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Viewing User Profile for: Banshee64
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Joined: Dec 4, 2012 01:27 AM
Last Post: Jun 3, 2017 03:18 PM
Last Visit: Dec 22, 2017 11:03 PM
Website: http://us.bansheefriend.org
Location: Georgia, United States
Occupation: CS Student, Freelance 3d artist
Interests: Reverse Engineering Old Videogames
Your Age: 20
What Games do you play: Halo Wars, Halo Reach, Halo CE, Minecraft, Halo 2 Vista, Team Fortress 2
Email: {hidden}

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Post Statistics
Banshee64 has contributed to 811 posts out of 465255 total posts (.17%) in 1,875 days (.43 posts per day).

20 Most recent posts:
Halo CE General Discussion » [BETA RELEASE] Refinery 0.7 Jun 3, 2017 03:18 PM (Total replies: 95)

I really like it so far, A lot of these features were already possible but it's nice to have them updated and all in one place. The layout is nice, and the integration with your other tools is very useful. Do you plan on expanding it to say Halo 2 maps? I know the only real benefit of that would be ripping, but a lot of halo 2 tag extraction hasn't been done yet.

Halo CE General Discussion » Introducing a new map team! May 17, 2017 01:48 AM (Total replies: 7)

Joke yes but i do make things and ill upload them as "cmt"

Halo CE General Discussion » Introducing a new map team! May 16, 2017 08:22 PM (Total replies: 7)

there will be maps tho

Halo CE General Discussion » Unicode strings May 16, 2017 04:25 AM (Total replies: 7)

I've been doing some research myself, If you examine a "gbxmodel" tag in a hex editor, you'll find that position 1:44 has the string "mod2".

I believe this means Halo CE (Arabian version) supports model files. I will do more research and post my results.
Edited by Banshee64 on May 16, 2017 at 04:26 AM

Halo CE General Discussion » [RELEASE]: New Mombasa Beta May 5, 2017 02:06 AM (Total replies: 134)

Quote: --- Original message by: DeadHamster
So heavily scripted it would crash if you went off the exact course.

I still want to play it...

Halo CE General Discussion » New Halo CE idea Apr 29, 2017 08:08 PM (Total replies: 8)

The "active" community has no interest in servers not based in Mexico, also i don't we're talking about a game with netcode that worked on 56k modems, I don't think even running 16 servers simultaneously with 16 active players per server would come even close to utilizing business class internet.

Halo CE General Discussion » Testing LODS Apr 26, 2017 08:54 PM (Total replies: 11)

Quote: --- Original message by: giraffe
I do not believe the list is wrong.


having just tested it, can confirm your list is correct.

Halo CE General Discussion » Testing LODS Apr 26, 2017 07:17 PM (Total replies: 11)

Quote: --- Original message by: giraffe
rasterizer_debug_model_lod <integer>

I assume the following:

-1 = default (super-high)
0 = super-low
1 = low
2 = medium
3 = high
4 = super-high


Halo CE General Discussion » Testing LODS Apr 26, 2017 03:36 PM (Total replies: 11)

What's the console command to test LODS?


Halo CE General Discussion » Mirror Maze Map Apr 25, 2017 01:04 PM (Total replies: 18)

Quote: --- Original message by: Dennis
You have not been keeping up with the new maps huh?

Forerunner Dwelling

This is a terrible map, bad example.

Quote: --- Original message by: SOI_7
Well, at least it's in english.
Could have been more interesting than a tag swap, but at least it's polished

"Bloodgulch mod reviews by SOI 7 FEAT. Halo 4"


Halo CE General Discussion » Making a new map :) Apr 21, 2017 12:41 PM (Total replies: 8)

Quote: --- Original message by: helldeath360
Hello, as i learnt how to make houses i am gonna make an abandoned miner town with a large mine ane houses



Amazing map so far! Let me know if you need any help via PMs and I'll happily answer any questions.

Quote: --- Original message by: The Master
Quote: --- Original message by: OHunterO
2008 version does everything you need tbh.
I could make a 3d model by manually writing the file in notepad++ and that'd be everything I really need, but other tools are way easier and more efficient at doing the job.

Halo CE General Discussion » This program cannot be run in DOS mode. Apr 21, 2017 12:12 PM (Total replies: 1)

matt is bad.
Code too clever

Every string in guerilla.exe
I do not guarantee a lack of non-text data. I also added my own comments in brackets [].

Apparently, Guerilla was made by Chucky.
Edited by sparky on Apr 20, 2017 at 06:07 PM

Who is Chucky?
Charles Gough:

Alan is referring to the current Halo development team as listed by Matt Soell. Namely:

Jason Jones - Project Lead
Konrad Shirinian - Network code
Chucky Gough - Physics
Matt Segur - Programmer
Paul Russell - Art
Rob McLees - Art
Shikai Wang - Art
Marcus Lehto - Art
Jamie Griesemer - Design
Stefan Sinclair - Networking (Bungie.net III)
Thanks to all the people who wrote in pointing out that the Charles Gough in the Wanted DOA pic is in fact Halo's Physics Programmer Extraordinare Charles Gough, better know as Chucky. The picture was taken shortly before he absconded to Mexico with the Halo beta.

Edited by Banshee64 on Apr 20, 2017 at 06:14 PM

I wonder if he faced any guerilla warfare in Mexico...
Edited by Banshee64 on Apr 20, 2017 at 06:16 PM

Halo CE General Discussion » Rigging/Bones error. Apr 20, 2017 05:59 PM (Total replies: 8)

When I had this issue, it was because 3ds max was open for too long and corrupted part of it's memory, Saving and restarting 3ds max was my fix, and this issue would happen to me more than once.

Quote: --- Original message by: Spartan314

Doesn't necessarily mean he isn't new to making maps, Joining the forum and posting and even making maps are all independent from each other.

Halo CE General Discussion » Continuous script via trigger volume Apr 19, 2017 01:49 PM (Total replies: 3)

so the oblmusic script needs to be dormant?

Halo CE General Discussion » Continuous script via trigger volume Apr 18, 2017 09:07 PM (Total replies: 3)

How would I make a working continuous script only run when the player is in a trigger volume?

Here's the script

(script continuous oblmusic
(sleep 100)
(sound_looping_predict "banshee64\music\atmosphere_01")
(sound_looping_start "banshee64\music\atmosphere_01" none 1)
(sleep 4440)
(sound_looping_stop "banshee64\music\atmosphere_01")
(sound_looping_predict "banshee64\music\atmosphere_03")
(sound_looping_start "banshee64\music\atmosphere_03" none 1)
(sleep 8300)
(sound_looping_stop "banshee64\music\atmosphere_03")
(sound_looping_predict "banshee64\music\atmosphere_04")
(sound_looping_start "banshee64\music\atmosphere_04" none 1)
(sleep 8400)
(sound_looping_stop "banshee64\music\atmosphere_04")
(sound_looping_predict "banshee64\music\atmosphere_06")
(sound_looping_start "banshee64\music\atmosphere_06" none 1)
(sleep 5490)
(sound_looping_stop "banshee64\music\atmosphere_06")
(sound_looping_predict "banshee64\music\atmosphere_07")
(sound_looping_start "banshee64\music\atmosphere_07" none 1)
(sleep 6150)
(sound_looping_stop "banshee64\music\atmosphere_07")
(sound_looping_predict "banshee64\music\atmosphere_08")
(sound_looping_start "banshee64\music\atmosphere_08" none 1)
(sleep 7460)
(sound_looping_stop "banshee64\music\atmosphere_08")
(sound_looping_predict "banshee64\music\atmosphere_09")
(sound_looping_start "banshee64\music\atmosphere_09" none 1)
(sleep 7370)
(sound_looping_stop "banshee64\music\atmosphere_09")

I'd like it so the sound_looping would kind of fade out where it is when the player leaves the trigger volume and picks back up where it was when the player reenters, I don't know if that specifically is possible; but in general how would I link the script to a trigger volume?

Time: Sun January 21, 2018 1:33 AM 344 ms.
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