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discord was killing the forums anyways
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OrangeJuice has contributed to 1857 posts out of 464829 total posts
(.40%) in 3,241 days (.57 posts per day).
20 Most recent posts:
Install msxmlenu.msi from Halo Custom Edition\\redist
Or from your Halo PC disk
Edited by OrangeJuice on Dec 9, 2017 at 07:44 PM
It was the North Korean style hourly preaching that ticked me off.
Mission Accomplished, update autonomy?
Compile your detail maps as (usage: detail) instead of (usage: default) so that they don't look so tile'y from far away
Edited by OrangeJuice on Oct 25, 2017 at 02:50 PM
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Regularly using super outdated enterprise software certainly helps :)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