A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
Viewing User Profile for: OrangeJuice
About Contact
Joined: Jan 29, 2009 01:49 AM
Last Post: Jun 22, 2020 06:33 PM
Last Visit: Jul 6, 2020 02:51 PM
Location: who cares...
Occupation: Didn't care.
Interests: nobody cares...
Your Age: nobody cares...
What Games do you play: nobody cares...
Still here because their site isn't active either

Send Private Message
Post Statistics
OrangeJuice has contributed to 1937 posts out of 464918 total posts (.42%) in 4,185 days (.46 posts per day).

20 Most recent posts:

those bluestreak exporters require a few things when exporting map terrain

The level geometry should be linked to an object called frame. Frame doesn't need a material and it doesn't have to be an editable object. Can see if its linked from the scene-explorer(if you're using a newer 3dsmax that has the scene explorer)

The level geometry needs a 'Multi/Sub-Object' material applied to it, halo won't like it if it's using a 'Standard' material

Halo CE General Discussion » We have a spammer - JadeUndead Jun 22, 2020 02:39 PM (Total replies: 15)

They really seem to hate halomaps even though there's literally only one post per week on this website.
And it's not even about anything controversial, just that boring tag ripping program. Nothing else ever happens here.

It's like yelling at a blade of grass. What a strange person

Edited by OrangeJuice on Jun 22, 2020 at 03:08 PM

Halo CE Technical / Map Design » How do I get my biped's head to turn? Jun 11, 2020 04:59 AM (Total replies: 3)

That's a godsend, thankssssss!

And now another problem. When I turn my character left or right, they get stuck in the turn-left and turn-right animations until I move the mouse back. Sh'o many technical issues

Halo CE Technical / Map Design » How do I get my biped's head to turn? Jun 10, 2020 08:24 PM (Total replies: 3)

It's been a while since I could use the HEK so I'm making a biped just for fun.

I've already got stand unarmed idle and stand unarmed move-front. But I am majorly forgetting which animations control the head-turn for a biped

Which animation is it supposed to be? All I want is for the character to be able to look at things while standing and unarmed


Thanks a lot for that!

But now I have another problem: Whenever I turn to the left or the right, my biped gets stuck in an infinite loop of just playing that 'turn-left' or 'turn-right' animation no matter what I try to fix it
Edited by OrangeJuice on Jun 22, 2020 at 02:19 PM

Halo CE General Discussion » Halo Maps Website Status Jun 6, 2020 07:26 PM (Total replies: 20)

Good morning

Halo CE General Discussion » Weapons - Works in Process thread [WIP] May 1, 2020 06:47 PM (Total replies: 15003)

In my case, I just haven't been home because of the wuhan, so it isn't easy to work on any of the things I want
Edited by OrangeJuice on May 1, 2020 at 06:48 PM

Has it also done this by just looking around in certain directions? If it does act up in strange ways like this and it gives this error, try setting its affinity to only use one CPU core using the Task Manager
Edited by OrangeJuice on Apr 25, 2020 at 11:31 PM

Try deleting frame and making another one

Halo CE Technical / Map Design » Extracting Models from Tags Apr 21, 2020 01:24 AM (Total replies: 5)

Yup. It's the gbxmodel that contains an asset's 3D render model and bones.
collision-geometry tags contain collision.
And the animation_graph file contains multiple individual animation files.

Use the gbxmodel-importer maxscript to get the raw geometry into 3dsmax.
Moses's Editing Kit should contain a collision-geometry importer which does the same for collision geometry.
And I'm sure there's a more modern animation importer than what's provided here on halomaps, but I don't know of any.

Halo CE General Discussion » Where to get buy legit cd key Apr 21, 2020 01:03 AM (Total replies: 8)

It's at your own discretion to go either way.

A fully upgraded haloCE client with today's luxuries(hac2//chimera 1.0) doesn't actually do CD-key verification anymore.
Either way, there's not a single soul in the custom edition playerbase or dev community that will fault you for it and modern servers use other methods for player identification anyways, it's a given that you won't find an 'untouched' new copy in 2020.

Edited by OrangeJuice on Apr 21, 2020 at 01:09 AM

I do mostly all-original middle-east stoneware and arches and columns and stuff.

I just can't do anything fancy with the tools I have because I haven't been home
Edited by OrangeJuice on Mar 31, 2020 at 10:45 AM

Halo CE General Discussion » [Progress] Sound tool by janus/altheros Mar 26, 2020 02:34 PM (Total replies: 9)

Anything that makes original sources faster to compile than ports and rips is good enough for me. I'm getting tired of the 10 or so years of boring halo 3 and 4 porting projects

Halo CE Technical / Map Design » OS vs OG level design and tools Mar 14, 2020 12:34 AM (Total replies: 10)

It mostly just adds scripting features that are only really useful for a singleplayer maps.
Other than that it's basically your run-of-the-mill modded HEK, so it has little to no benefit in multiplayer. OpenSauce has its own wiki on bitbucket

Graphics-wise it allows halo to use topical postprocess shaders, adds a specular-mapping and normal-mapping section to shader_model, adds the ability to use animations and actor transformations to an AI, a Directional-Lightmaps section to shader_environment, and increases a few of the rendering budgets.

Anything ran through OS_Guerilla, OS_Sapien, or OS_tool.exe typically can't be read or used by the stock HEK anymore unless they're reopened and cleaned with the moses kit(ANOTHER custom-HEK).

You'd have to find another way to make the directional-lightmaps though because the openCOLLADA project seems to be dead and all the links are 404'd. So it might be a bit difficult to obtain an openCOLLADA plugin to make DLMs with.

Edited by OrangeJuice on Mar 14, 2020 at 12:47 AM

Halo CE General Discussion » Screen resolution Mar 14, 2020 12:11 AM (Total replies: 5)

Chimera 1.0 by itself

It used to be that you'd install hac2 for the modern comfort features and chimera "build number: ##" at the same time for general fixalls, but now chimera has a 1.0 version that is pretty much just the hac2 project and chimera all in a single plugin.

FOV is now set with:

chimera_fov degrees

It's persistent, so you can set it and forget it

And.. yeah. Opensauce would work too if you're a mapmaker and wanna use OS features in a project. It also has FOV settings just like chimera

Edited by OrangeJuice on Mar 14, 2020 at 12:16 AM

Halo CE General Discussion » Is this site closing in 2016? Mar 13, 2020 11:59 AM (Total replies: 132)


Halo CE General Discussion » Is this site closing in 2016? Mar 12, 2020 06:17 PM (Total replies: 132)


The giant red notice under the game downloads still say that 1.0.9 is the latest patch and still point to 1.0.9

Halo CE General Discussion » [Utility] Reclaimer Mar 8, 2020 07:48 PM (Total replies: 146)

All you had to do was read the original topic post.

a basic understanding of content creation and porting also goes a long way too. Remember that this a website for original content, not weekend meta-swap projects like they do on the old xbox, understanding the more technical stuff is much needed

Edited by OrangeJuice on Apr 6, 2020 at 10:34 AM
Oh nevermind. Of course these are always anti-halomaps pretenders who do this for fun.
Edited by OrangeJuice on Apr 6, 2020 at 10:36 AM

Halo CE General Discussion » any good mods available? Mar 7, 2020 12:31 AM (Total replies: 11)

I have a pbworks wiki. But I almost never update it. It started out as a CHM(windows compiled helpfile) file, then I tried making it as an HTML folder like the original HEK tutorial. Everything. I eventually settled on PBworks

I don't really put tutorials there. Just rudimentary technical stuff like say..... "what each option in the .bitmap tag does" and stuff like that. It's probably only useful to people who've actually used the HEK at least once

Here's a really really incomplete sample: Texture(multipurpose map)

The takeaway is that since I do everything by myself, I have NO direction at all. It helps to have an idea of "what are people trying to do RIGHT NOW" instead of just taking potshot at every little HEK detail without any orders to follow or someone to say "hey work on this right now". Oh and I don't think PBworks is multilanguage, feel free to just clone it and make it a different language
Edited by OrangeJuice on Mar 7, 2020 at 12:48 AM

Halo CE General Discussion » Random Prop Items. . Feb 25, 2020 02:31 PM (Total replies: 9)

More canister !

EDIT: Ink was a little bit faded, so I guess it's time to match it

()Model the dispenser tube.

(done)Multipurpose the plastic top, needs grip bumps like the WD40.

Edited by OrangeJuice on Feb 25, 2020 at 09:26 PM
Edited by OrangeJuice on Feb 25, 2020 at 09:27 PM

Halo CE General Discussion » Random Prop Items. . Feb 24, 2020 12:51 PM (Total replies: 9)

How has it been like 16 years and nobody put WD-40 in halo yet?

Since I haven't been home in a while and I'm without a tablet, I've just been screwing around in 3DSmax for fun. So I've been putting in a few hours practicing UVW Unwrapping:

I finally have an excuse to use a multipurpose map too, like the bottle cap. It's just solid, basic-red in the colormap. But those ridges in the plastic are 2-pixel wide vertical lines in the reflection-mapping of the multipurpose, so it's really low budget. I'm having lots of fun!

So now we have WD-40.

Also making stairs because of boredom too. I've been plotting the number of steps and required height on a TI89, and manually setting all of the step heights by just looking at the data. I ended up modeling an elbow stairs and a spiral stairs:

I've been experimenting with using all Render-Only collisionless materials too. So I can get as fancy as I want and not have to worry about halo freaking out about it. It worked out years ago for highpoly Hyrule and I'm glad I still knew how to do it nowadays too.

With that in mind, adding fake collision to an otherwise decorative piece of BSP or scenery is actually pretty easy since... .well.. I've been using goddam halo for 16 years.
With LargeBodyCollider Materials, you can even get fake geometry to recieve DECALS too. So hah.


WD-40's plastic cap needs the groove for the straw, and it needs the little dimple from where the plastic is injected
Edited by OrangeJuice on Feb 24, 2020 at 01:46 PM

Time: Tue July 14, 2020 8:46 AM 172 ms.
A Halo Maps Website