||Feb 8, 2014 11:56 PM
||Feb 19, 2019 05:25 AM
||Apr 25, 2019 04:15 AM
||Halo (obviously) Anime/manga, W40K, programing and hardware, food. Japan. computers, gaming. ect...
|What Games do you play:
||to many to count
The haiku master。
Send Private Message
Jobalisk has contributed to 757 posts out of 469346 total posts
(.16%) in 2,051 days (.37 posts per day).
20 Most recent posts:
Hey, anyone working on an update to the universal UI mod. The old one is getting, well old. I tried doing it myself a while back but its a little beyond my expertise.
Quote: --- Original message by: HandofGod
Quote: --- Original message by: Crossbow SR
why this message is here?i post it months ago ...Okay greek relax.
Oh Crossbow.. Jobalisk is just trying to tell you that he and SS Flanker worked to bring a Halo 2 map or two over to Custom Edition. I believe they released a beta of Backwash on here like a year or so ago.
Edit: and you posted your original post almost exactly a month ago (June 8 2018) so not "i post it months ago ..."Edited by HandofGod on Jul 7, 2018 at 08:00 PM
No, I was referring to CMT's attempt to port Halo 2's campaign from a few years back. Me and Flanker were just porting backwash, nothing else. The only map CMT managed to port with any success was the halo 2 single player map titled Alpha Halo. If you search up previous threads with me in it, one of the threads has a link to the map port. But when I say attempt, I mean attempt. It was never finished.
It was tried, there were problems, people gave up on it. If you trawl through the back posts you will find a tread of mine that contains a link to the only map that was ported. You welcome to try and get it to work if you want. The map was the level delta halo.
I do like Ambry and Winterfrost, but theres something about Hydrolysis that I just don't like. possibly the islands.
Quote: --- Original message by: slashrat
Quote: --- Original message by: MrChromed
While I appreciate the Precipice nod, I'd like to nominate TSC:E's architecture, if that's not too self-serving. I'd like to think that my style and quality improved from Precipice to that. :D
Not at all, I was hoping someone would mention it. If I had to mention any of my own stuff it would be Blackmoon.
Pics, as you can see, the textures are somewhat off and its a bit too big. That's Gmax's fault.
sorry about the links, the hosting site wont let me have the inline image tags.
Just wondering what everyone favorite maps are for forerunner architecture. Myself, aside from the actual campaign and multiplayer maps, I really like the Lumoria stuff and Mercury falling, anyone else have any stand out favorites?
ok. I'll give that a shot then, though I don't intend to do anymore work on this project even if it does work. (other than assembling a new map at that point that is)
Ok, turns out I had been last editing a version I had in my downloads without realizing it rather than the one in the scenes folder which, while not too far behind still has a lot of the errors I spend so long editing. I regularly clear my downloads folder so its gone now, I took one look at the previous version and was just like. Um, no thanks. so yeah, I mean, I can always give someone else a copy if they want to work on this but I'm done here.
Edited by Jobalisk on May 23, 2018 at 05:47 PM
Yes, I can use 3dsmax but I find Gmax easier to use as I'm more familiar with it. Also, blue streak don't work on gmax, I use chimp. As for pictures, just download it and look at it. its not big. But yeah, I have other more important things to do ATM so if someone wants to continue this, I'll send the files, but I've had enough.
Edited by Jobalisk on May 22, 2018 at 05:49 PM
Edited by Jobalisk on May 22, 2018 at 07:40 PM
Ok. so just to confirm I have given up on this Marathon map.
I'm releasing two maps here that you can do multiplayer on, one with the classic marathon tag set, one with standard tag set.
I gave up because Gmax is horrible and after spending two full days of pouring over every error and solving them.
I finally got it into the game, then found out it was too big.
I then resized it (that's all I did I swear) and lo and behold, more errors.
Therefore the maps are slightly too large, not bad, just that the terminal in the wall for example is at head height for the master chief.
Its also worth pointing out that while the chief can fall from space and survive, flip a tank and do all sorts of crazy things, he cannot climb stairs higher than his ankle. go figure.
There was also an issue where for some strange reason Gmax always aligned the textures to my view point not the faces sides.
Not sure why that was but as a result some of the textures look a bit wonkey.
If you want to continue this project, I will happily give you all my tags, Gmax file and textures. just PM me and then wait for me to upload it to you.
I'll submit what Ive done to CE3, but you can also find the maps linked below off my google drive.
BTW, I accidentally put both maps inside the classic zip. so might as well just download the second.
Edited by Jobalisk on May 21, 2018 at 12:31 AM
On a side note, lumoria and mercury falling are quite good.
Maps by Jobalisk, I'm a big fan of his stuff.
SP as I king of already explained. I guess I could release a MP version of the map too though, hadn't thought of that. I have all the marathon tags from that marathon multiplayer map, so maybe the MP version will have those.
Edited by Jobalisk on May 20, 2018 at 03:51 PM
Rejoice, for I have returned! (trumpets ext)
Anyway, this is now a thing, how much of a thing I havnt decided yet, considering just doing the first level M1A1 but UNSC instead of UESC and covi instead of Pftor.
Here are some images of the acurate replica I made of the first section.
I tried with marathon player and weapon tags but it was rather fugly so...
Edited by Jobalisk on May 17, 2018 at 10:24 PM
Edited by Jobalisk on May 17, 2018 at 10:25 PM
While it is certainly tempting to do that, I've ended up deciding against the idea simply because it looks like more trouble than its worth, considering all I need to do is plug in a keyboard to work around it.
Started playing Halo PC in 2009, never owned an XBox, though the first time I played it was at an intermediate (New Zealands version of Junior High, but only for 2 years) 'fun day' probably back in 2005. Started modding halo PC back in, must have been 2010. Got into Halo CE about 2011, maybe early 2012. Released my first not completely crap map Pillars here actually before I made an account on the forums back in 2013.
I was happy with pillars, but pillars V2 was much better texture wise.
Edited by Jobalisk on May 17, 2018 at 04:11 AM
Ok, after extracting the scripts then seeing Mooseguys horrible, horrible strings everywhere like bad tentacle porn I decided to quit while I was behind.
Hey everyone, been a while. I've got a new macbook with a Japanese keyboard which unfortunately means that I need to plug a keyboard in whenever I have to use the tilde key in Halo CE. To combat this, I'm looking at adding a whole ton of new maps to the universal UI as it hasn't been updated in ages. Of course in order to do this I'm gonna need the source code of the old one so that I can whip up a new one based on it. Therefore what I'm looking for is someone to provide me with this (I also need to get hold of the scripts so just using HEK+ doesn't really cut it.) Do you have the source Matt?
Anyway, the other thing I want to know is what kind of single player! (not multiplayer) maps you would like to see in a new version.
Thanking you in advance.
Ok, this is rediculously easy to do. Go into guerilla, load the pistol, download a .bitmap batch extractor off this site. Find the texture for the pistol in guerilla and view it to confirm its the right one. extract that bitmap using the batch extractor, load it into paint, repaint it black. Use tool to recompile your .tif or whatever, I think its TGA, its been a while, anyway. Recompile it as a bitmap, then copy the .weapon tag and the related shader tag for the pistol, make a new copy of the weapon tag called blackpistol.weapon or whatever, set the shader to the copy not the origonal. Open guerilla on the shader copy and set it so that the shader uses your new black pistol bitmap, add the new copy of the bit map and wala. you have a black pistol.
Well that was a very depressing video about how great things could have been but weren't.