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OoEWolf has contributed to 64 posts out of 468955 total posts (.01%) in 3,879 days (.02 posts per day).

20 Most recent posts:
Halo CE General Discussion » [WIP] Koyote Village Jun 29, 2013 02:15 AM (Total replies: 23)

Unfortunately I've been busy with various life stuff, so I haven't been able to work on anything, but as soon as I get my time freed up I'll get back to it.


The best thing about this map is seeing Jesse getting pwned.

Halo CE Technical / Map Design » Yoyorast v2 Mongoose? May 8, 2013 03:45 PM (Total replies: 6)

Isn't Yoyorast v2 protected lol?

Halo CE Technical / Map Design » Yoyorast v2 Mongoose? May 8, 2013 09:52 AM (Total replies: 6)

K, so in my opinion the Mongooses from Yoyorast 2 were literally the best ones for CE, hands down. Only the ones from the first Yoyorast comes second to it. I plan on using either one of them in my map (koyote Village) preferably the newer one.

With that being said, does anyone have the tags for them? And if so can I has? (The ones from Yoyorast v2 that is)

Halo CE Technical / Map Design » 3d's Max 2014 & HEK what to expect? May 8, 2013 07:22 AM (Total replies: 25)

Any major difference between 2014, over 2013? Because that's what I use, I don't experience any difficulties using it.

Halo CE Technical / Map Design » Breakable Longsword scripts May 4, 2013 12:38 AM (Total replies: 4)

Yeah I didn't think it was complete, I just looked for it in the scripts for hugeass, since he was asking about those scripts, I think they're also in coldsnap.

But yeah I'm a bit curious on how one would get them working myself since I have not seen any maps that use them other than hugeass and coldsnap, that I know of.

Halo CE Technical / Map Design » Breakable Longsword scripts May 2, 2013 07:02 PM (Total replies: 4)

Are these the scripts you're talking about?

(script static void red_fb_kill (begin (set red_fb_alive false) (object_create_anew red_hull) (objects_attach red_fighterbomber attach red_hull attach) (object_create_anew red_front) (objects_attach red_fighterbomber attach red_front attach) (object_create_anew red_tail) (objects_attach red_fighterbomber attach red_tail attach) (object_create_anew red_left_engine) (objects_attach red_fighterbomber attach red_left_engine attach) (object_create_anew red_right_engine) (objects_attach red_fighterbomber attach red_right_engine attach) (object_create_anew red_left_wing) (objects_attach red_fighterbomber attach red_left_wing attach) (object_create_anew red_right_wing) (objects_attach red_fighterbomber attach red_right_wing attach) (if (vehicle_test_seat_list red_fighterbomber w-driver (players)) (unit_kill (vehicle_driver red_fighterbomber))) (if (vehicle_test_seat_list red_fighterbomber g-driver (players)) (unit_kill (vehicle_gunner red_fighterbomber))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (if (or (vehicle_test_seat_list red_fighterbomber fb-stand (players)) (vehicle_test_seat_list red_fighterbomber fb-crouch (players))) (unit_kill (unit (list_get (vehicle_riders red_fighterbomber) 0)))) (objects_detach red_fighterbomber red_hull) (objects_detach red_fighterbomber red_front) (objects_detach red_fighterbomber red_tail) (objects_detach red_fighterbomber red_left_engine) (objects_detach red_fighterbomber red_right_engine) (objects_detach red_fighterbomber red_left_wing) (objects_detach red_fighterbomber red_right_wing) (object_destroy red_fighterbomber) (if (and red_fb (= red_fb_alive false)) (sleep 1800)) (if (and red_fb (= red_fb_alive false)) (object_create_anew red_fighterbomber)) (if (and red_fb (= red_fb_alive false)) (set red_fb_alive true))))

I have no idea how to get them to work though, not that good at scripting. Lol

Halo CE General Discussion » [WIP] Koyote Village Apr 30, 2013 03:48 PM (Total replies: 23)

Glad you like it.

Halo CE General Discussion » [WIP] Koyote Village Apr 25, 2013 11:12 PM (Total replies: 23)

Time for a quick update, haven't had much time to work on it, but I changed a bit.

First off, I added in a garage to the main bases.


Changed the ground textures, and cliffs. (some minor stretched uvs in the cliffs)


Added a new sky that I put together.


And that's it, all be working on it more whenever I get free time, suggestions welcomed.

Halo CE Technical / Map Design » [Tutorial]Open sauce shader model tutorial Apr 20, 2013 12:56 AM (Total replies: 34)

Must be the lighting, or the fact that the texture is stretched, or I'm just going crazy lol. Thanks for the clarification though.

Halo CE Technical / Map Design » [Tutorial]Open sauce shader model tutorial Apr 20, 2013 12:05 AM (Total replies: 34)

Quote: --- Original message by: waffles
OS currently does not affect bsp shaders (shader type in question is "shader_environment"). Its no different from using regular halo right now.


Ahh, yeah I figured that, but for some reason the ground looks different to me. lol

Halo CE Technical / Map Design » [Tutorial]Open sauce shader model tutorial Apr 19, 2013 11:54 PM (Total replies: 34)

Specifically I was just wondering what was done to achieve this.



The BSP in particular, like what shader type was used etc.

Halo CE Technical / Map Design » [Tutorial]Open sauce shader model tutorial Apr 19, 2013 11:20 PM (Total replies: 34)

Image links are dead :/. Would be nice to get a tutorial on how to take advantege of OS shadering in general.

Halo CE Technical / Map Design » Sky Animation Error Apr 17, 2013 01:11 PM (Total replies: 6)

Quote: --- Original message by: Maniac1000
What do you want to accomplish, and what is happening?


This


I intended to get the two bands of clouds in the background to animate, which I did with the texture scrolling animations.

Halo CE Technical / Map Design » Sky Animation Error Apr 16, 2013 11:50 AM (Total replies: 6)

Thanks, the scrolling animations work well. As far as the other animations I'm not sure, I believe I had it working once before a long time ago, but I forgot lol.

Halo CE Technical / Map Design » Sky Animation Error Apr 16, 2013 01:26 AM (Total replies: 6)

Ok, short story, I'm making a sky, with some rotating clouds, tried to export animations and I got this.

C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool animations sky\d
estiny
Couldn't read map file './toolbeta.map'
### destiny.JMO
### ERROR wrong version number.
EAX: 0x00000000
EBX: 0x00000000
ECX: 0x768B5494
EDX: 0x00000208
EDI: 0x006AC3E4
ESI: 0x00000208
EBP: 0x00000000
ESP: 0x0018F8C0
EIP: 0x00446587, 83 3E 00 7F ?????
EXCEPTION_ACCESS_VIOLATION

EXCEPTION (that's all I know!)

Anyone know what I did wrong?

Halo CE General Discussion » [WIP] Koyote Village Apr 15, 2013 11:51 AM (Total replies: 23)

Quote: --- Original message by: altis94
I think you should add more details to the ground and cliffs.


Yeah I know the cliffs still need some work, and I may add some more variation in the ground.

Halo CE General Discussion » [WIP] Koyote Village Apr 15, 2013 12:44 AM (Total replies: 23)

Quote: --- Original message by: ally
cool, a backup get out quick route sounds good, that should solve it.

chinese buildings seem to be very very detailed, i can only go by google images, but from what i can see there's a fair amount of work to be done on them.

goodluck :)


Most of the work left is finding bitmaps for them, If I had to make another chinese styled building from scratch again I probably wouldn't be able to get it ingame without having to redo the portals, which I probably will have to do anyway after I do exact portals. The first time I modeled them they were a considerable amount of poly, until I got them down to a reasonable amount.

Halo CE General Discussion » [WIP] Koyote Village Apr 15, 2013 12:28 AM (Total replies: 23)

Quote: --- Original message by: ally
but will it stop teams from over powering the base and just spamming the windows with grenades?

i must have spent almost a whole game earlier standing on a rock outside beavercreek base
just lobbing grenades into the base, hmmm i got kicked for some reason tho lol.


No more than the bloodgulch base gets spammed lol, although I plan on making a garage in the back of each base so that players can easily get out from the back, as well as the sides.

it's also pretty difficult to land a grenade in the top floor.
Edited by OoEWolf on Apr 15, 2013 at 12:29 AM

Halo CE General Discussion » [WIP] Koyote Village Apr 15, 2013 12:20 AM (Total replies: 23)



As you can see here, the base for each team is a 3 story bunker type building, the flaps over the windows offers some protection from high sniper fire and such.


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