DeadHamster has contributed to 704 posts out of 467490 total posts
(.15%) in 1,564 days (.45 posts per day).
20 Most recent posts:
Yeah if anyone else isn't aware yet, the guy's referring to his penis.
I'm actually pretty sure you do need a CD key in order for your penis to sync it's size and position over a network.
When compiled the JMS gets turned into a .scenario_structure_bsp file located in the TAGS folder, in the same directory you placed the .jms in your DATA folder.
Your HSC script is supposed to go into a folder called SCRIPTS inside the data folder that's the same directory as your tags folder.
Edited by DeadHamster on Sep 16, 2018 at 11:58 AM
From what I understand, Gearbox simply disabled some features of the toolset when releasing it. However, when Bungie or whoever released the Halo 2 programs had the features actually stripped, as in removing the code.
In Halo 1 everything was still there, you just couldn't normally access it. Not the case for H2.
Again, from what I understand.
Run all programs as an administrator. Your computer creates cached files in secret folders because Microsoft forgot how to make Operating Systems properly.
Right Click, go to properties, switch it to run as administrator. Now you'll load the maps in your MAPS folder like the program should.
Quote: --- Original message by: ayylien
Heya. I'm pretty new to modding, and I took up a project on editing the campaign maps for the Original Xbox with Arsenic, as well as trying to edit some of their scripts. I've been able to extract the scripts, edit and save them, but I cannot seem to find a method to compile the scripts into the map I'm modifying. I tried using Sapien, but it keeps crashing after I open the scenario file with this message appearing in debug.txt:
08.30.18 20:41:10 a hobo pc 01.01.00.0609 ----------------------------------------------
08.30.18 20:41:10 reference function: _write_to_error_file
08.30.18 20:41:10 reference address: 401b13
08.30.18 20:41:10 Couldn't read map file './a_hobobeta.map'
08.30.18 20:41:10 CreateDevice succeeded with refresh rate = 0
08.30.18 20:41:10 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
08.30.18 20:41:11 file_open('tags\ui\editor\markers\normal\normal.gbxmodel') error 0x00000003 'The system cannot find the path specified. '
08.30.18 20:41:11 couldn't open gbxmodel tag 'normal.gbxmodel'.
08.30.18 20:41:11 EAX: 0x00000000
08.30.18 20:41:11 EBX: 0x706C6101
08.30.18 20:41:11 ECX: 0x00000000
08.30.18 20:41:11 EDX: 0x00000000
08.30.18 20:41:11 EDI: 0x0019F298
08.30.18 20:41:11 ESI: 0x00000000
08.30.18 20:41:11 EBP: 0x0019F170
08.30.18 20:41:11 ESP: 0x0019F164
08.30.18 20:41:11 EIP: 0x7773B0BC, C2 08 00 90 ?????
08.30.18 20:41:11 EXCEPTION halt in .\editor_renderer.cpp,#189: marker.model_index!=NONE
Any ideas would be much appreciated, thanks!
Edited by ayylien on Aug 30, 2018 at 09:25 PM
Edited by ayylien on Aug 30, 2018 at 09:29 PM
Did you try to open the map after ripping with refinery but without installing the HEK?
The HEK, while also installing the "base tags" you need to make mp maps, also installs a few tags for the editors to use. For example, a .gbxmodel for the controls that sapien places on any object when it's class is selected (aka the transform gizmo, whatever you call it). That has an actual model, as do other such pieces, at least one of which you do not have.
Long story short, install the HEK.
Can somebody post a tutorial or an explanation for the fields throughout the shader_model and shader_environment tags, including the new sections for Opensauce v4?
I'm woefully unfamiliar with shaders. I understand quite a bit regarding color change masks and detail functions and all of that, but the new opensauce parts regarding Specular maps and the like I'm unfamiliar with, and I could use a refresh on the stock sections as well. I've quickly searched for tutorials here on Halomaps but didn't find much of worth.
player_experience is a global, and should be referenced like
If you had created a static script named player_experience, then you would reference it like;
Globals create variables that are called upon as though they were numbers. Static Scripts are functions that are called upon by other scripts to perform a task. This is usually beneficial when you want to perform a function multiple times, or in many separate scripts. Like spawning AI, or updating what vehicle the player is using. Globals are for values you want to perform operations, such as a score, a kill count, or any kind of timer or counter.
Thanks for those updates btw michelle. Definitely one of the ones that benefited from your work.
Quote: --- Original message by: Reshirom200
I figured out how to use the palletes but the snow in the original is "wimpy", so does antone have a more snowy weather?
Use a larger bitmap and find a snow texture with denser snow. Then in the weather tag increase the particle count. But the denser bitmap is important
Quote: --- Original message by: tburback
I exported the textures and models from Adjutant and a lot of textures are like 50% transparent.
So they load fine in Adjutant and when they are loaded into 3dsMax. But when I put them in blender they all come off as really dark since it's filling in the transparency with black. They look like this.
Is there a certain color that these should be behind the texture or did I do something wrong? I don't know what I'm missing and I can't find anyone asking the question so maybe I'm just dumb.
Sorry if this has already been asked I don't usually use forums and don't know how to search them properly.
I would post examples but my account isn't 7 days old.
In halo 1 the alpha channel of the diffuse texture is used for transparency. They also have a "multipurpose map", where the 3 channels (RGB) are each treated separately. The apha channel of the multipurpose is used for color change options in the tag.
In Halo 3 they use a different setup, so the diffuse texture's alpha channel was used for reflections or details or something else, not sure what. But it WASNT used for transparency, so when you rip the raw image and import it into Halo it still has the alpha channel from the halo 3 diffuse and ends up partially transparent.
You'll have to remake the alpha on all your bitmaps, it's part of the ripping process. If you want fully opaque textures, delete the alpha channel completely in photoshop.
Whoa whoawhoawhoa that is a whole lot of stuff I do not care about.
Some people are more harsh with criticism, some like to be kinder. Whenever you post ANYTHING the majority of responses will be things people don't like. Almost every time, it's to point out something you did wrong so that you can either A) Fix or Improve it or B) Realize it's bad and not do it again.
If somebody says "You need to learn how to mod better. This is useless", well that's pretty harsh. But if somebody takes the time to take multiple screenshots and critique your work, that means they explored it and played it and saw it was bad. If you give me a spoiled donut, I'm still going to be angry when you remind me it was free. If your mod is bad its bad, but somebody telling you in which ways it was bad is doing you a favor whether they're nice about it or not.
Quote: i was gonna post a lot more stuff. but the session expired and i only kept a partial backup
Holy cra...you mean there was supposed to be more?
Edited by DeadHamster on Aug 22, 2018 at 12:48 AM
Back on HaloMods Pepsi711 downloaded somebody's beavercreek and ridicule how poorly made it was, screenshotting a tree base and putting an F- on it in red, with "detention see me after class"
The other guy responded all irregular like this fellow, and said at the end "I'd like to see you build a better base out of trees.", completely missing the point that there shouldn't be sparkedit treeforts anymore and that's what was being criticized.
So Pepsi decided to spite him, built his own map on beavercreek and hid underneath the arch with trees, a portal on the opposite tunnel to get in. It was snug and the rest of the map's scenery made it feel not at all out of place. He made a legitimate tree base, and a far better mod just to spite somebody.
That doesn't have much to do with what we're discussing here except for the parts where it does. I just really like that story and how Pepsi711 gave somebody an F- on their mod.
Found the thread. Unfortunately Pepsi's F- image has been lost to the ravages of time. But what a time to be alive.
I saw a mod that swapped the models of some vehicles that would make no sense, like a ghost for a warthog and crap like that. The first response read "You need to learn more about modding. This is useless." and that was all they wrote. That might be even better than the F-
Edited by DeadHamster on Aug 21, 2018 at 07:05 AM
Quote: --- Original message by: Spartan314
Vehicle combat is looking sick man
I got the AI driving much better, but miswrote a < instead of a > and spawned infinite marines.
After some daring excapades, I made one of the greatest rescues in UNSC history, bravely fighting back against impossible odds to bring an unarmed marine to safety.
What actually happened was I had spawned so many marines due to the miswritten script that the game had run out of objects and couldn't give my marine an assault rifle. Hilarity ensued, and I can almost guarantee that the concept will end up being worked into the game whenever I start getting the mini missions implemented.
After watching the video again, I can clearly hear an elite inside one of the wraiths laughing after sending my warthog flying with a wraith blast. Check 1:35 of the video to hear it.
Quote: --- Original message by: Reshirom200
I just got a halo 2 tag ripper and im trying to find that m6d crate from tombstone, anyone have any idea where to look in dir?
Are you trying to use this in Halo 2 Vista? If so I can't be of any assistance, lack of knowledge.
If you just want the raw assets (model and texture), or if you're using it in Halo 1;
Download Adjutant. Delete whatever "tag ripper" you currently have.
Download Tombstone from Here.
Download Main Menu, Shared, and Single Player Shared from the same website.
Use adjutant to rip the tag. It'll be listed somewhere under scenery.
This thread pleases me. It may continue.
You could only have up to 10 different AI players in a free for all match.
Open a scenario in sapien, place 10 encounters, set each one to a different team index (0-9), and create one squad inside each. Make the squad have 1 A.I. and set it to respawn enabled. Save and compile.
No you cannot add more than 10 teams. No there is no way to make A.I. without teams.
Quote: --- Original message by: il Duce Primo
This thread should be one of thanking you for continuing providing the number 1 place to come for anything halo custom edition.
ITT we thank Dennis for hosting countless mods and maps of all makes. I know there are people who work in multiple industries that can trace their roots to modding Halo CE, and that isn't possible without someone getting started having a place where they can both download H2 coagulationv6, and upload H2 coagulationv7.
I can't find many of the mods I've uploaded to countless sites over the years. Anyone who's ever uploaded a map, a game asset or a program can still find it here now.
It's always something small. Other things to note; if there's an error with a command's syntax inside an (if) statement's true/false return, it'll return that the (if) itself is invalid, and not the command 7 lines down that's causing the glitch. This can make debugging huge lines of code impossible, If you ever have an error pop up on the (if), spend 10 minutes or so making sure the conditional is absolutely valid, and then remove the (if) from the script so that it will parse down to the actual error and return that. If it completes you know that it was the (if) statement's conditional, or that you forgot a (begin) or that you mistyped the format for the true/false returns.
This is how I learned. It doesn't have every command, but it almost does.
Edit: Look at the error it gave you by the way. It gave you the line that was wrong, and then said "requires exactly 2 arguments". Arguments are the data being analyzed by the command. In the BSL Bible you'll see the two arguments are the trigger_volume being analyzed, and the object_list to check. That extra 0 is an argument it doesn't know what to do with. This will help you figure out which line of code is causing you grief, and why.
Edited by DeadHamster on Aug 17, 2018 at 04:14 PM
Quote: --- Original message by: Halo CE Noob Modder117
Cheers Hamster. You're one helpful and knowledgeable person. So basically I'm starting to think it has something to do with my frames. I got it to 1.09 and are playing it at 30FPS. I'm using a powerful gaming computer so unless that effects it I dunno. Its just that damn slight movement. I mean it's barely noticeable.
I'm just shocked how when recording, even by using the dev command to hover BEFORE starting the recording, it doesn't record the hover and records it as if it is predicting how and where the pelican is slowly drifting.
What I did- Landed the pelican over a spot, put in the hover command. I then pressed '0' (which is my record key) and began recording my dropship sitting there for about 30seconds. I then made the hover false and started to fly away before ending my recording. Upon testing the animation, the pelican spawns and then begins to move backwards VERY VEEEEERY slowly (barely noticeable) before doing the rest of the flight. I just don't get how the recorder isn't picking up that the pelican wasn't moving at all. Strange...
Side question- I havn't got to that stage yet, as I used my script to evac AI rather than drop off, how would I go about having a marine actor variant spawn seated inside whatever chair label in the pelican? random thought example- create_ai marine1 pelican_seat_LB something like that?
EDIT: Well I got them in all the seats, now my problem is getting them out. I've experimented with some existing scripts but for some reason, only 4 out of my 10 seats are emptying. I have all the seats listed correctly copied and pasted from the script to put them in the seats initially but now I cannot get them to exit those seats...
Edited by Halo CE Noob Modder117 on Aug 17, 2018 at 12:57 PM
Recorded Animations are only player input. It doesn't actually record any game data, it just records what input the player gave on their input device, and plays those same commands on whatever unit it may be. You can run the same recording on a dropship, ghost, grunt or even the player themselves, it'll all respond the same way (albeit with vastly different results due to acceleration, max speed and turning radius values)
Here's how you do recorded animations;
Open Sapien, place a flag. Call it peliflag1. Place it outside the playable area of the map, where the player is unable to see if a pelican magically spawned there. ROTATE THE FLAG TOWARDS WHERE YOU WANT TO FLY.
Place a pelican, call it pelican1. Place it outside the map, and select "do not create automatically"
In game, run the command (object_create pelican1), and debug_cam and cheat_teleport_to_camera to get next to the pelican and inside the driver seat, or use (vehicle_load_magic pelican1 "w-driver" (players)). Now inside the pelican's driver seat, run the command (object_teleport pelican1 peliflag1).
You'll notice the game has you facing where the flag is, but that your pelican is still looking where it was before. Rotate the pelican towards the flag's orientation. Run the object_teleport command again. Adjust the pelican again towards the flag's orientation, run object_teleport, repeat until it's pretty much perfect.
As soon as you have the orientation right, run object_teleport, and JUST as you hit ~ to get back ingame, press your recording button.
Fly the pelican to where the drop will be. Use a controller. When you're over the area you want to be at, hold crouch to lower yourself. Sit in a lowered position for approximately 5-10 seconds. Press jump to raise yourself. Once a decent amount above the ground and any trees or obstacles, fly off outside of the map where the player can't see you. Once outside immediately hit the record button.
Now you can do the above (recording_play) and (recording_time) commands to get the pelican to complete it's full flight;
(object_teleport pelican1 peliflag1)
(recording_play pelican1 pelicanrecording1)
(sleep_until (> 450 (recording_time pelican1)) 5)
(vehicle_unload pelican1 "")
(sleep_until (= 0 (recording_time pelican1)) 5)
Also, for the pelican don't label the seats. Use (ai_place marines) and (vehicle_load_magic pelican1 "" marines) You probably will end up with a marine inside the driver seat, but they're invisible and when you use (vehicle_unload "") later they'll all pop out anyway. If you want to avoid this, name the pelican's driver seat "HaloCENoobModder117" after you've done the recordings, and no character will be able to get inside the driver seat. Since you play the animation directly on the vehicle that won't cause any issued.
Watch those videos. No tutorials there, just me working on Mombasa, but it should at least give you the framework of what should be going on.
Edited by DeadHamster on Aug 17, 2018 at 03:55 PM