The Gravemind has contributed to 40 posts out of 467506 total posts
(.01%) in 788 days (.05 posts per day).
20 Most recent posts:
Campaign sounds great can't wait to play it and yes I am planning to have different variants of the elite combat forms. I have already finished the minor but plan to have the major and maybe the zeolot.
Here is the image of the infection form:
And the minor:
I just finished porting the halo 3 elite combat form and I am still working on the human combat form. I also did do a custom infection form combining features from halo 1-3. I am really looking foward for this though. Will it be only be one level or a small campaign?
Sounds great I was working on a similar project but I decided to give it a break and started to work on some custom flood tags and ports I might release later.
Im not sure where to find dialogue but the soundtrack (with looping) was already been added to halo maps years ago.
try running sapien as administrator
Edit:also your bsp might be located in your app data folder. Try running tool as admin as well.
Edited by The Gravemind on Sep 16, 2018 at 08:45 PM
hmm I have a bad feeling about this, I don't know why but I do.
I can confirm that max 2019 works perfectly, I have just made my first model!
I have installed the 2019 version and so far the gbx model importer seems to be working except it doesn't automatically apply materials. I haven't really done much and I haven't tested the jms exporter yet.
Edited by The Gravemind on Aug 14, 2018 at 08:47 PM
thanks I was planning to get the 2019 version
I have read that newer versions of max are not compatible with jms exporters. So I was wondering which version would be the best to work with for halo ce.
Quote: --- Original message by: DeadHamster Quote: --- Original message by: Echo77
We do need to think about donating more often, regardless of whether it has any impact on the site's relative inactivity, because (while we're on the subject of recognition) Dennis has put money, time, and effort into something that everyone of us has enjoyed since 2005. Not because he wished praise, or reward, or recognition, but because he made a promise.https://cdn.discordapp.com/attachments/299011303727431690/474852256487833600/When_I_Make_a_Promise.PNGEdited by Echo77 on Aug 3, 2018 at 04:25 AM
Well now, that hit me double hard right in the feels.
same I really did not expect that.
Quote: --- Original message by: DeadHamster
I hate working with sky models. Tried looking into porting some from Halo 2, did not enjoy the process.
Yep it's very frustrating so i'm just gonna try to replace the bitmaps from a halo ce sky model with the ones from halo 2.
Quote: --- Original message by: Maniac1000
Can it not be extracted to 3ds then recreated to work in ce?
Yeah that's what i decided to do.
Here is an image but it's still far from done.
Edited by The Gravemind on Aug 2, 2018 at 03:38 PM
Yeah no need I already fixed most of them and I already know about refinery but I haven't tried it yet.
Edited by The Gravemind on Jul 30, 2018 at 03:11 PM
Hey um... I found the easteregg accidentally while exploring the map but I forgot that Hek plus sucks at exporting .yelo maps and now all the os shaders are corrupted. I do have to say this is definitely one of my favorite maps and it deserves more attention.
I was just wondering if anyone has the sacred icon sky tag from halo 2.
If you mean like make it night it's nothing related to textures (kinda) but lightmaps. You first must change the sky tag to a night sky in guerilla or the sky of your choice then in sapien press the ~ button and type: radiosity_quality 0 (you could change the 0 to 1 for a more accurate lightmap but it will take a lot longer) then press enter
secondly type: radiosity_start (this might take sometime depending if you choose 0 or 1)
after the all numbers on the upper left side are all 0 type: radiosity_save then press enter and save your scenario. To add snow or rain etc. is something completely different.
I probably did a horrible job explaining so just read this tutorial if you need anything else:
Edited by The Gravemind on Jul 26, 2018 at 03:10 PM
For some reason whenever I trigger a bsp change in game it crashes but everything works fine in sapien. I can switch bsps perfectly in sapien without any errors, however it says garbage collection critical -121 slots in both bsps not sure if that's related. I've tried naming the trigger bsp 1,0 (which worked before) and I've tried using scripts but it still crashes, any ideas?
Edit: Sapien finally crashed when I made a specific encounter to respawn and I got this error,I have never seen it before, does anyone know how to fix it:
07.11.18 19:01:32 EAX: 0x00000001
07.11.18 19:01:32 EBX: 0x106E0001
07.11.18 19:01:32 ECX: 0x00000000
07.11.18 19:01:32 EDX: 0x00000000
07.11.18 19:01:32 EDI: 0x0019EFE0
07.11.18 19:01:32 ESI: 0x00000000
07.11.18 19:01:32 EBP: 0x0019EEB8
07.11.18 19:01:32 ESP: 0x0019EEAC
07.11.18 19:01:32 EIP: 0x77B5B0BC, C2 08 00 90 ?????
07.11.18 19:01:32 EXCEPTION halt in \halopc\haloce\source\units\units.c,#8284: (grenade_type >= 0) && (grenade_type < NUMBER_OF_UNIT_GRENADE_TYPES)
Edited by The Gravemind on Jul 11, 2018 at 09:23 PM
Edit#2:I fixed it! The sapien crash was an opensauce error apparently which was caused by one of my tags using the spv3 plasma grenade. The other problem was one of my custom tags (which were working fine on my other maps) caused the game to crash when changing bsp (for some reason).
Edited by The Gravemind on Jul 12, 2018 at 01:17 AM
Yeah the first did destroy all objects but thanks anyway it could be helpful sometime later,
but (object_destroy_containing "@") worked perfectly thanks!
Edited by The Gravemind on Jul 6, 2018 at 03:19 PM
I have been making a single player map for a while now and there is a lot of scenery on my scenario (I get the MAXIMUM_OBJECTS_RENDERED error) so I was wondering if there is a script to remove already placed scenery.