Invader Veex has contributed to 2049 posts out of 468638 total posts
(.44%) in 4,396 days (.47 posts per day).
20 Most recent posts:
Started out modding Halo PC, before downloading CE. Did a few things with this guy named Phoenix/Develop0r, and pretty sre I was the first to figure out how to transfer CE fp animations to PC. Most everything I did was just experimental stuff to have fun. Here is th earlist recorded work I can find, I think I made the sounds, reticle, changes to skin the and experimenting with the numbers, and converting FRain's ( i think) assault rifle animations in 2007ish.
I did a lot of experimenting with scripts at an offline location to manipulate large scale battles on the Silent Cartographer in CE around this time, and then made my first full weapon skin, made for the original Halo assault rifle, which made it into H3MT's first leaked version of narrows onto whoever's model that was. I proceeded to follow down that route, and did numerous assault rifle and plasma rifle skins, and even did some models down the road. Also worked with animations and effects.
I eventually started working on my own SP levels in existing BSPs, with no eventual release.
Most showcases of my work was gone with the destruction of Xfire.
Excellent work! It really looks like it captures both aesthetic and gameplay design wonderfully.
I honestly haven't played most of Lumoria (life priorities changed), but I remember playing one level of the first release because I had a small contibution.
That being said, Lumoria has always seemed to me as a nod to the original game, and it seemed like a sin to even mod it to me. It (in my eyes) is a shrine, a holy temple. And as such, should not be tampered with.
This wasn't the newest build of H3MT Foundry, by far. If I ever get a new motherboard on my CE computer, I suppose I'll upload the map. I'd post pictures or videos, but all of the ones I had were on Xfire.
When I switched from modding PC to creating maps in CE, Cityscape Classic and Coldsnap were the in thing. Then a few months later came this amazing map.
IIRC, my first post on here was about putting the scarab from Extinction and a concept for a powerful air vehicle I had in Coldsnap.
Edited by Invader Veex on Aug 30, 2016 at 06:13 PM
Quote: --- Original message by: HyperAlex
Can someone link me to a tut that shows me how to make skins or customised materials for 3dsmax.
Look on YouTube. Seriously, this stuff is easy. It's just learning the best way to make your skin look great that is the hard part.
My heart says yes, but my mind says no.
However, if you do want to make an amazing modern Bloodgulch, do some geological research before beginning; what you create will be exponentially more realistic.. Figure out what type of material you want to environment rock to be, and learn exactly how it will erode and change over time. be sure to make a significant difference between layers of sediment is you go with a sedimentary or metamorphic material. As in, model that stuff in, and don't just slap a pretty, basic af bitmap on there. Have separate bitmaps for each layer (or reuse some, but vary the layers, or use a different detail map. Just be sure to vary color with some layers, and possibly materials. Iron enriched sandstone would be an easy base material, with the occasional layer of limestone sticking out in slabs.)
If you do end up doing this, consult with me over PMs.
I enjoy this island. More useless Forerunner crap aside from the bases would make our better, though. Including shortcut tunnels for infantry, with a central room detrimental to controlling the map, much like Danger Canyon.
Quote: --- Original message by: DaLode
Hi guys, it was me.
I stole the doritos.
Looks like it's time to fire up my desktop PC again.
Back when HDoan was on a rigging spree, he made a prophet biped with the chair. Converting the chair to a vehicle should be fairly simple.
Only good crit I have is that it's too symmetrical. If it's flood, make it a little more grotesque and bulging on that back hump, with the ...spore vents(?) in a more organic form, rather than directly uniform in line multiple ways (and also vary them in size).
Back in my day we had real trolls and real spam. Usually DSali if I remember correctly, or some other guy. You guys don't know crap!
Also, I walked 10 miles to school in 2 feet of snow, uphill both ways.
You have my attention.
Halo Wars was really fun and had a great story. Creative Assembly had better not f*#& it up.
Quote: --- Original message by: Spartan314 Quote: --- Original message by: Docer
I used Avira once when were released and works pretty fine but now I don't use antivirus, I just clean my pc with antimalware's bites every month.
Unsure how I feel about this
I do the exact same thing, just don't download from questionable sources and there is no issues.
Quote: --- Original message by: stormray73
Quote: --- Original message by: Ubermaniac
I believe there is some devconsole command.
Found the command... it's switch_bsp however, i've run into an area of the map, where the terrain no longer generates, but is not fixed by the above commands. Any ideas?
SPV2 was never finished. It's possible the next part wasn't made yet.
Quote: --- Original message by: EtchyaSketch
WAIT is the group that is with the Chief confirmed to be Blue Team? (source pls?)
I haven't seen an official source say so, but compare the armor to the two members of Blue Team in the last H2A terminal, and the team in Halo Escalation. It's also worth noting the colors of each member of the team's armor is represented in the animated poster, showing the spartan with optics as a gray and the other two as shades of blue, like in escalation and the terminal.
Edited by Invader Veex on Apr 29, 2015 at 07:30 PM
having not played these maps, i'm sure if you keep trying to switch bsps it'll work. just start with 1 and keep going up till it loads
There really isn't a simpler way. To do what you want, you'll have to extract all of bloodgulch's files using HEK+, then open the bloogulch.scenerio file within the tags\levels\test\bloodgulch\ folder within your Halo Custom Edition directory. You can then use sapien to fly around the map (just like the camera controls in game) and place your desired items. You'll then want to save it as a different file (so you don't overwrite the stock map), such as mybloogulch.scenerio in the same location. If you haven't already set up tool, find a tutorial to set it up (it's a one time thing, you won't need to set it up again) Once that's complete, open tool and type "tool build-cache-file levels\test\bloodguch\mybloodgulch". Except without the quotes.
You can then fire up Halo and your new map will be in the multiplayer map list.
Edited by Invader Veex on Apr 29, 2015 at 04:47 PM