizonally. (like the shield hit bitmap)
Wondering if I'm correct or not
Edited by OrangeJuice on Jan 10, 2018 at 03:41 PM
Is this correct?
(About image permutations being up>down And animation sequences being left>right)
Try quickslicing it into mesh regions and portaling along the borders?
And maybe give yourself a walkaround of your level regarding the possible places your player can stand. Perhaps you have too many portals visible to the player at one time
Edited by OrangeJuice on Jan 10, 2018 at 02:31 PM
What is the lowest amount of VRAM you guys use when playing Halo custom Edition?