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||Oct 3, 2017 12:13 AM
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OrangeJuice has contributed to 1853 posts out of 464307 total posts
(.40%) in 3,186 days (.58 posts per day).
20 Most recent posts:
Man, those don't look any better than 256x256 textures. And you can just fake the corroded'ness with detail texes
HaloPC and CE are really old games, if you don't update them to 1.10, they often choose not to run at all on new hardware
Oh and the bare minimum amount of maps needed to run HaloCE(properly) are:
(and I forgot what fixes the rainbow artifacts(if the 1.10 patch doesn't. I assume it fixes it))
Edited by OrangeJuice on Sep 29, 2017 at 10:27 PM
Why do lightmaps use a completely different UV Unwrapped map set forcing me to decompile my BSP for multiple passes through 3dsmax instead of just being unified so that I can model, UVW, and bake lightmaps ALL IN ONE SITTING ?
Any technical reasons?
Edited by OrangeJuice on Sep 26, 2017 at 06:28 AM
Escape doesn't seem to work.
Did you install hac2 properly?
Ohh or maybe you didn't update to haloce 1.10
Edited by OrangeJuice on Sep 16, 2017 at 09:12 PM
Sounds like your chat is not working
Go to where you have the Halo Custom Edition program installed and look in a folder called redist: Install msxmlenu
Edited by OrangeJuice on Sep 16, 2017 at 12:09 PM
Am not that smart. But being purely an animator for a while now has taught me pretty well on how on how to fake things using what I have on hand.
Regularly using super outdated enterprise software certainly helps :)
Edited by OrangeJuice on Sep 13, 2017 at 11:10 PM
If guerilla makes mention of a preview image tag and a map_description tag, wouldn't it be possible to get tool to compile those and have the UI map take advantage of it?
EDIT: So that these considerations aren't necessary in the future?
Edited by OrangeJuice on Sep 13, 2017 at 02:39 PM
What exporter are you using for the final product?
EDIT: The version number of it
Edited by OrangeJuice on Sep 11, 2017 at 07:23 PM
Can I feel your
In any case, can this topic at least be merged with the original chimera topic that's only a couple of topics down? It really shouldn't have been made in the first place
Edited by OrangeJuice on Sep 9, 2017 at 10:45 PM
It's pretty nice when you get to the point where you haven't used the HEK for like 5 years but still know every nook and cranny of the engine :)
Working on smoothing groups and trying to find some original textures to work with because the stock textures are kinda too much.
Edited by OrangeJuice on Sep 8, 2017 at 07:15 AM
Edited by OrangeJuice on Sep 18, 2017 at 01:09 PM
It "creates," for lack of a better word, new inbetween frames at the cost of CPU usage.
Which shouldn't matter much( cpu usage ) for an old game like this
It doesn't use scanlines(oldschool CRT TV interpolation) the way that its creator seems to explain. So it isn't blending//blurring two finished images together. It's rendering new ones entirely.
Looks like bad hypersmoothed "flash-tweens" considering halo uses 25//30fps animation
Edited by OrangeJuice on Sep 7, 2017 at 05:16 PM
Trying to experiment with dynamic shadows and volumetric lighting dust and stuff, so am making a little mockup area//under highway sinkhole thing
Most "traditionally compiled" maps cannot be renamed as this interferes with the checksum verification
(It does make me curious how this ended up in the archive )
Edited by OrangeJuice on Sep 4, 2017 at 01:51 AM
What have you done so far?
I do give it props for using actual " Re-projection " instead of the old, nasty scanline based interpolation. So you're actually getting fully rendered inbetweens.
I simply don't like it clashing with halo 1's low-poly//low-texres artstyle and it provably doesn't affect how I play. I got my skill from the days of the Geforce2 MX200
I'll play a game like omega boost with 240Hz though. Because I like that game. It's actiony, full of framecopied motionblur laser beams and chain lightning. And has fun bullethell that LOOKS good at high framerate.
Halo looks like a cheaply shot mexican telenovela at 60Rpjs
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Lovely tool for recording because extra motion helps a lot with splicing and editwork :)
But nope, if you're expecting me to play an actual "match" with it on? Nope !
Edited by OrangeJuice on Aug 31, 2017 at 07:09 PM
I'm working purely in C++ and DirectX without an engine