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Twinreaper has contributed to 355 posts out of 465381 total posts
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By past Halo games you mean CE and Halo 2 Vista. The latter was a flop. If CE had been able to be expanded to the level of say... Halo Reach or Halo 4 in terms of content rendering and scripting we would never need another Halo PC game, as we would just eventually find ways to rip the content and plant it into CE like we have done these past years trying desperately to recreate Halo 3 to 4. And your really gonna tell me that you wouldn't rather have CE's server hosting over whatever it is we are going to get with MCC?
So if we are given modding tools for something like Halo 4 or Halo Reach, the engine itself would be more than capable of supporting and adding future content easily. From what I see in the Slipspace engine, the lighting is the only thing that really improved over Halo 4 and 5 besides the god awful clipping and rendering distances.
Edited by Twinreaper on Mar 24, 2019 at 08:50 PM
I have to formally side with DeadHamster on this one. They clearly state that Security/Stability is their primary focus and that development tools "are options they are looking at". Nothing about that statement indicates it will happen.
As said before, Microsoft ultimately does not want mod tools to end up in our hands. From a logistic and financial standpoint, what would Microsoft gain from allowing a full unlocked HEK to be released with MCC? It hurts their franchise and in the end, would render any future Halo PC useless, as you would quite literally give the "best" of the community, a way to introduce future content right inside of MCC. This would make the profit of future titles very slim. Indeed it would please the community, but it would also hurt it as well.
Halo and HEK are and can be, a double edged sword for the PC Community. Microsoft also has a proven track record or retconning anything that doesn't fit their agenda. Whether it's backpedaling on another developers promise or their own internal studio.
Masters, you guys are in the Philly area? When is it taking place, I may drop by...
Well since the MCC version of Halo 2 is a modified version of the Vista port, I highly doubt there would be any major changes to the map structure or the tools. At best, we would get the full HEK without 99% of the function branches being nulled out before compilation.
As far as content creation goes in regards to Hamsters comment... don't see your logic or point? To actually state that there are no content creators in the CE or H2V community who could create good content for the other engine variations is just pressumption. I've been squeezing in quality content into H2V for the better part of 10 years...and the one thing that stops half my maps is the engines inability to handle larger poly count objects and extreme detail.
I would kill to have an HEK for Reach. In fact, Reach is really the only item in the MCC that I even want. Y'all can keep CE, 2, 3 and 4...give me Reach!
Join us over at the Project Cartographer Discord or at Halo2.online for help and general guidance.
There are no homebrew/softmods for Xbox One, hence no luck finding H2A models.
If you cant find Ambience in our H2MT tool page over at halo2.online, then drop by our Discord and ill send over the tools in a pm.
You guys are idiots. There is no difference in the sounds or quality between H2V and H2X. If you want sounds, find a copy of Ambience and rip them from Xbox version. Formats dont matter at all since you can compile sound tags through CE Tool or use the rips directly for whatever you want.
Sound ripping has been around for what? 12 years now? Next time do a little more than 2 seconds searching the web.
For help with H2V, go onto Cartographer's Discord. We can help you from there.
Head over to h2pc.org Grab the latest Cartographer H2Launcher and follow the directions on the site. You'll be playing H2 in no time at all!
Windows 10 is your problem. There is severe incompatability with Windows 10 and ANYTHING that needs/uses DX9. Switch back to Windows 7 and all will be fixed.
And no, as of yet there is no fix for this. You can see for yourself in debug with Sapien, that DX calls are causing the issue. Neither the community nor Microsoft have any fix for this. Those running Sapien or H2V fine in Windows 10 are in the extreme lucky minority. Mine worked fine till updates got installed, uninstalled some apps and or installed new ones...then everything went downhill.
That makes sense. Im gonna remove both sphere rooms and see about cutting down on a lot of extra geometry that isnt part of the main level bounds. Thanks for the help Kirby, I'll let you know how it goes.
As in having to many sides on a sphere? Cause I did add spherical base tunnels. Iirc, I set the sphere at 92 sides so it would be ultra smooth and round lol
Thanx Flanky! I'll link you tomorrow night. PC is off and it is past my bed time. Mom is telling at me...
Not sure if this is even a thing in CE, but my searching the forum yielded no results, as well as many exausting Google searches.
In a nut shell I'm trying to diagnose errors in H2V by looking into it's CE counterpart. For the most part, errors with compiling are similar and usually you can figure out how to fix things up. The error I am getting is this...
### ERROR plane builder unable to converge<br>03.25.17 17:00:01.503 ### ERROR bsp is too deep (increase MAXIMUM_BSP3D_DEPTH)<br>03.25.17 17:00:01.676 ### ERROR structure import pipeline failed for scenarios\multi\beaver\beaver<br> </HTML>
Has anyone had a similar error in CE when compiling a bsp? If so, could you please pass on any information you have. Thanks!
You won't find info here. Head over to it's home at halo2vista.com to find news and info.
Since no one can ever simply answer a question around here without run-around bullcrap, I'll be quick and precise. You can make mp maps and most mp content, but you cannot modify sp content nor can you extract it.
H2PC's HEK was severly lobatomized forcing a LOT of possible custom content impossible. The team I used to co-lead did a lot of work to restore lost functionality and opened up a lot of new content that works without 3rd party, or game breaking modifications to the mainmenu map file.
To date, here is a quick list of what you can make that works...
collision models (manually by hand using a base coll)
physics models (manually by hand using a base phmo)
render models (convert ce to h2)
limited sp maps (players dont sync)
lots of others.....im sleepy
Surfice to say that the methods are not easy but do yield good results. As for the aformentioned better mods with CE......not really. I can invoke the post process of shaders and lighting without an OS equivilant, I can script anything in CE in H2, the poly and map limits are higher. The only difference is that the animation raw, campaign tags and coll/phmo compiling are not present in the game. So, if you like multiplayer only and don't care about campaign, go check out h2pc.org to learn more about what you can do and learn how to do it.
Edited by Twinreaper on Jan 28, 2017 at 07:18 PM
Edited by Twinreaper on Jan 28, 2017 at 07:20 PM
Edited by Twinreaper on Jan 28, 2017 at 07:22 PM
I'm too lazy to rar the file up and host it, so instead, register here at our old H2X stomping ground and get it direct...
As for batch extracting, it's in the plain options so there isn't much I cand irect you to do. As far as formats, iirc it rips them in wav format.
You need to extract the sounds from the Xbox side. While sound related tags are fully compatible with CE ones, H2V is not so easily ripped. There seems to be a major tag block difference in terms of secondary data which results in crashing when opening certain sound types in any application, including the H2EK. There are basic sounds already available in the EK, but sadly only mutiplayer ones.
Use Entity and grab the stock maps for H2X. From what I recall, Troy implimented batch extraction in version 3.18 of Entity.
^^ So what are you looking for? A Windows 8 or Windows 10 product key? If the answer is yes, I have quite a few unused ones in MSDN account. I would be happy to give you one.