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Viewing User Profile for: KasperZERO
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Joined: Feb 16, 2017 08:20 PM
Last Post: Jan 5, 2019 01:54 AM
Last Visit: Jan 5, 2019 11:59 PM
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KasperZERO has contributed to 23 posts out of 468010 total posts (0.00%) in 703 days (.03 posts per day).

20 Most recent posts:
Halo CE Technical / Map Design » Adding Shields to Bipeds Jan 5, 2019 01:54 AM (Total replies: 2)

Thanks a lot!

Halo CE Technical / Map Design » Adding Shields to Bipeds Jan 5, 2019 12:00 AM (Total replies: 2)

How do I add cyborg/elite shields to custom bipeds and characters, such as grunts? Is this in the bipd tag or somewhere else?

Halo CE Technical / Map Design » Can't access map saved by tool Oct 27, 2018 08:29 PM (Total replies: 2)

Thanks bro! I ran command prompt as admin and it worked this time

Halo CE Technical / Map Design » Can't access map saved by tool Oct 27, 2018 06:59 PM (Total replies: 2)

When I run build-cache-file with tool, it saves a .map file but the icon has a small lock over it. I cannot see the file under my normal file explorer but I can see the file when I use Guerilla to open file. Anyone know why this would happen?

Halo CE General Discussion » modifying campaigns with HEK May 23, 2017 12:26 AM (Total replies: 7)

I was missing a bunch of .weapon and .vehicle tags [I'm assuming are campaign specific] .. debug.txt help me tremendously with troubleshooting .. found the extra tag set on this site at "http://hce.halomaps.org/index.cfm?fid=1389" .. thank you guys.

also re sparkedit .. I can play SP maps with scen objects being translated, but not duplicated .. using vbindiff I see that when sparkedit handles duplications in single player maps, 0x42 bytes are overwritten somewhere in the scenario tag, while for multiplayer 0x42 bytes are injected, and one byte is incremented [the number of objects in that tag], and a number of other 4 byte values following it are incremented by 0x42 [which I assume is the size of the data] .. like anyone cares anymore. ;]

Quote: --- Original message by: XxPopeAK49xX
Why modify something already perfect? Typical plebs.


... Variety?

I agree with you about perfection though .. it's why I cling to the original Halo engine so much .. why would I rock anything less than perfect ;]
Edited by KasperZERO on May 23, 2017 at 01:06 AM
Edited by KasperZERO on May 26, 2017 at 12:43 AM

Halo CE General Discussion » modifying campaigns with HEK May 22, 2017 01:48 AM (Total replies: 7)

I try to load any .scenario tag with Sapien and the program will just freeze as it boots up and crash. I'm not trying to make a new map but modify existing campaigns to add new scenery weapons enemy spawns etc.

So how can I load a stock campaign .scenario tag into sapien? is it possible?

Also I don't know if anyone still does Halo Xbox but Sparkedit corrupts campaign maps when saving after duplicating things ..

Halo CE General Discussion » Arsenic won't run Mar 4, 2017 07:16 PM (Total replies: 2)

I got Arsenic v2.0.0.9, installed SlimDX and .NET, and it won't run.

The error is a System.IO.FileNotFoundException

Is anyone familiar with this? Why this program won't run :[

edit: I had the January 2012 SlimDX installed, maybe that was why? I uninstalled that first then tried installing the November 2008 after I ended up finding it here. It now works.
Edited by KasperZERO on Jul 27, 2017 at 02:03 PM

Halo CE General Discussion » flashlights on marines Mar 1, 2017 11:18 PM (Total replies: 11)

Could you please go into some more detail about this? I don't know where that is you got that screenshot from

Halo CE General Discussion » flashlights on marines Mar 1, 2017 10:06 PM (Total replies: 11)

Is there a way to activate flashlights as part of the meta or tag, or does it have to be scripted?

Halo CE General Discussion » flashlights on marines Feb 24, 2017 10:28 PM (Total replies: 11)

In Truth and Reconciliation, the marines have their flashlights on. I notice also that they turn their lights on after exiting the pelican in-game.

Is this a script or a part of the actor or weapon tag? I'm trying to have the marines turn their falshlights on in other levels. Anyone?

Halo CE General Discussion » actor colors in single player Feb 23, 2017 08:18 PM (Total replies: 5)

I'm just wondering if anybody knows about this topic .. there's an actor variant tag with upper and lower color bounds, but I notice with the grunt minor that there is no color value, even though the grunt major has a color value. In fact, grunt minor meta is about x20 bytes shorter, leaving out the array which is supposed to hold the value

EDIT: The offsets for grunt minor RGB color lower and upper bound is in the bipd tag, located at 0x524 to 0x53b in the meta. Thank you, notrododo93
Edited by KasperZERO on Mar 1, 2017 at 10:08 PM

Halo CE General Discussion » glowing enemies Feb 21, 2017 08:18 PM (Total replies: 18)

I prefer to play on the TV. I'm not a serious gamer, hence why I'm just trying to do some reskinning mods and aesthetic stuff to visually enhance the game a bit for myself .. the more I look into this though I may get HCE so I can get into making machinemas

FYI, I found the offsets for Color of emitted light lower and upper in the shader model meta file, from offset x78-x83 and x84-x8F. I used a hex editor and voila, glowing.


Edited by KasperZERO on Mar 2, 2017 at 09:11 PM

Halo CE General Discussion » glowing enemies Feb 21, 2017 07:08 PM (Total replies: 18)

You know what, considering that, I'll invest in getting Halo PC if I can find a copy. Just never owned the game for computer tbh. I always loved Xbox.

Still if you happen to know something about this I would appreciate any advice you could offer, even if somebody could just confirm that this is possible to do either on the Xbox or on CE.

I know this may not be the place for help modding Xbox when this is a CE forum, but all the Xbox forums are (to my knowledge at least) all down. You guys have still just helped me out a ton though.

Halo CE General Discussion » glowing enemies Feb 21, 2017 03:08 PM (Total replies: 18)

Because I'm mostly trying to mod for Xbox. Never used HEK before.

Halo CE General Discussion » glowing enemies Feb 21, 2017 01:47 PM (Total replies: 18)

In HMT and Eschaton I see color of emitted light. I change that but no difference.

Halo CE General Discussion » glowing enemies Feb 21, 2017 01:20 PM (Total replies: 18)

glow as in the surface, made with bitmaps and multipurpose. Like how the text on ammo models or the red cross on health packs glow. Grunts also have small white lights on their backpacks. Plasma rifles have glowing symbols and things. This kind of glow, nothing to do with lens flares or dynamic lighting.

So jackals, for example. I color their eyes green in the multipurpose and inject that back into the map but that doesn't do it. I'm assuming I have to modify shaders also but don't know what I need to do to them.

If you could even just point me to some documentation or tutorials regarding this stuff that would be awesome. I don't know where else to look for halo modding resources anymore. Been searching

Edited by KasperZERO on Feb 21, 2017 at 01:23 PM

Halo CE General Discussion » glowing enemies Feb 21, 2017 12:05 PM (Total replies: 18)

It's nice to see some of the Halo modding community is still around.

Halo CE General Discussion » glowing enemies Feb 21, 2017 10:06 AM (Total replies: 18)

@lolslayer, yes, like the red cross on first aid kits or those glowing logos and things on elites.

@R93 Sniper I modified the green channel of the multipurpose bitmap. could you go into more detail about compiling the bitmap and the shader?

Halo CE General Discussion » glowing enemies Feb 21, 2017 12:11 AM (Total replies: 18)

is there a way to mod enemy bitmaps (the multipurpose etc) to make them glow? if not how could I make certain features of enemies glow, like eyes etc?

Halo CE General Discussion » Changing lightmaps Feb 17, 2017 02:51 PM (Total replies: 8)

Tucker, it worked Thanks buddy

I used Eschaton 0.8.2, imported all black bitmaps over each lightmap in the set.


Time: Sat January 19, 2019 4:28 AM 312 ms.
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