Isxz has contributed to 265 posts out of 466163 total posts
(.06%) in 1,801 days (.15 posts per day).
20 Most recent posts:
Quote: --- Original message by: helldeath360
And if you check out the lobby sometimes the flood part one it gets 16 players ( A dam#$ mess but funny) This for getting fun anyway.
Edited by helldeath360 on Feb 26, 2018 at 09:05 PM
Yeah, because it's so funny to play against desynchronized AIs, shooting enemies while my friends don't see them in the same place, or they even see them dead. Dude, seriously, try to focus your efforts in SP maps. Don't waste your time in MP if you're using AIs.
Quote: --- Original message by: MosesofEgypt
Also, there are 2 bitmap compiling commands, "bitmap" and "bitmaps". The first one asks you to specify a tif file, while the other asks you to specify the FOLDER they are in. You're currently trying to use the one that asks for a folder, but you're giving it a path to a tif instead.
^This. Make sure you move those tif files into a folder or subfolders inside the "data" one (the "data" folder is located in the main Halo CE directory). Then, compile using the right arguments.
EG: os_tool bitmaps np\objects\characters\elite\hr\bitmaps\elite_chest\rd\
The "Post Carnage Report" table is located in ui\ui\shell\bitmaps, named as "postgame_carnage_report.bitmap". You can change the texture by opening the .hud_globals tag (assuming you're using the original tag, you need to open the one located in ui\hud\default.hud_globals. If you're using a different one and don't remember which one is, you can open the "globals.globals" tag and look into the "INTERFACE BITMAPS" section, to finally see the "hud globals" field).
Once you open the tag, go to the "Time out flash color" section and replace the original bitmap located in the "carnage report bitmap" field with the new one.
The original texture is using a resolution of 1024x512px, BUT, the table drawn in the texture itself is only occupying a space of 640x480px. That's because Halo was made to originally use 4:3 resolutions. So, if you're going to use a custom texture, this one must have the same properties.
As for the H2 post carnage report texture, Idk where to find it, so I recommend to create one from scratch. I hope this helped.
Edited by Isxz on Feb 17, 2018 at 07:22 PM
When you create SFX for weapons, make sure to use the right settings for them.
For example: if you're compiling firing sounds, open the compiled .sound in Guerilla and set the "class" to "weapon_fire". If it's a reloading sound, the class should be "weapon_reload" and so on.
You can view the sound\sfx\weapons directory as reference in order to understand the right settings for the different kinds of sounds that will have a weapon (including grenades). And also, make sure you're compiling the sounds in mono and in Xbox format (you can download the Xbox codec right here: https://haloce3.com/downloads/misc-files/xbox-codec-updated-3264bit/ )
Natively, Halo CE doesn't recognize the 44Khz quality for weapons sounds, but you can use a "trick" in order to emulate the 44Khz and gain some audio quality: http://forum.halomaps.org/index.cfm?page=topic&topicID=48948
And as for the .wav files, they must be always in 16-bit sample rate and mono format (at least for the weapon sounds). I hope this express tutorial can help you.
Edited by Isxz on Feb 15, 2018 at 08:55 AM
Quote: --- Original message by: altis94
Play on xbox instead.
Besides the Lateksi's tutorial, I'll post an "alternative" solution that, at least, worked for me:
- Download this DLL (don't worry, It's not a virus. I'm a serious person): https://cdn.discordapp.com/attachments/327226885144838145/389111636452966410/hac.dll
- Put it in your Halo CE main directory.
- Run the game.
This solution worked for me as I said before. Maybe it will work for other people.
Edited by Isxz on Dec 10, 2017 at 10:03 PM
Edited by Isxz on Dec 9, 2017 at 09:18 AM
Alright. I managed to edit the gbxmodel, so you can use the Marine with gutted torso. The thing is: you can only spawn that permutation. So, all the Marines will have the gutted torso. I don't know if that may help you. I don't know how to modding with Halo PC. I edited this using the HEK for Custom Edition, but I guess you know how to inject models in Halo PC (iirc, that's possible).
Anyways, here's the link for the gbxmodel: https://www.mediafire.com/file/a9615fig2ie6kim/marine_armored.rar
Quote: --- Original message by: Bungie LLC
I'm pretty sure you released all this before in another thread, probably likewise back from 2012 or so.
I say that because I remember downloading these tags and seeing this same video once before. For the life of me though, I can't seem to find that other thread after several google searches...
Regardless, thanks anyway.
I'd say the same. I remember having that BSP in the past thanks to someone that released it, including other tags. I guess it's the same guy.
I appreciate your effort in trying to release these tags, but I need to be honest: they suck so hard. And I'll tell you why:
> Terrible rigging work.
> Broken shaders (probably, the original authors didn't even know how to properly setup Material IDs on 3ds Max, and so, some bipeds share the same shaders/materials when they shouldn't).
> Unexisting smoothing groups.
> Unexisting LODs.
> Unexisting work on shaders (just diffuse maps put on their shaders and nothing else).
These bipeds should be considered just a WIP (Work In Progress) at most. I wouldn't recommend to anyone to use these tags, at least that you want to re-import them on 3ds Max and fix them there (anyhow, it's easier to extract the models from Adjutant in AMF format and doing all the work by yourself, instead of trying to fix these released bipeds). If this release is some kind of joke, it's a very bad one.
Edited by Isxz on Dec 4, 2017 at 08:59 AM
Let's see this by parts (this is gonna be a little messy, but I hope you can understand this):
- The "references an invalid sequence" issue is, at some point, a common mistake that someone commit if it's not very familiar with the way "bitmap indexes" work. Open a .weapon_hud_interface from a weapon and go to the "CROSSHAIR" section. You'll see that there's a bitmap located in the "Crosshair bitmap" field. Open it and see how many "Sequences" it contains.
For example, I'll look into the original crosshairs from H1, which is located in "ui\hud\bitmaps\combined\hud_reticles". If you look into them, it contains 14 sequences/indexes, counted from 0 to 13. The first sequence (the 0) contains 4 crosshairs/textures (in the image bellow, some of them are hidden due to the opened tabs), so we can tell that the .bitmap contains 17 textures (ergo, indexes).
In the "CROSSHAIR OVERLAYS" sub-section, you'll see an option called "sequence index". As we saw before, we can reference a max. of 17 crosshairs (in "index terms", from 0 to 16). If you put "17" and compile, you'll get the following error:
#17 is not a valid bitmap_group_sequence_block index in [#0, #17>
That's because you surpassed the max "length" and the engine thinks you're trying to say that #17 is "17", but you can only count to 16. Just like an array in a programming language! BUT, if you put something like 18 or beyond and them compile it, you'll get this error:
crosshair item 0 for weapons\assault rifle\assault rifle references an invalid sequence.
And that's because you're trying to "call" to a index that doesn't even exist. And that's the issue you're having right now with some of your weapons' HUD interfaces. Check the .weapon_hud_interface of all of your troubled weapons and check how many crosshairs or indexes their textures contain. If every interface contains only 1 texture/crosshair, you need to put "0" in the "Sequence index" field.
- The "the meter definition for..." issue is something you don't need to worry about. It's something related to leftovers from early and old versions of the shield and health meters from the cyborg's HUD. There was a time which they (Bungie) didn't put those elements in a .unit_hud_interface as we know it today, but in an old tag system called ".meter". In case you want them just to see those messages dissapearing from your cmd window, here you have them (replace files and folders in case you need to):
As for the "Prepare to drop!" issue, that's something related with Open Sauce. You could reinstall it and see if that issue disappears. I can't really help that much with that, sorry.
If your map isn't showing up in-game, it could mean that your map isn't located in the "maps" folder somehow. For some reason, you're not having full admin privileges, so your map is probably located here:
C:\Users\user name\AppData\Local\VirtualStore\Program files\Microsoft games\Halo Custom Edition\maps . You need to search on the Internet how to show up hidden folders, since "AppData" is a system's hidden folder. Anyways, you can look into this old thread to understand your problem: http://forum.halomaps.org/index.cfm?page=topic&topicID=46138
And that's all from my part. I hope you understood something. Feel free to ask anything related to this in case you need to know something more
Edited by Isxz on Nov 24, 2017 at 12:29 PM
Edited by Isxz on Nov 24, 2017 at 12:31 PM
Your tag has missing references. You can open the debug.txt file included in your CE folder, and see what's happening. It should say that one or more tags references are missing and so.
For example (you need to open Guerilla once you know what's happening thanks to the debug.txt report): This biped has 3 missing files: the gbxmodel, the .model_animations and the collision_geometry. Those files could be in another folder, renamed or even deleted. If these files are not existing anymore, the .actor_variant will fail to open. That's why you need to check your debug.txt in order to know how many references are missing. I hope this could help.
Edited by Isxz on Nov 8, 2017 at 10:49 AM
Quote: --- Original message by: EmmanuelCD
Quote: --- Original message by: XxPopeAK49xX
You guys are rude. Sparky contributed more than any of you plebs....
I'm not trying to be rude, I just don't care. And basically I have realeased 5x more content than Sparky since 2015, less than the Half of time of his presence in the comunity.
I think your sarcasm detector is broken...
This is gonna be a weird question, but: can I use this program in a virtual machine? Since for some reason, Python doesn't install correctly in my PC, I thought if it was possible to use this with VirtualBox, running a 32-bits OS like XP or Seven.
Anyways, most of the uploaded maps are crappy maps from latino "mappers" like Spartan Gold, so I don't find necessary to make a HMU yet.
Is austin1000 still active? I don't know any news from him since years.
Edited by Isxz on Jul 5, 2017 at 12:34 AM
Michelle just updated some maps in her Google Drive folder. The new b40.map has only one fixed issue: the energy sword light glow. The rest of the issues are still present as I mentioned above.
Edited by Isxz on Jul 5, 2017 at 12:11 AM
First of all, great campaign port, but unfortunately it has some bugs. Here are some examples:
- The energy sword has a broken light glow.
Pretty sure these are fixed:
Fixed fog in the exterior areas of B40, so that it looks just like what can be found on the Xbox.
Nope, I see the broken fog as always.
Pretty sure these are fixed:
Fix Cortana not changing colors in Halo’s Control Center.
Cortana never changes her color. She is just green.
Unsure if fixed:
Fix graphical issues with glass on B40 (Assault on the Control Room) and C40 (Two Betrayals).
You're right. I can still seeing the "rainbow bug"
Unsure if fixed:
Fix the missing shield flare for the Master Chief’s shields when recharging.
I never saw that effect on screen.
Really nice release guys, you made a great work. It doesn't matter if (bad) latinos will use them or not, that's just a "collateral damage"; they have the same rights to use them since it's a release. These tags are just like weapons: the person who pick them will choice their usage, for good or bad.
Thanks for all these years Sean and Co.
Edited by Isxz on May 6, 2017 at 05:55 PM
I have a copy of the JMS Exporter V1.01, I hope this could help.