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OrangeJuice has contributed to 1884 posts out of 466462 total posts (.40%) in 3,368 days (.56 posts per day).

20 Most recent posts:
Halo CE General Discussion » Discord Server Needed Apr 7, 2018 11:13 PM (Total replies: 34)

And telling people to go to hell using quote references as loopholed attempt to disclaim having said it himself

Halo CE General Discussion » To find an encounter name Mar 18, 2018 06:28 PM (Total replies: 19)

Ah sweet, that works too




Tested both

Halo CE General Discussion » To find an encounter name Mar 18, 2018 06:17 PM (Total replies: 19)

Use the command:


ai_free encounter_block_here
frees an AI from its active encounter area


As far as identifying encounter_blocks or squad_blocks that you could use, I am unaware of any way to do this without sapien-only debug commands or simply guessing which encounter blocks go where in Guerilla
Edited by OrangeJuice on Mar 18, 2018 at 06:21 PM

Halo CE General Discussion » The Essential Mapping Pack [By Halonimator] Mar 17, 2018 01:46 AM (Total replies: 14)

Why would you want haloce to use more than 800mb of ram if it doesn't really do anything with 4gb of it?

To waste ram?

(Does alotting more ram to haloce(specifically haloce. Decidedly haloce)actually TANGIBLY improve something I'm not aware of? It's fun not knowing stuff! Telll meee moooooooreee!!!! ;) )
Edited by OrangeJuice on Mar 17, 2018 at 01:55 AM

Halo CE General Discussion » Semi-Official Gallery [WIPS] Mar 8, 2018 01:30 PM (Total replies: 11475)

Jiggler.

https://youtu.be/J4zPdCmNjDU
Edited by OrangeJuice on Mar 8, 2018 at 01:30 PM


Here's an older topic that might clear some things up that someone with your problem progressed on: http://forum.halomaps.org/index.cfm?page=topic&topicID=49824

It's the third post, with a few trial and error findings from super flanker on what they did wrong
Edited by OrangeJuice on Mar 2, 2018 at 02:02 PM

Halo CE General Discussion » Semi-Official Gallery [WIPS] Feb 28, 2018 02:08 AM (Total replies: 11475)

I love pavilions



throwing stuff together instead of drawing the level in advance on paper may be slower, but I'll be damned if it doesn't produce results
Edited by OrangeJuice on Feb 28, 2018 at 11:29 AM

Halo CE General Discussion » [Release] Misión grunts (Co-op map) Feb 27, 2018 10:23 AM (Total replies: 6)

All someone would have to do if they are not part of the intended target-audience: Is simply not download the map


This kind of texturemod doesn't carry as much impact here as it would pretty much anywhere else. The people here on this site are used to having access to a much better game client with much better content creation tools



Hence the critique is harsh and negative because there's a ton of better stuff already on hand to compare it to xD


And damnation was just unnecessary ! All they did with damnation was set all reflection properties to 1.000000
Edited by OrangeJuice on Feb 25, 2018 at 01:28 AM

Halo CE General Discussion » Semi-Official Gallery [WIPS] Feb 22, 2018 07:42 PM (Total replies: 11475)

Slowly but surely, once I have enough art assets I'll start to enjoy myself later





I'm actually enjoying this. Handpainted multipurpose maps
Edited by OrangeJuice on Feb 23, 2018 at 04:55 AM

Halo CE General Discussion » Semi-Official Gallery [WIPS] Feb 21, 2018 11:51 PM (Total replies: 11475)

Making a few assets here and there for a later thing:

(That's a multipurpose map for backwards compatibility)



Also cleaning up specular properties and stuff, a dialable permutation for wet and icy glass



- - - - - - - -

Oh... And remember this old project? I believe I've finally got enough knowledge on halo's compilation rules and requirements to actually follow through. I lost the files to it like a decade ago, so I'd have to remake it from scratch. But MAN I've learned since then

Edited by OrangeJuice on Feb 22, 2018 at 07:26 PM
Edited by OrangeJuice on Feb 22, 2018 at 07:27 PM

Halo CE General Discussion » Semi-Official Gallery [WIPS] Feb 15, 2018 03:30 PM (Total replies: 11475)



Both

BTW, is there a way to make the gbxmodel NOT take up 47KB? That just seems like way too much for a simple rectangle
Edited by OrangeJuice on Feb 20, 2018 at 12:37 PM

Halo CE General Discussion » Semi-Official Gallery [WIPS] Feb 15, 2018 03:46 AM (Total replies: 11475)

The edges of the glass are a lot greener in game. JPG compression makes them not look as good in screenshots




Edited by OrangeJuice on Feb 15, 2018 at 04:02 AM

Halo CE General Discussion » Just uploaded my first mod! Jan 22, 2018 04:12 PM (Total replies: 22)

What is the file called?

Halo CE Technical / Map Design » HEK Installation Questions. Jan 12, 2018 02:23 PM (Total replies: 2)

The permissions error can be one of two things(that I can think of right now)

  • Halo Custom Edition (haloce.exe) is still running in the background
  • (it does that sometimes, it'll be in task manager)

  • Sapien(certain versions of it) is still running

  • You're using Windows vista or 7 home edition and need to run command prompt as administrator
  • (because it does the virtualstorage thing)


    Edited by OrangeJuice on Jan 12, 2018 at 02:36 PM
    Oh and yeah, these can be avoided too. I figured it out a while ago that if you install older games like this(old games that need admin privilege to run) outside of the program files folders (I use C:\OLDGAMES ) You can avoid needing certain privileges to do things like launch the game or record save data.

    And it works on the HEK

    Edited by OrangeJuice on Jan 12, 2018 at 02:36 PM


    Under guerilla did you set the map to multiplayer in the .scenario file?


    Also if you're trying to load the map through the console instead of going through the menus the proper commands would appear like this:


    for multiplayer maps
    sv_map mapname "slayer"


    for singleplayer maps
    map_name mapname 


    (also, a singleplayer map spawn should not have multiplayer properties or a team number above 0 unless you're messing with AI alliances)
    Edited by OrangeJuice on Jan 12, 2018 at 12:04 AM

    Halo CE General Discussion » UNABLE TO JOIN HALO GAME SERVER Jan 11, 2018 12:18 PM (Total replies: 6)

    try a hac_flush_cache in the ingame console

    Halo CE General Discussion » Semi-Official Gallery [WIPS] Jan 10, 2018 03:20 PM (Total replies: 11475)

    I'm still putting stuff together piece by piece, It's just for later

    I'm just trying to figure out which setup is used for which textures. Because images ripped from bitmaps tend to come out the way guerilla interprets it rather than how they're meant to be imported through tool.

    For image permutations I'm talking about the kinds of multiple-use images where you can choose which image gets displayed by requesting it in the tags. Guerilla makes these look like they're meant to be laid out vertically.

    For animations, I mean the image sequences that play automatically and are based on the functions and stuff used in stuff like the self-destruct screen in the maw's scenery tag. Guerilla makes these look like they're meant to be laid out horizonally. (like the shield hit bitmap)

    Wondering if I'm correct or not
    Edited by OrangeJuice on Jan 10, 2018 at 03:41 PM

    Halo CE General Discussion » Semi-Official Gallery [WIPS] Jan 10, 2018 02:46 PM (Total replies: 11475)




    Is this correct?

    (About image permutations being up>down And animation sequences being left>right)

    Halo CE General Discussion » BSP Portalling Jan 10, 2018 01:20 PM (Total replies: 31)

    Try quickslicing it into mesh regions and portaling along the borders?

    And maybe give yourself a walkaround of your level regarding the possible places your player can stand. Perhaps you have too many portals visible to the player at one time
    Edited by OrangeJuice on Jan 10, 2018 at 02:31 PM


    Time: Thu April 19, 2018 5:37 AM 1,250 ms.
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