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Viewing User Profile for: Jesse
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Joined: Jan 18, 2009 01:00 AM
Last Post: Aug 10, 2018 05:44 PM
Last Visit: Sep 24, 2019 09:46 AM
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What Games do you play: Halo CE

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Jesse has contributed to 5713 posts out of 464918 total posts (1.23%) in 4,195 days (1.36 posts per day).

20 Most recent posts:
Halo CE General Discussion » High Resolution Halo HUD Aug 10, 2018 05:44 PM (Total replies: 17)

Admittedly I've been busy with other things but stunt_man recently got back to me with the latest changes needed to finish the HUD. I'll be working on those this weekend to the best of my ability and hopefully then the HUD can be considered 'finished'.

Halo CE General Discussion » Which are your favorite Halo CE maps? May 19, 2018 11:30 PM (Total replies: 9)

h3 foundry by Jesse and DSalimander.

Halo CE General Discussion » Discord Server Needed Apr 19, 2018 01:49 AM (Total replies: 52)

You people are tiny and petty!

Halo CE General Discussion » Help, error in cmd Jan 29, 2018 04:41 AM (Total replies: 6)

Quote: --- Original message by: rcghalohell
Quote: --- Original message by: R93_Sniper
Few things
1. You know its easier and faster to printscreen than to take a picture with a phone and do this, right?
2. It looks like you're building a level, did you make sure that the world is completely enclosed with no holes?
3. If you used editable poly, did you remember to convert back to editable mesh when you exported?

the one rule i have never ever followed because it still works for me regardless

Depends on some circumstances. While far from comprehensive, I've found that it sometimes gives me issues on newer 3dsmax versions that require the bluestreak exporter. Sometimes geometry up and disappears during export, making Tool give out an error that shouldn't exist.

I have never had this issue with 3ds max 8 and the Blitzkrieg exporter.

Halo CE Technical / Map Design » Questions about HUD masks and bitmaps. Jan 29, 2018 04:38 AM (Total replies: 1)

I meant to get to this earlier but I didn't have the time.

For convolution, you're better off just copying the values from the default sniper rifle tag "tags\weapons\sniper rifle\sniper rifle.weapon_hud_interface"

For mask, you can use pretty much whatever image you want, but there is no way to scale the image through the tags, meaning that the larger in resolution the bitmap is, the larger it will be as a final result. The only real way to scale this is to scale the image within the bitmap itself. The blur is determined by the alpha channel of the mask bitmap, and if you leave it completely black there will be no blur, but the jagged effect will still be there.

Also be aware that the game automatically extends the edges of the bitmap to infinity, so make sure that the edges are the same color that you want extended out to the edges of the screen.

Furthermore, I should add that there is a better technique of achieving a scope mask, and that is to leave the zoom function on the weapon, leave the screen effect on the hud tag completely blank (I think you can even delete it entirely or not apply it at all) and use a bitmap image in the crosshair section of the respective weapons' HUD tag. Set the HUD tag to only use the bitmap when zoomed in. This method allows you to use color bitmaps, scale them within the tag, use higher resolution images and proportions. The major drawback is that the game will not scale the boundaries of the bitmap out to the edges, meaning that your bitmap typically has to be scaled large enough to cover the standard monitor resolutions. The wider a screen ratio is, the more likely the edges are to be seen.

As for the forced zoom-out effect, I created that by using a damage_effect that applies whenever the trigger is pulled on a given weapon (I only added it to those that would be forced to zoom out, non-scoped weapons specifically)

It's been a while since I've had to upload pictures or files, but if you find me in any of the following servers I'd be glad to help you with any future questions.

CMT's SPV3 Discord server: https://discord.gg/tAHSsNA

Matt and I's project server: https://discord.gg/FpTZKEC

Yumiris' Wonderland server: https://discord.gg/Z9MKFJp

SBB crew's server: https://discord.gg/ZGZZmyu

You should be able to find me as "Holy Crust", "Jesse" or something like that. I shouldn't be hard to find on any of those, just ask around if you can't find me.
Edited by Jesse on Jan 29, 2018 at 04:48 AM

Halo CE General Discussion » BSP Portalling Jan 22, 2018 02:12 AM (Total replies: 31)

This is Exactly what we've needed!

Halo CE General Discussion » Semi-Official Gallery [WIPS] Jan 22, 2018 01:26 AM (Total replies: 11508)

These look great! Do you plan on releasing these when you finish the set? I'd love to use them in my urban themed map if you do.

Halo CE General Discussion » (Release) USA Rangers from COD Oct 8, 2017 12:25 AM (Total replies: 4)

Nice! I think I may use this in my urban map. will credit.

Halo CE General Discussion » High Resolution Halo HUD Sep 6, 2017 06:15 AM (Total replies: 17)

Which I abbreviate as HRHH.

Simply put, the goal of this project is to make a faithful recreation of the original Halo CE HUD in a higher resolution format. The original HUD was designed for a very low screen resolution, so the source files are not particularly detailed. These days, most of us use full HD or higher screen resolutions, and the original HUD has shown its age.

I aim to fix this and release it when it's done.

pix (I hope this image host website works)

Here I have a 4x render of my tracing, the original xbox bitmaps in PS (and modified to have the color) and a 1x scale of my tracing.

I have also re-created the split-screen variant of the HUD:


Normally, this is what you would see if you used Chimera's split-screen HUD command

And now you will see this:

I am not ashamed to admit that I spent hours on each shields variant. I had to make sure my tracing was as close as humanly possible to the originals at 1x. Sure, anyone can trace it really quick but it takes some work to get it right.

Anyway, if you wish to stay updated join Matt and I's shared Discord server: https://discord.gg/XQBs2vA I got more pics in there, I'm not sure how long these images will last.

EDIT: For reference, this is what I had to work with when tracing

Edited by Jesse on Sep 6, 2017 at 06:22 AM

Halo CE General Discussion » [RELEASE] Composer Aug 27, 2017 10:20 PM (Total replies: 17)

I look forward to using this!

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Aug 15, 2017 01:52 AM (Total replies: 12124)


Halo CE General Discussion » Happy forum anniversary ODX! Jul 26, 2017 10:15 PM (Total replies: 18)

May his soul rest in peace.

Halo CE General Discussion » Halo 2 Tagset Redux Jul 3, 2017 02:55 AM (Total replies: 64)

why did i quote the whole original post...
Mhm, I'm really digging the shaders. Looks like some detailmaps are needed though. Don't forget to use Halo 2 Vista textures, some are higher res than their xbox counterparts.
Edited by Jesse on Jul 3, 2017 at 02:56 AM

Halo CE General Discussion » Semi-Official Gallery [WIPS] Jun 15, 2017 03:40 AM (Total replies: 11508)

Quote: --- Original message by: HandofGod

Quote: --- Original message by: DeadHamster
Quote: --- Original message by: SBB_Michelle
Quote: --- Original message by: DeadHamster


literally the shaders from the odst hub world


I updated it to support Shader_Models as well, but yes those were the Hub World shaders from ODST.

Love those shaders for the buildings/urban landscape. It's too bad there's no multiplayer city maps on Halomaps with more contemporary (post 2004) textures. Would love to see you or someone else release a multiplayer Mombasa or city map with an Halo 3: ODST or Reach type urban vibe.
Edited by HandofGod on Jun 10, 2017 at 03:38 PM



Halo CE General Discussion » Operation Purgepoint (Formerly Project X) Jun 15, 2017 03:35 AM (Total replies: 145)

I don't know about you guys, but I'm almost ready for CE3 2017!

Halo CE General Discussion » CMT RETURNS! New project and team details inside! May 21, 2017 04:26 AM (Total replies: 12124)

Quote: --- Original message by: DOOM899
Quote: --- Original message by: CLASSIFIED
in all seriousness though, what do you guys think?
well if you're willing to take,
The time to do it, I'd say go for it.

Star wars theme.

Anyways how cmt_spv3 going?

Join the discord. Lots of discussion all the time.

Halo CE General Discussion » Does anyone need AI sync May 15, 2017 11:22 PM (Total replies: 20)

Quote: --- Original message by: altis94
I already asked for a tool weeks ago, nobody responded http://forum.halomaps.org/index.cfm?page=topic&topicID=50105

Damn. Not even one reply... That's tough.


Halo CE General Discussion » Does anyone need AI sync May 15, 2017 01:36 PM (Total replies: 20)

I want it but I don't have the skills to implement this, much less develop. If you do continue developing this I would definitely use it.

Halo CE General Discussion » Final Dreamweb Release May 9, 2017 09:57 PM (Total replies: 53)

Still waiting for more hoof noods.

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