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Viewing User Profile for: Halonimator
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Joined: Dec 15, 2014 11:51 PM
Last Post: Yesterday @ 01:37 PM
Last Visit: Today @ 02:33 PM
Website: https://www.youtube.com/channel/UC7wU7vrKl5dpxXMIJ6W1UWQ
Location: Mexico
Occupation: Zbrush artist, 3ds max and Maya animator
Interests: 343 INDUSTRIES
Your Age: 18
What Games do you play: Halo ... And pc
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Halo5gsucks.com
Email: {hidden}


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Halonimator has contributed to 1155 posts out of 462326 total posts (.25%) in 867 days (1.33 posts per day).

20 Most recent posts:
Halo CE General Discussion » Money Yesterday @ 01:37 PM (Total replies: 61)

Quote: --- Original message by: MatthewDratt

Takedown is now $19.99, Extermination DLC will be released soon for $29.99
CE3 2017 is an exclusive livestream. Buy into the stream with DirectTV for only $49.99/month
Edited by MatthewDratt on Apr 28, 2017 at 10:57 AM


Release date?

Halo CE General Discussion » Money Apr 27, 2017 11:28 PM (Total replies: 61)

So i could sell planet flood?... mmm... 60$ and i release SP maps. Im not kidding, now betas will cost 10$, demos and DLCs 20$ and pre-releases 70$... Now Halonimator will be rich$$$.

tags cost 3$ and packs 60$.


Ugh.... It really gave me Anthrax.
Masterz is right, whats is this garbage fest?
Hey masterz, i have a little recommendation before downloading trash, just watch-talk with any tester like SBB.
Edited by Halonimator on Apr 24, 2017 at 11:04 AM

Halo CE General Discussion » Semi-Official Gallery [WIPS] Apr 16, 2017 06:06 PM (Total replies: 11276)

Im going to release it along "a map":







Halo CE General Discussion » Semi-Official Gallery [WIPS] Apr 10, 2017 09:06 PM (Total replies: 11276)

One special vid i made for you guys:

https://www.youtube.com/watch?v=KyAkAMNYw0k&feature=youtu.be

Halo CE Technical / Map Design » Halonimator's modified CMT tagset [Q&A] Apr 4, 2017 02:47 AM (Total replies: 17)

In what way does each weapon serve it's role, and how is that role accomplished?

Assault rifle: A midrange secondary weapon that is usefull to kill unshielded enemies and jackals. In combination with plasma you can kill quickly brutes and elites... but hunter are difficult to hit.

Smg: mid-close range...The fastest close range weapon, usefull to take down grunts, unshielded jackals and elites that were weakende before.

Plasma rifle: A good mid-range secondary weapon usefull to take elites, brutes and jackals shields and then finish them with headshot capable or human-brute automatic. At certain scenario it can be usefull to kill brutes face to face and grunts at close range. Enemies can destroy your shields in seconds.

Brute Spiker: Close range weapon usefull to kill enemies with melees and shots. it can kill a hunter quikly than the other automatics.

Plasma pistol: The plasma pistol is a close range secondary weapon usefull to remove shields of jackals and elites at close range. The overcharge bolt is difficult to use and now uses 20%... if you have a headshot weapon you can take many elites and brutes like grunts. Grunts and jackals arent as acurate like the originals.

Magnum: powerfull close-mid range headshot capable weapon usefull to take groups of grunts and jackals, Is one of the weapons that in is better in combination with a plasma weapon like the pr or pp. no so great to take down brutes, elites and hunters alone.

Sniper rifle: long range weapon... i dont need to explain this one.

Rocket launcher: The most badass weapon, it can kill everything in seconds. It has 3 down sights projectile speed, number of rockets and speed.

Brute shot: I like this weapon, because it can stun hunter and kill most lower rank enemies with 2-3 shots, And it has the most powerfull melee damage of all weapons.

Carbine: The only headshot automatic weapon, it has a fast rate, role... mid-long range weapon, good to snipe small static unshielded units. Cb jackals use it at 28-32 world units.

Needler: Usefull weapon that i use againt brutes, sword elites and canon grunts. not so good againts elites, hunters and shielded jackals.

Shotgun: Short range weapon usefull to everything at close range (1 to 4) and do at least some damage at 7-8 units. It sucks against high ranked shielded units, and it can kill a hunter faster than most weapons. The flood can kill you in 1 to many shots, unlike h2- more like hce.

Battle rifle: slower rate of fire than the hp and cb but more oportunities to land headshots.Good to take unshielded targets from medium range like jackals and grunts. weaker shot against shields than the cb but greater damage againts health. For me it is better than the Cb and hp in most situations.

Shredder: A devastating close range weapon usefull to kill small groups of enemies or big units at close range. i find the shredder usefull against slower enemies like the brutes and small groups of grunts at close range (thanks to a faster firerate compare to the shotgun) , not so effective against shielded enemies and floods. To use this weapon you need to be face to face to kill an enemie due to the slow projectile speed. Enemies can kill you in 2 shots but are easy to evade and they need to be at very close range. (it has a worse range than the shotgun)

Hunter (bean and bolt): half of the shot of the hunter's bean is enough to kill a spartan player. Bolt direct shot= death but you can survive (depends of how far the player is of the explotion range)

Since im using this tagset with planet flood c and d, the answers are based on both gameplay and philosopy behind this mod.


What are some of the differences between the CMT weapon tags and the ones you have?

I changed the weapon's zoom, aim, movement, ai targeting parameters,magazine, triggers, projectiles and bullet damage from scratch.

The diference between Cmt's and this mod is that every weapon do around the same damage +- the damage modifiers for the type of weapon and collision materials. the projectile speeds are the only thing i had to test and figure out what to put, the total damage a weapon can do withot any modifier is 200p per magazine aproximatly, each weapon has a firerate equal to number of bullets divided by four seconds (with 2 exceptions, the Sg and Hg), To know the damage per bullet i diviede the maximun damaege (200) by the number of bullets(this means i have a tagset that all weapons have a proportional rate of fire and damage). Head shot weapons dont have as good damage multiplier against shields or health. I got the projectile error by dividing 57.3 by the custom aim assist range. Melee damage was changed to make small weapons do 15lower 25upper (+ acceleration), medium around 20l 30u, big ones 30l and 40u... Brute weapons have a damage bonus against. Explosive projectiles like the bs, hg, rl and granades (etc) have a damage radius that fades (lower the damage) you know.

Is it cancelled?

No.

Why did you chose those health values?

Because, it is a lot easier to manipulate them.

How does your tagset do vehicle health?

Im using the Tsce method, the only thing i did to tsce vehicles was some changes to the health and materials to make vehicles work with the new damage and health values.

How do you balance having so many different headshot weapons?

There is only 4 headshot weapons Br, Hp, Cb and Sr. The difference between automatics and headshot capable is that headshot weapons have weaker shots (no bonus, or noticeable), also headshot weapons have zoom. For me the Dmr its just a covenant carbine. To compensate the weaker shot Ai's do have extra Bonus values.

What have you done to make the AR and the PR feel different, with them both having shallow "clips" other than the PR getting shield bonuses?

Both weapons have similar aim ranges, firerates (ar 8-8 and pr 7-9 per second), error angles. The plasma rifle shots 28 bolts that do a damage of 7 to 8, to compensate the slow bullets the pr can stun and ping resistant units (like the original hce pr).

What changes have you made to the AI, and how do the changes you have made to the weapons effect the way the AI interacts with the player?

Later... still writting it.

Halo CE General Discussion » Semi-Official Gallery [WIPS] Apr 1, 2017 01:25 PM (Total replies: 11276)

a male body i model.



later this day i will answer the questions... right now im modelling some aliens.

Halo CE Technical / Map Design » Halonimator's modified CMT tagset [Q&A] Mar 31, 2017 08:33 PM (Total replies: 17)

Quote: --- Original message by: Spartan314
Quote: --- Original message by: EtchyaSketch
How is "How did you balance the tagset?" not a specific question?
Why are you so afraid of answering the question, is it because you did a pisspoor job at doing it?

Forget pisspoor job, I doubt he balanced it at all.
This is like letting a kid borrow your essay and change 4 words into synonyms.

Here's a question: Can you stop being a stuck up prick?
I wouldn't mind if you produced quality content but you can't even do that.


Good question... Grunts health is 25 for the minors, 37.5 for majors and 50 for ultras-specops.
Jackals have 37.7 and 50
hunters have 200, 225 and 250
elites have 50h/50s, 50h/75s, 75h/75s and 125h/125s
brutes have 75, 100, 125, 150

All Ai's collision material have diferent weaknesses and strengths. Health and shield is conected to damage values and collision materials, i had to balance them manually.

Quote: --- Original message by: CHRISPOCALYP5E
Here's a question...

Is it just me or is the HUD reticle barely visible?


Because those aliens were shooting at my face.

Quote: --- Original message by: Kinnet
Q: Why should we use this tagset over the official CMT one ?


Because the original Cmt's tsce tagset its just a vanilla tagset with new visuals... look at the variables.
Edited by Halonimator on Mar 31, 2017 at 08:37 PM

I WILL ONLY ANSWER QUESTIONS THAT ASK FOR HOW I DID BALANCE SPECIFIED PARTS-TAGS-PHILOSOPHY's OF THE MOD
Edited by Halonimator on Mar 31, 2017 at 08:39 PM


Quote: --- Original message by: not m00kz
I'm not reading all that sweetie perra shorten it up scrub.


Childish as always, grow up man... arent you like 25-30 years old?

Halo CE Technical / Map Design » Halonimator's modified CMT tagset [Q&A] Mar 31, 2017 02:44 AM (Total replies: 17)

Leave your questions related to my modified tagset here down below and i will answer them.

http://forum.halomaps.org/index.cfm?page=topic&topicID=50038




Rules: I will only answer specific questions related to parts sandbox. So, dont post things like How did you balanced the tagset?


Quote: --- Original message by: DeadHamster
Quote: --- Original message by: Halo305sparts
Looks like I made a huge mistake :/ I used his previous tagset and I managed to get it working for me :(


You're still making a huge mistake.


CMT is a team that has constantly been comprised of the best modders in Halo's history over multiple "generations" of modding as they have come and gone. They've spent 10+ years as a team modding the engine while refining and tuning an ever-evolving tagset over 3 completely separate versions of a project that overhauls the entire game and every asset within it.

Halonimator takes their tagset, put's his name on it and can't even list what changes he made.


Because i changed most of the fking varibles, are you a retard?.


Quote: --- Original message by: Halo305sparts

Tag corruption? I'm using Halonimator's new tagset.
os_tool build-cache-file-ex "" 0 0 1 levels\ is how I began the compiling code in tool.

How do I access Opensauce crash report? "(OpenSauce\Reports\Crashrpt)"

^ Fixed I found the crash report now heres the exception reading

03.30.17 06:41:51 sapien pc 01.00.09.0620 ----------------------------------------------
03.30.17 06:41:51 reference function: _write_to_error_file
03.30.17 06:41:51 reference address: 401b13
03.30.17 06:41:51 CreateDevice succeeded with refresh rate = 0
03.30.17 06:41:52 Initializing 12 button 5 axis 1 pov joystick 'Generic USB Joystick '
03.30.17 06:41:52 Successfully initialized device axis 1282 instance number 5 - Z Rotation to range [-4096,4096]
03.30.17 06:41:52 Successfully initialized device axis 514 instance number 2 - Z Axis to range [-4096,4096]
03.30.17 06:41:52 Successfully initialized device axis 1538 instance number 6 - Z Axis to range [-4096,4096]
03.30.17 06:41:52 Successfully initialized device axis 258 instance number 1 - Y Axis to range [-4096,4096]
03.30.17 06:41:52 Successfully initialized device axis 2 instance number 0 - X Axis to range [-4096,4096]
03.30.17 06:41:52 Successfully initialized device POV 16 instance number 0 - Hat Switch to range [-4096,4096]
03.30.17 06:41:52 Successfully initialized device button 4 instance number 0 - Button 0
03.30.17 06:41:52 Successfully initialized device button 260 instance number 1 - Button 1
03.30.17 06:41:52 Successfully initialized device button 516 instance number 2 - Button 2
03.30.17 06:41:52 Successfully initialized device button 772 instance number 3 - Button 3
03.30.17 06:41:52 Successfully initialized device button 1028 instance number 4 - Button 4
03.30.17 06:41:52 Successfully initialized device button 1284 instance number 5 - Button 5
03.30.17 06:41:52 Successfully initialized device button 1540 instance number 6 - Button 6
03.30.17 06:41:52 Successfully initialized device button 1796 instance number 7 - Button 7
03.30.17 06:41:52 Successfully initialized device button 2052 instance number 8 - Button 8
03.30.17 06:41:52 Successfully initialized device button 2308 instance number 9 - Button 9
03.30.17 06:41:52 Successfully initialized device button 2564 instance number 10 - Button 10
03.30.17 06:41:52 Successfully initialized device button 2820 instance number 11 - Button 11
03.30.17 06:41:52 Could not initialize unknown device object 192 instance number 0 - Collection 0 - Joystick
03.30.17 06:41:52 Could not initialize unknown device object 448 instance number 1 - Collection 1
03.30.17 06:41:52 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
03.30.17 06:41:53 Increasing sound decompression buffer size to 1048576 bytes
03.30.17 06:42:37 WARNING: cannot spawn actors in Spartans/spartan assualt rifle because the actor variant specified for this squad is NONE or invalid
03.30.17 06:42:37 WARNING: cannot spawn actors in Spartans/spartan shotgun because the actor variant specified for this squad is NONE or invalid
03.30.17 06:42:37 WARNING: cannot spawn actors in Spartans/spartan smg because the actor variant specified for this squad is NONE or invalid
03.30.17 06:42:37 WARNING: cannot spawn actors in Spartans/spartan sniper because the actor variant specified for this squad is NONE or invalid
03.30.17 06:42:37 WARNING: cannot spawn actors in Spartans/spartan dmr because the actor variant specified for this squad is NONE or invalid
03.30.17 06:42:37 WARNING: cannot spawn actors in Spartans/spartan smg because the actor variant specified for this squad is NONE or invalid
03.30.17 06:42:37 WARNING: cannot spawn actors in Spartans/spartan sniper because the actor variant specified for this squad is NONE or invalid
03.30.17 06:42:37 WARNING: cannot spawn actors in Spartans/spartan dmr because the actor variant specified for this squad is NONE or invalid
03.30.17 06:42:37 EAX: 0x00000000
03.30.17 06:42:37 EBX: 0x40018701
03.30.17 06:42:37 ECX: 0x00000000
03.30.17 06:42:37 EDX: 0x00000000
03.30.17 06:42:37 EDI: 0x0019E480
03.30.17 06:42:37 ESI: 0x00000000
03.30.17 06:42:37 EBP: 0x0019E358
03.30.17 06:42:37 ESP: 0x0019E34C
03.30.17 06:42:37 EIP: 0x7715F43C, C2 08 00 90 ?????
03.30.17 06:42:37 EXCEPTION halt in \halopc\haloce\source\objects\objects.c,#1913: function_index>=0 && function_index<NUMBER_OF_OUTGOING_OBJECT_FUNCTIONS


Ignore the " WARNING: cannot spawn actors in Spartans/spartan sniper because the actor variant specified for this squad is NONE or invalid" I was testing my actor varients in a test scenario.
Edited by Halo305sparts on Mar 30, 2017 at 05:07 PM


Did you replaced-copied every tag to your folder?

Quote: --- Original message by: Halo305sparts
Quote: --- Original message by: DeadHamster
Quote: --- Original message by: Halo305sparts
Looks like I made a huge mistake :/ I used his previous tagset and I managed to get it working for me :(


You're still making a huge mistake.


CMT is a team that has constantly been comprised of the best modders in Halo's history over multiple "generations" of modding as they have come and gone. They've spent 10+ years as a team modding the engine while refining and tuning an ever-evolving tagset over 3 completely separate versions of a project that overhauls the entire game and every asset within it.

Halonimator takes their tagset, put's his name on it and can't even list what changes he made.


I've already personally apologised to masterz.


Why? spv3 and tsce have nothing in common. My "MODIFIED" tagset isnt a polished Vanilla HCE tagset like the original TSCE tagset... Ughh... Or the spv3 tagset that has some of most awfull designs choices like remove tension in combat, retarded weapon balance, strategy and tactis, spv3 its the culmination of why i hate 343i's games. exept halo 4-5 are even worse.

The modification i made to the TSCE tagset is my own vision of what i liked and wanted Halo's sandbox to evolve. I only used the original halo trilogy as inspiration, watched all making of halo, documentaries and commentary's. Unlike masterz1337 i dont like my fun to be stupid and predictable, the fun of my modified tagset cames from the interactions between the sandbox. The reason of why i dindt answer how i balaced the tagset is because no one is giving me a "SPECIFIED QUESTION" like for example: What is your philosophy behind the weapons?, How did i scaled the difficulty? There is so many variables that i cant answer it all with one question. Maybe if People only asked specifics i could answer them.
Edited by Halonimator on Mar 31, 2017 at 02:29 AM

Halo CE Technical / Map Design » Write new shaders with Opensauce? Mar 29, 2017 01:43 AM (Total replies: 4)

Quote: --- Original message by: Masters1337
It should be part of the OS page on github. I think I have some incomplete shaders if you are ever wanting to take a look.


Masterz1337 is useless.



Heres the OS4 wiki page: https://bitbucket.org/KornnerStudios/opensauce-release/wiki/Home

Halo CE General Discussion » Semi-Official Gallery [WIPS] Mar 29, 2017 01:32 AM (Total replies: 11276)

Dedicated a bit of my time to draw a spongebob for masterz1337. Thanks to him i will not release planet flood C and D...

I have a better version but Dennis will ban me if i upload it. (it has masterz1337's face and spongebob's nose doing bad things).

Also,Isnt this is unhealthy?

Here a halo image



Edited by Halonimator on Mar 29, 2017 at 01:38 AM
Edited by Halonimator on Mar 29, 2017 at 01:40 AM

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Mar 29, 2017 01:29 AM (Total replies: 86)

Quote: --- Original message by: SBB_Michelle
probably a mix of a lot of things going on, a lot of high quality models (grunts, canonfodder) and not so good portals.

That bsp is so oddly done in fact that you can get out of it with the ghost boost (in versions that still have it) and just see the whole map is a block and then you can drive under it and see lots of random floating scenery pieces which might be making it worse too.


Uhh... And CMT choosed Masterz as their leader. Bad choice, even halonimator fixed this issue with his amazing modified tagset.

Halo CE General Discussion » Semi-Official Gallery [WIPS] Mar 28, 2017 12:35 AM (Total replies: 11276)

Some autistic draw i dedicated to my favorite "friends"


Halo CE General Discussion » Semi-Official Gallery [WIPS] Mar 26, 2017 02:25 PM (Total replies: 11276)

First ingame test "stfu flankers, i know what you are going to comment about the textures."

https://www.youtube.com/watch?v=M7eO120GkL0&feature=youtu.be
I have a stable framerate,the reason of why it looks bad: im still learning how to record videos.

Halo CE Technical / Map Design » Legs in First Person Mar 26, 2017 02:17 PM (Total replies: 11)

I dont know why someone will want to use his legs to shot guns. https://www.youtube.com/watch?v=130kAsO8vJc

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Mar 26, 2017 02:08 PM (Total replies: 86)

Is 15fps playable?

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Mar 25, 2017 05:07 PM (Total replies: 86)

Quote: --- Original message by: Masters1337
Quote: --- Original message by: Nickster5000

What I mean is that if the project doesn't play very well, what is the point in trying to implement 60 fps?

For instance, I know that Sector 09 could have been a lot more that it is. I know that there is things that could / should be fixed, and I have a whole list of features that I wanted to implement. I also know that Sector 09 could handle the 60 fps and look amazing with a few tweaks to its model and light maps... but if I were to come back and revisit Sector 09, I would focus on fixing the smaller things and implementing the fun features to make it more fun to play. What I am getting at is that 60 fps isn't worth implementing if the thing you're building isn't fun. There are many projects that should focus on re-evaluating their game play and not trying to implement 60 fps.
Edited by Nickster5000 on Mar 24, 2017 at 01:29 AM


This is nonsense. 60 fps provides serious increases in visual fidelity and gameplay, more so than anything else you mentioned for your project.


Stop! you poor mindless peasant.343i has shown us 60fps cant improve bad gameplay at all, it just improves games that are good like bungie halo's. imagine Halo 3 on pc at 85fps.

Halo CE General Discussion » Semi-Official Gallery [WIPS] Mar 25, 2017 04:57 PM (Total replies: 11276)

They look better than master's ugly face.



Quote: --- Original message by: Masters1337
Quote: --- Original message by: DeadHamster
Quote: --- Original message by: Halonimator

Today ive perfected my cliff modelling skills. Now they look 100 times better than master's

http://i.imgur.com/Ov3EQO7.jpg
Edited by Halonimator on Mar 24, 2017 at 08:45 PM




I'm beginning to form the opinion that Halonimator is really an alt account of Masters in some incredibly elaborate effort to draw attention to SPV3.


That would be brilliant.


Inferior peasant, he thinks he had a chance against my mapping skills. such a shame.
Edited by Halonimator on Mar 25, 2017 at 05:02 PM


Time: Sat April 29, 2017 3:28 PM 297 ms.
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