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Viewing User Profile for: cyboryxmen
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Joined: Nov 7, 2010 09:43 PM
Last Post: May 20, 2013 10:08 AM
Last Visit: May 20, 2013 10:50 AM
Website: the internet
Location: Singapore
Occupation: K fine, Student
Interests: in stuff
Your Age: longer than cheese
What Games do you play: FPS
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cyboryxmen has contributed to 732 posts out of 439579 total posts (.17%) in 931 days (.79 posts per day).

20 Most recent posts:
Halo CE Technical / Map Design » Odst mapping team May 20, 2013 10:08 AM (Total replies: 1783)

Well I'm back. Don't ask. It's a long story. I really should've told you guys about my absence first but my laptop is being a real pain then. Still is though so I will need to use this PC. Wait what's that...I have exams?

I literally just got back! Seriously!

Fine. If you excuse me, I need to write an essay...in 8 languages...
-Zekilk

Halo CE General Discussion » Loadouts in multiplayer Apr 24, 2013 10:34 AM (Total replies: 20)

You do realise that there is already a scripting thread right?

The menu is definitely possible but it would be a pain to keep track of all the players as player numbers change frequently(though not entirely impossible). Figure out a way to do that and you just need a few more lines of code to implement this: one to take away the player's weapon and another to give the player their selected weapons.
-Zekilk

Halo CE Technical / Map Design » Odst mapping team Apr 24, 2013 10:18 AM (Total replies: 1783)

With the team leader gone, it would be a waste to have the team disbanded like this. In order to get the team to stay together, we need a project to work on. With members already working on H2SPP, this project will prove big enough to require our assistance and will keep us busy for some time. It won't be exactly be ODST orientated but those guys need all the help they can get.

All available members who are interested, say I. It would also be nice if you can provide us with your contacts; preferably xfire but skype will do too. I would also like to remind everyone of the existance of a shared dropbox folder containing all our files. To gain access to these files, just PM me or mutjuh.
-Zekilk

Halo CE Technical / Map Design » 3d's Max 2014 & HEK what to expect? Apr 21, 2013 07:54 AM (Total replies: 25)

2014 is a modern freely available version that actually supports .wrl imports. This is really going to be useful for us as the blam engine uses .wrls to highlight errors in geometry that tool finds. The only alternative to this is the blender 2.4x series or any version passed 2010 so good luck getting your hands on that.
-Zekilk


Actually, I prefer to incorporate it with the kinect. Full body motion has potential and someone has to push that thing forward. I mean just watch this!

Keep in mind that for the vid with the glowsticks, the guy barely had any room and was standing like a meter away from the kinect or something.
-Zekilk
Edited by cyboryxmen on Apr 10, 2013 at 12:21 PM

Halo CE General Discussion » Where can I buy a digital copy of CE? Apr 10, 2013 10:40 AM (Total replies: 10)

Was it halorank.com? I think they are still selling cd keys.
-Zekilk

Halo CE General Discussion » Scripting Thread Apr 9, 2013 10:25 AM (Total replies: 201)

A new scripting concept

After playing on the level Assault at the control room and then jumping off the bridge, I realised that there is a problem with the startup script. I suppose that you can use continuous scripts instead but there is a limit as to how much checks you can have at one time. After reading an article on Halo a.i. where it says that the a.i. is made unpredictable using the player as the player is unpredictable. So instead of doing that, why not have a bunch of dormant scripts lying around to be activated by a player? This obviously won't work with traditional check volumes as those are made for continuous scripts but I have another way of having the player activating scripts.

I call it the continuous script to continuously script them all. Basically, we'll have an a.i. attached to the player that will only be hostile to one biped. That way, when the player enters a room with the biped, the a.i will go into alert mode. A continuous script will pick this up and activate a dormant script depending on what the a.i. is currently looking at. We can also have 2 a.is, one that can see 360 degrees and one that is limited to the player's perspective. This is just a concept and can be modified to fit everyone's needs but I would like to hear your opinions about it. Kirbs?
-Zekilk

Halo CE General Discussion » Flash light time... Apr 9, 2013 10:07 AM (Total replies: 22)

Isn't there a command that binds keys to commands called "bind"? Why are people not using that instead?
-Zekilk

Halo CE General Discussion » Bipeds - Work in Process thread [WIP] Apr 9, 2013 09:33 AM (Total replies: 7280)

Since I can actually export models into halo now, I actually have a use for this. For my first trick, I'll do this!






-Zekilk

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Apr 9, 2013 09:07 AM (Total replies: 13399)

Considering that I never actually received critique on this old thing...



What do ya think?

-Zekilk

Halo CE General Discussion » Vehicles - Works in Process thread [WIP] Apr 9, 2013 09:02 AM (Total replies: 4546)

Quote: --- Original message by: savinpvtmike
I was bored
http://www.youtube.com/watch?v=kCGfq4z-BnQ&feature=youtu.be


Ever saw an entire armada get eradicated by being rammed by one giant frigate?

Also, that thing needs more inertia. Something that massive is not allowed to turn on a dime like that.
-Zekilk

Halo CE Technical / Map Design » Odst mapping team Apr 9, 2013 08:26 AM (Total replies: 1783)

Well, I had just somewhat finished my plugin for blender so hopefully I can actually go into halo game development. Everyone send in your x-fire username so that we can stay in touch.
-Zekilk

Halo CE General Discussion » [blender]GBXmodel exporter Apr 9, 2013 08:08 AM (Total replies: 29)

GAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Lol error...

That's one long post gone.

Basically, I made an update that lets you make regions by grouping objects together and you do not have to use a special naming convention for it to work. Also, I assume that everyone knows how to group objects together because I am not explaining that again. It's in the objects tab. You can't miss it.

Also memos.

#memo
# support for bones not yet implemented
# experiment on sealed world rules
# test if scale is correct

Someone please send me a .jms file of something rigged and it's .3ds. I don't want to implement the export of bones yet because the .jms only accepts the vertweight of one group and this is a problem because you usually link verts to 2 bones for deformation. This means that you have 2 vert groups with 2 wertsweights and I have no idea what to do with this. Should I just multiply the two or something? I dunno. I just learnt how to rig characters. Even then, there is still the testing of the scale left into account before I can actually release this. Sorry Dennis.
-Zekilk
Edited by cyboryxmen on Apr 9, 2013 at 08:12 AM

Halo CE General Discussion » Firefight Portent II Official Thread Apr 8, 2013 11:41 AM (Total replies: 190)

He-hey! Subscribed!

...


...


...


I'm just gonna leave now...
-Zekilk

Halo CE General Discussion » CE3 2013 Live Apr 8, 2013 11:32 AM (Total replies: 120)

Whoop! subscribed!
-Zekilk

Halo CE General Discussion » HaloRank.com Apr 8, 2013 11:19 AM (Total replies: 8)

Don't mind me. Just subscribing for future updates.
-Zekilk

Halo CE General Discussion » [blender]GBXmodel exporter Mar 13, 2013 07:00 PM (Total replies: 29)

I think it is your portals. It seems that the rules apply differently for Reach than in CE. Reach uses _sky instead of +sky. Check your portal's material and replace the "_" with "+".

Also, select all(A), W>remove doubles.
-Zekilk
Edited by cyboryxmen on Mar 13, 2013 at 07:04 PM

Halo CE General Discussion » Help with a machinma Mar 12, 2013 12:01 PM (Total replies: 2)

Didn't grunt already made human civilians already? I'm sure you can use them too to add mode variation.
-Zekilk

Halo CE General Discussion » [blender]GBXmodel exporter Mar 12, 2013 11:46 AM (Total replies: 29)

How did you guys end up with the older version of my script lol! What basically happened is that instead of printing a number from a list of vertex weights, it prints the entire list instead for each vert. So that's numofverts * numofvertweights - numofvertweights more information with the num of verts and vetweights being over 7000. Assuming that Dropbox doesn't switch to the older version of the script again, you can just download the actual current version with the same link in my first post.

I would like to remind you guys that the script scales the mesh to halo's scale for your own convenience. When I checked out the .blend file killzone64 gave me, that map is way too huge according to blender's scale. Enable edge length in the 3Dview properties panel under mesh display in edit mode. That should help you scale the map to size. I never actually checked if the scale is correct but that's what you guys are for! This script is still in the testing phase and no one in my friends list uses blender anyway. It would be nice if all blender users here can add me on xfire(I use the same username as Halomaps) so that we can cooperate better.

some other tips:

  • ctrl+A to apply scale if you decided to scale in object mode for some reason(nooby mistake!)

  • You can use empties as nodes instead of meshes. Just name them frame or bip01.

  • french fries are just as french as the scotch egg is scottish. They're not.



-Zekilk

Halo CE General Discussion » Halo StarWars Mod Mar 10, 2013 10:24 AM (Total replies: 68)

Cool! subscribed!
-Zekilk


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