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BioGoji1989 has contributed to 97 posts out of 468616 total posts (.02%) in 483 days (.20 posts per day).

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I mean, seriously, it's 2019, and I don't think I've seen a single Halo PC mod of any kind that adds controller vibration back into the game's abilities. The lack of it just... kind of makes things not as fun as it is on a console. The vibration adds to the immersion of the game. Does anyone know if it's even possible to add vibration functionality for controllers to the PC port (both custom edition and Vanilla)?

Quote: --- Original message by: DeadHamster
Quote: --- Original message by: Kavawuvi

It's worth noting that setting the file size (32-bit integer at offset 0xC) in the map header to 0 will allow such large maps to work without needing mods like Open Sauce.

I believe you actually meant 0x8, ending at 0xC. 0x8 contains the maps filesize in bytes written as a 32 bit int, whereas 0xC is all 0's.

Based on what you're saying though there may be existing maps that have some memory issues due to their size. Here's a basic tool to anyone who may need or want it. It'll write 0 to the filesize located in the header, or alternatively unpatch it by rewriting the filesize in bytes.



This would only work on existing maps, and would only improve the memory loading issues that 002 describes in the post above. If there are giant maps like B30_evolved that would run better for whatever reason, now you can do that. But you still want either SBB_Michelle's patch or the pre-patched Tools to actually bypass the filesize limit for compiling new maps.

Okay, so... I can use this on non-OS campaign maps as long as I have SBB_Michelle's patch or the Hacked Tools?

Halo CE General Discussion » [RELEASE] BioGoji's Campaign Mod Version 1.5 Mar 25, 2019 07:50 PM (Total replies: 0)


Anyway, here is my updated campaign mod, with a more proper balance to weapons so that it isn't as easy or unsatisfying as the first version. Most of the changes found in Version 1.0 still apply to this mod, but there are a few significant differences. For instance, the Assault Rifle can no longer score headshots, and the Pistol is no longer fully automatic. The Battle Rifle now fires at a rate of only 3 rounds per second, but it has had its damage output increased to make it feel more like the OP pistol of the Vanilla game. Other changes will be listed as I continue editing the mod.

[Update as of 04/08/2019] Level a50, The Truth and Reconciliation, has now been posted.
[Update as of 04/10/2019] Level b30, The Silent Cartographer, has now been posted.

The Pillar of Autumn.

Download Link: http://www.mediafire.com/file/62o1s6dg4um68o0/a10.rar/file

Image Link: https://imgur.com/a/j07SJ5R


Download Link: http://www.mediafire.com/file/p6suaajuni74es9/a30.rar/file

Image Link: http://imgur.com/a/s7B8y9F

Truth And Reconciliation

Download Link: http://www.mediafire.com/file/ny72qvn1kt7ywkr/a50.rar/file

Image Link: https://imgur.com/a/KEfn0tP

The Silent Cartographer

Download Link: http://www.mediafire.com/file/b87szj5xurikh2p/b30.rar/file

Image Link: https://imgur.com/a/EfuqQ96

Assault On The Control Room

Download link coming soon!

Image link coming soon!

343 Guilty Spark

Download link coming soon!

Image link coming soon!

The Library

Download link coming soon.

Image link coming soon.

Two Betrayals

Download link coming soon!

Image link coming soon!


Download link coming soon!

Image link coming soon!

The Maw

Download link coming soon!

Image link coming soon!
Edited by BioGoji1989 on Mar 25, 2019 at 07:50 PM
Edited by BioGoji1989 on Mar 26, 2019 at 11:37 PM
Edited by BioGoji1989 on Apr 8, 2019 at 09:34 PM
Edited by BioGoji1989 on Apr 8, 2019 at 09:35 PM
Edited by BioGoji1989 on Apr 8, 2019 at 09:56 PM
Edited by BioGoji1989 on Apr 10, 2019 at 04:51 PM
Edited by BioGoji1989 on Apr 10, 2019 at 04:51 PM

Halo CE General Discussion » Halo: The Master Chief Collection Coming to PC Mar 25, 2019 01:13 AM (Total replies: 61)

Quote: --- Original message by: Twinreaper
Well since the MCC version of Halo 2 is a modified version of the Vista port, I highly doubt there would be any major changes to the map structure or the tools. At best, we would get the full HEK without 99% of the function branches being nulled out before compilation.

As far as content creation goes in regards to Hamsters comment... don't see your logic or point? To actually state that there are no content creators in the CE or H2V community who could create good content for the other engine variations is just pressumption. I've been squeezing in quality content into H2V for the better part of 10 years...and the one thing that stops half my maps is the engines inability to handle larger poly count objects and extreme detail.

I would kill to have an HEK for Reach. In fact, Reach is really the only item in the MCC that I even want. Y'all can keep CE, 2, 3 and 4...give me Reach!

Oh, yeah. Imagine finally being able to remake Halo 1 with the Reach engine itself! Instead of having a new graphics engine laying over an older one, it's now just one new game engine! Imagine if CMT were to recreate SPV3 using the actual Reach Engine!

Sorry about that. I... had a brain fart. If I don't do something for a long time, I tend to forget how to do it. Anyway, I actually started remembering things after finding and reading a copy the README that survived in the My Documents folder of my computer. Sorry to bother everyone. I'm actually planning on revising my Campaign in either a 1.5 version that makes a few tweaks to some of the weapons and enemies for proper game-play balance (like removing the assault rifle's headshot capability), or a 2.0 version that has further changes.

I'm also going to probably release my five completed Halo: De-Evolved maps for everyone at some point. De-Evolved is basically where I replace all of the UNSC weapons with modern Earth military weapons. But after reaching level c20, I found it impossible to handle the Flood without spawning them with UNSC weapons, because those files are necessary for the map to compile and load and... honestly, it was difficult enough with my first campaign mod to alter the Flood to use the additional weapons I added, so I'm basically throwing in the towel on that mod.

So... I've been away from the modding scene for nearly a year, and... I accidentally deleted my old MEK files when cleaning my hard drive. I don't quite remember what location I should install it in, whether it should be in the same directory as my Custom Edition or in another location. I just can't remember what I'm supposed to do. Um... any help at all would be appreciated.

Halo CE General Discussion » Halo Custom Edition is still alive? Mar 16, 2019 12:13 PM (Total replies: 6)

It is undying and forever immortal. It may sleep once in a while or become dormant, but it will never truly die.

Quote: --- Original message by: Nertez
have you tried Chimera's widescreen HUD fix?

No. I've been under the impression that Chimera may not play nice with OpenSauce. Just as well, didn't Masters1337 leave a post explaining how the timer is controlled by an lua script? Does Chimera change how lua scripts operate? Also, is Chimera compatible with the latest version of OpenSauce?

Quote: --- Original message by: DeadHamster
Download Eschaton.

What's Eschaton?

Well, actually, I've discovered that the problem isn't a script at all. Turns out I forgot to edit the biped tag itself so that the default weapon was the MP5 instead of the assault rifle. After making that change, I now have Marines holding the MP5 in cutscenes without fail. Again, it was a simple solution that I completely overlooked.

I do, however, appreciate the help given to me by all of you, and I will undoubtedly be using your suggestions in the future as I become more intimately familiar with the inner workings of scenario tags. It may be a while until that happens, but I know that when I do, the information that you guys have provided to me will be extremely helpful.

Quote: --- Original message by: DeadHamster
Did you replace the MP5's third person model? Or is it using the assault rifle?

You replaced the marine_assault_rifle actors with ones that hold the MP5 instead? What was the process to do this, what tags did you edit and how?

1. Yes
2. No assault rifle.

I copied the marine_armored assault rifle actor variant tags (both regular and major), edited their ranged combat weapon so that the mp5 was referenced instead of the assault rifle, renamed the tag, edited the regualr marine tag to reference the mp5 major as its own major variation, and then went into the scenario, accessed the actors section, and replaced all marine_armored assault rifle references with marine_armored mp5 references. IE, all instances in the encounters and actors sections of the scenario now reference the marine_armored mp5 tags instead of marine_armored assault rifle tags.

The only thing that I can think of that is causing my problem is a script that references assault rifle marines, and I am terrified that if I edit any scripts at all, I will irreparably make the scenario unusable in some manner.
Edited by BioGoji1989 on Mar 20, 2018 at 11:31 PM

I'm currently working on my 2nd mod now, and I'm having trouble figuring out how to replace the weapons held by both the player and marines in cutscenes. Currently, I'm working on level a50, and while I have managed to change the player profile so that the player starts with an M82A1 rifle (which is visible in the opening cutscene, actually), I can't get the Marines to appear holding MP5s, and this is troublesome, because the whole theme of this particular mod is that the player will be using modern day weapons instead of futuristic ones, at least on the UNSC side. The Covenant still use their plasma and needle weapons.

Now, the reason this is so problematic for a50 is because the Marines that appear in the first area, from the dropship, all carry assault rifles instead of MP5s. I've already edited the scenario so that all assault rifle marines are replaced with MP5 marines, and all assault rifles and assault rifle ammo are replaced with MP5s and SMG ammo. I've checked every encounter in the scenario to make sure that all Marine tags referenced are the replacement ones as well, but the Marines from the opening dropship still hold assault rifles. Marines from every subsequent dropship in the level all carry MP5s, but not the initial ones. How do I change this? Is there a script that I have to modify, and if so, how do I do that without royally screwing up the scenario?

If anyone has any information at all on how to do this, please let me know. I will greatly appreciate it.
Edited by BioGoji1989 on Mar 20, 2018 at 10:58 PM
Edited by BioGoji1989 on Mar 20, 2018 at 10:59 PM

Halo CE Technical / Map Design » Reinstalling HEK Mar 19, 2018 08:28 PM (Total replies: 3)

Quote: --- Original message by: Masters1337
just right click the installer and select open with winrar. All the files in there can just be copied to where ever you need

Why is it always the simple solutions that elude me when I need them the most?

Anyway, thank you for the help. I'll give this a shot.

Halo CE Technical / Map Design » Reinstalling HEK Mar 19, 2018 11:34 AM (Total replies: 3)

When I first installed the Halo Editing Kit, I stupidly installed it in the Programs directory of the C Drive. This has given me a lot of problems, much of which I solved by copying most of the other programs into a new folder on the desktop, but I can't seem to copy Sapien or even ahobo over to the folder and get it to work.

I've decided to uninstall the HEK from the Programs directory and reinstall it in my one desktop folder, but I am unsure of what the uninstall program looks like. I have two of them in my Custom Edition folder in the Programs Directory, and I don't want to uninstall HCE by accident.

The two options are Uninstall.exe and UninstEK.exe. I'm thinking that UninstEK is for the HEK, but I want to be absolutely certain before I do anything. Does anyone know for certain if this is the right option?

Halo CE General Discussion » Best tools for creating Halo Maps? Mar 17, 2018 10:41 AM (Total replies: 6)

Quote: --- Original message by: The Av0c4d0
Running things as admin isn't really an issue.

But what is is installing MEKE, it says "The Visual Studio 2015 build tools are required for the accelerator modules these programs use to be compliled." I have tried search for this, but have had no luck.

I decided to get a student license of 3ds max 2017, I believe that part of the editing process requires importing bsp's to sapien, do you know if there is a plugin that allows you to do that in 3ds max 2017?

Also thanks so far with helping me out.

For Visual Studio 2015, here's a link to the Visual Studio 2015 download section on the Microsoft Website: https://www.microsoft.com/en-us/search/DownloadsDrillInResults.aspx?q=Visual%20Studio%202015

The base Visual Studio 2015 should be in there somewhere.

As for 3ds Max? I can't really help you out with that one. There should be some tools and addons sprinkled throughout this website's archives, so there's a place to start.
Edited by BioGoji1989 on Mar 17, 2018 at 10:42 AM

Halo CE General Discussion » [RELEASE] Mo's Editing Kit Essentials (MEKE) Mar 16, 2018 11:26 PM (Total replies: 29)

Quote: --- Original message by: MosesofEgypt
Also, Refinery can now rip the b30demo map from the xbox beta.
Edited by MosesofEgypt on Mar 10, 2018 at 11:38 PM

Edited by BioGoji1989 on Mar 16, 2018 at 11:29 PM

Halo CE General Discussion » Best tools for creating Halo Maps? Mar 16, 2018 10:59 PM (Total replies: 6)

In order to fully utilize MEK, I would suggest downloading MEKE (or MEK Essentials). Also, you will definitely need to have the original HEK installed as well, because HEK includes certain files and programs that MEK requires in order to run properly. HEK includes Sapien, which is kind of like Forge, but you caa use it to edit single player maps and add AI and new weapons.

You can also download Kornman's HEK, which is basically HEK with certain features unlocked. This can be found on this websites programs archive.

Now, this is kind of important, but when you install HEK and MEK, I highly recommend installing these in a location that IS NOT inside the Programs or Programs x86 folder found in the C Drive of Windows (assuming that you have a Windows operating system on your computer), as all versions of Windows from Vista onwards have their security features set to... well, not take kindly to attempts to use certain programs inside the C drive unless you run them as an administrator.

The best thing to do is create a folder on the desktop and install HEK and MEK in there, or install them both separately in different folders on the desktop. Also, make sure that you have a copy of CMD.exe inside both locations, one just the one if install both editing kits in the smae place, as Tool requires CMD to run.

Now, as for making Tool easier to use, you can either use Tool Plus (which was great when it was introduced, but has since become outdated) or Pool, which comes with MEKE and MEK. Pool is basically an all around better version of Tool Plus, but with more options, such as the ability to make .yelo maps using certain parameters. Pool also has its own set of guidelines to help you understand how it works.

There's also OpenSauce HEK, but if you're just starting out, I'd wait until you've become more familiar with using HEK and MEK to create a few basic mods. Then give OS HEK a shot, but be careful because any file opened by OpenSauce HEK will be converted into an OpenSauce file, and the programs found in HEK will not be able to use OpenSauce files. MEK programs might be able to handle it, but I haven't experimented with that yet.

As for a FREE 3D modeling tool... there are GMAX and Blender. While neither of them include gbx model importers by default, you can find various programs for them here on this website (although I've yet to get GMAX to work with GBX models no matter how many times I try to use the importer). There are various other addons found throughout the web that you can add to either program to make things easier, and don't be afraid to ask for help on the forum if you get stuck on something.

Oh, and if you ever try to edit a scenario file, be sure to open it in MEK first, because MEK will create a backup file automatically, just in case something goes wrong.
Edited by BioGoji1989 on Mar 16, 2018 at 11:01 PM

Quote: --- Original message by: FtDSpartn

Like I said, I'm not entirely sure if the bonesets are different as I've never used or worked with them. It's worth a shot those since it's just a simple change and compile. If they don't have two-handed anims already you might be able to do some marker changes in guerilla. I've never done it myself though so I can't help you much.

Do you know who might be able to help me, since I'm still learning the ropes as I go?

Halo CE General Discussion » Halo Custom Edition features in MCC Mar 10, 2018 12:58 PM (Total replies: 23)

Quote: --- Original message by: EmmanuelCD

No official plans is a softened way to say no PC MCC release

Ooohhhh. Now I understand. And now I feel bummed.

Halo CE General Discussion » [RELEASE]: New Mombasa Beta Mar 10, 2018 12:56 PM (Total replies: 225)

Quote: --- Original message by: DeadHamster
After reviewing the cityscape BSP everyone was talking about, I can confirm it's a 90% accurate representation of the geometry from the E3 beta. It's already been added to the geometry; you can see in the above picture it's added at the far end of the bridge.

Watching the E3 beta footage alongside the map, the geometry matches in nearly all places. The reason it isn't perfectly matching is that it isn't a showcase; the E3 map wasn't finished or proper in any way. It had an entire section that didn't have an exterior wall and was just open skybox. The person controlling the player looks that way momentarily before turning away so the audience wouldn't notice it. There are other sections of the level that are similarly incomplete, but that can't be noticed because of the actions of the person running the demonstration.

Somebody please post here saying "wow that's interesting", so that I can bump my topic later with updates. Dennis needs to allow double posting.

Fascinating. I've known (disappointingly) for a while that the E3 demo was smoke and mirrors, but I had no idea just how much until now.

Time: Sat April 20, 2019 9:28 AM 250 ms.
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