OrangeJuice has contributed to 1908 posts out of 469463 total posts
(.41%) in 3,948 days (.48 posts per day).
20 Most recent posts:
could have too many portals. (too many within visible range of eachother and they'll start to fight eachother)
or too few(going over the geometry budget)
or portals not placed in sane/safe locations for portaling
Or your bsp geometry is too simple to subdivide properly and needs more tesellation
Edited by OrangeJuice on Nov 3, 2019 at 12:32 PM
Were you messing with materials and textures?
If so, you cannot end a materialname with a number because tool will remove that number and use it as the permutation id. (like say: If you had a material called metals_floor_diamonds_1, tool will remove the number and put something like metals_floor_diamonds :: permutation: #1 in the gbxmodel)
other than that . .
If you're trying to get detail-maps blended into a shader_model, you'll probably need to do so in the multipurpose map
Edited by OrangeJuice on Oct 27, 2019 at 06:22 PM
I guess my only outstanding goals for now is performance, and opensauce
OS_Sapien simply isn't working at more than 1FPS on any attempts I've done so far
Trying to launch haloce with opensauce will just fail because of dinput8 not working
And Halo Custom Edition because of the huge performance drop. Every wine setup you can think of, silenced debugging, Even with a 64-bit winearch I simply couldn't get more than 40FPS out of bigass(when standing at the entrance of the two bases) when this computer can manage 200 on bigass with no dips on windows. This performance drop extends to other maps as well, even stockmaps
Edited by OrangeJuice on Oct 27, 2019 at 03:27 PM
Edited by OrangeJuice on Oct 27, 2019 at 03:27 PM
Numeric Countdown Timer
Get a sprite sheet with ten image slots(0 through 9).
Well, not exactly a sprite sheet. Just a multipage bitmap with all 'default' flags will work too
Make a gbxmodel with whatever digits you want it to display. For this tutorial I am using all seven valid digits.
Each digit uses its own HEK-permutation which is provided by a number at the end of the submaterial-name.
So for each digit, make a copy of the submaterial and put a number for whichever digit you plan on using at the end of the name.
(you can click and drag submaterials to copy them)
0 ) microseconds?
1 ) milliseconds
2 ) tens of milliseconds
3 ) seconds
4 ) tens of seconds
5 ) minutes
6 ) tens of minutes
(so in permutations, a halo clock would be 65 : 43 : 210 ) or ( clock6 clock5 : clock4 clock3 : clock2 clock1 clock0 )
If you were using all seven digits, you should have seven submaterials all named something like ' clock6, clock5, clock4 . .. . . .' etc. etc.
For the number sheet TIF, you will need a chicago or chicago_extended shader. Flag the shader as Numeric under Chicago Shader properties, then scroll to the very bottom of the tag and flag it as Numeric Countdown Timer
Save it and you're done.
Now you can use that shader_transparent_chicago wherever you want(probably).
To set a countdown timer in-game use this code:
numeric_countdown_timer_set <milliseconds> <BOOL autostart>
With all of that out of the way, the maximum countdown that halo seems to support is 3,600,000 <longs> (one hour).
(A seven-digit countdown timer counting down from one-hour)
for the image above, I called:
numeric_countdown_timer_set 36000000 true
Edited by OrangeJuice on Sep 15, 2019 at 06:06 PM
Edited by OrangeJuice on Sep 15, 2019 at 06:34 PM
Can probably imagine what kind of power can be had when you allow people to just use multiple images instead of having to line them up by hand and guess all the sizes and math.
Just animate - and - render
I would also take a guess and say it makes taking online gifs and getting them in-game trivial. And video clips .... lots of things. Hell. physical paper-scanned animations are probably super easy to import since you wouldn't have to commit to the PITA of messing with frikkin tiles
EDIT: Oh yeah, that was super painless. I love it!
Edited by OrangeJuice on Sep 15, 2019 at 06:28 AM
There's also another way to do this in the opensauce docs: Doc_Halo1_DirectionalLightmaps
With a few steps here and there for what you're trying to do(extracting all the scenery models and bsp as one setpiece)
There are a few different options. like aether above
Edited by OrangeJuice on Sep 15, 2019 at 01:32 AM
But Halomaps isn't really the default center for communications anymore because of it
The whole 'was it dead already or was it murdered' thing going on
But if you like the vicariousness of just seeing all of the modding and happenings and stuff, I'm sure you could have a look around for the other communities(I don't keep in touch enough to know what the active ones are (✿◡‿◡) )
Edited by OrangeJuice on Sep 7, 2019 at 02:18 PM
Updated the guide for 2019.
And I added some installation tips. Are they helpful at all?
I think it would be lovely if some genius came along and made like . . an installer or appimage that does all of this automatically and installs halo for you. Once you have everything, halo is actually pretty easy to get working. But making an installer for linux that just does it for you automatically would be the best gift ever
Until then, I still hate linux. And like usual, I'm not keeping it installed, I just wanted to update this guide since I left it kind of unfinished, sorry for leaving it unfinished xD
Edited by OrangeJuice on Aug 31, 2019 at 05:22 PM
Edited by OrangeJuice on Aug 31, 2019 at 05:23 PM
I guess it would look nice without the default fog smothering everything
gives everything an ugly grey tinge
I'm bored, thanks for the fun
Edited by OrangeJuice on Aug 11, 2019 at 06:50 PM
It was fun seeing the earlier screenshots of it and the interesting ways it messes up halo, now this looks even nicer
I humor the use of programs like filetopia or limewire. But these have no friendslists and are a bit too "all or nothing". As in, they are usually for sharing and synchronizing entire folders.. .. . . dynamically. Which is sort of the wrong idea for independent, "not a team" based collab projects.
xFire worked because instead of hosting a file semi-permanently(The moment you send it: A file you only need ONCE becomes outdated and unecessary to keep on hand), you can just lazily send that one time-sensitive file to whoever needs it as a zip or something.
After all, why use a fully-fledged hosting box to babysit an outdated file that you only needed to send once, to one person?
It's kinda a letdown that the only program in existence that has unrestricted size file transfers and Instant Messaging in the same program ( that isn't adware or shareware ) is something like Pidgin. SO ! ! ! How many pidgin users are here who have actually launched pidgin within the past week?
Edited by OrangeJuice on May 25, 2019 at 05:14 PM
The game installers all have notices that say that the latest versions of the game are 1.08 and 1.09. Try patching it to 1.010 And see if that helps
Try one of these exporters:
bobbysoon's JMS exporter(is a maxscript)
junglegym (is a DLE, so goes in plugins)
Edited by OrangeJuice on Jul 3, 2018 at 01:51 PM
And to clarify even further; It's because:
With Chimera + HAC2 installed at the same time:
- Best multiplayer experience
- These can be used with another addon called optic: These are the medals (stuff like double kill and triple kill stunt medals in later halo games)
- chimera can autosmooth animations. Halo's original animations run at 25//30, this upgrades them. Which can make multiplayer a little nicer at close-range
- HAC2 can download most maps automatically. No need to shutdown halo, go to halomaps, and install map files.
- HAC2 allows you to join full servers by simply waiting for a player slot to open
- Best for singleplayer
- Allows extra graphical tools and settings
- This is mostly for developers, modders, and specially upgraded maps. I'm also unsure it's being developed anymore
HAC2 and opensauce don't work together on anything but windows 7 and older in most cases. Some people do have them working together, but even with the fix, my game simply loads opensauce and HAC2 disables itself before the game launches, that's totally not a fix.
Edited by OrangeJuice on Jul 2, 2018 at 05:04 PM
Are you using the old bluestreak 102 exporters from 10 years ago? Those tend to make fake errors sometimes
Edited by OrangeJuice on Jul 2, 2018 at 02:09 AM
For that: If you simply typed game_dif and pressed tab, the console will fill in parts of the command automatically
If that doesn't work though, perhaps the map isn't compiled with the proper singleplayer resources even though it's marked as one
Edited by OrangeJuice on Jun 25, 2018 at 04:12 PM
with game_difficulty_set, are you setting a number?
Because I believe you have to type a worded value like so:
- game_difficulty_set easy
- game_difficulty_set normal
- game_difficulty_set hard
- game_difficulty_set impossible
Also, you may have to set it before launching the map
Edited by OrangeJuice on Jun 25, 2018 at 04:10 PM
JMS exporter will stubbornly refuse to work once it has displayed an error, close the exporter and try again when it does.
Make sure your uncompiled level is under data\levels rather than tags\levels
And finally, tool automatically looks in data, so if your model were in the levels folder it'd be structure levels\levelname BSPname
(and not data\levels\levelname)
If it's a newly created level, your main geometry needs at the very least:
A Multi/Sub-Object material applied to it with at least one Standard submaterial. You probably did all of this, but a reminder is always good
The main geometry must also be visible(not hidden) when it's time to export.
Edited by OrangeJuice on May 30, 2018 at 11:43 PM
Heey if you can confirm that those fixes work(considering how hard it is to confirm them), post it here
Edited by OrangeJuice on May 23, 2018 at 03:41 PM
Are you using the Bluestreak 102 exporter from 10 years ago? That's known to cause random non-errors on perfect BSPs
Edited by OrangeJuice on May 21, 2018 at 08:27 PM