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Viewing User Profile for: FtDSpartn
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Joined: May 1, 2009 09:51 PM
Last Post: Jan 3, 2018 12:42 AM
Last Visit: Jan 17, 2018 04:46 AM
Website: http://steamcommunity.com/id/FtDLulz/
Location: Earth, Sol, Milky Way
Occupation: Gamer, college student.
Interests: Programming, gaming. Wondering what a 'life' is.
Your Age: 19
What Games do you play: A lot of them.
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FtDSpartn has contributed to 659 posts out of 465255 total posts (.14%) in 3,188 days (.21 posts per day).

20 Most recent posts:
Halo CE Technical / Map Design » Question about AI abilities in CE. Jan 3, 2018 12:42 AM (Total replies: 4)

Quote: --- Original message by: BioGoji1989
Quote: --- Original message by: FtDSpartn
No, you can't trade weapons with AI in this game. As far as I know, no one's created a method of doing so that works well in any normal gameplay. Any real method would definitely require OS.

You can change quite a few parameters of AI behavior in their .actor and .actor_variant tags.

No weapon exchange without OS? Crap. But... I CAN adjust them so that they don't shoot a rocket launcher when standing right behind the player, right? Can I make the marines throw plasma grenades instead of frag grenades? I don't really know too much about what can and can't be done in CE's HEK and what the tags' limitations are. I'm only just starting to learn about this stuff because I'm thinking of one day making a mod of my own, but I want to read up on this stuff before I actually get into the nitty gritty work of... editing.

Yup, you can change the type of grenade they can throw in the .actv tag. You can change burst patterns, accuracy, rate of fire, etc. but I'm not sure you can fix them shooting you with a rocket launcher. I don't remember anything that could fix that at least.

Due to engine constraints, most things in the later games are just not possible as others have already said. In addition, the game is going on 17 years old at this point and most people are not willing to put in the time or effort to make the campaign of a game that will not even really be close to the original.

Halo CE Technical / Map Design » Question about AI abilities in CE. Jan 2, 2018 10:57 AM (Total replies: 4)

No, you can't trade weapons with AI in this game. As far as I know, no one's created a method of doing so that works well in any normal gameplay. Any real method would definitely require OS.

You can change quite a few parameters of AI behavior in their .actor and .actor_variant tags.

Halo CE General Discussion » Final update to the MEK Nov 1, 2017 03:33 AM (Total replies: 13)

Thank you for your excellent work -- the tools you've given us are outstanding. I wish you good luck in what you do next!

Quote: --- Original message by: altis94
OS tools create files like debug in documents\my games\halo ce\open sauce\reports for whatever reason.
Ah yeah, I completely forgot about that -- my bad.

If your debug.txt isn't in your Halo CE folder, you might have to run Sapien as Administrator (Right Click > Run as administrator).

Other than that I'd do what Moses suggests.

Quote: --- Original message by: Jam
Quote: --- Original message by: OrangeJuice

It "creates," for lack of a better word, new inbetween frames at the cost of CPU usage.

basically its fake frames and doesn't actually fix anything.

what about hit reg and mouse accel? also what about perf issues that some maps have? extra cpu usage = worse performance = pointless. people need to move on already lol

However it works, the game looks smoother with it and that makes it more fun for me personally so I could care less if I lose a few frames. Not pointless at all.

Quote: --- Original message by: S12Spark

Yeah, I'd say this is a massive improvement actually, makes the game much more enjoyable to play when you are playing other games at 144hz and go to 30, it is really jarring, this is absolutely amazing. Thanks 002.

Question though, you say it it allow for 60fps animations, but I am running at 120hz, and it really does seem like it is running higher than 60fps in the first person animations, am I just imagining things or is it able to increase the first person animations to 120hz?
Edited by S12Spark on Sep 7, 2017 at 01:26 PM
Edited by S12Spark on Sep 7, 2017 at 01:26 PM

It interpolates to whatever framerate you're at, I believe. So if I'm running at 144 FPS on 144hz, the animations will be 144 FPS.

Halo CE Technical / Map Design » Sapien- Show Encounter AI??? Sep 7, 2017 03:24 PM (Total replies: 5)

In addition to using ai_place, I believe that if AI respawn is on with the necessary settings that they will respawn in Sapien, though it's been a long time since I've used that feature.

Halo CE Technical / Map Design » First-person Animation Questions Sep 7, 2017 03:22 PM (Total replies: 1)

Recently I've gotten into first-person animation -- and I've been wondering a few things.

Is it possible to swap the FP arms with another set that has different nodes (swapping a cyborg's fp model for an elite's, for example) and keep the original animation? I know I'd have to pose the fingers/hands again but I'd like to keep the general gun movement. (I'd guess that it was done in t3h lag's video here?)

Secondly, how would you go about making a new set of FP arms? Could you take the original model and just chop off the needed parts, or would you have to model a whole new set using the 3p model as reference?

Lastly, any tips that you have I'd love to hear so I don't make completely terrible animations. Thanks!

Edit: I'm importing CMT SPv3 models/animations for reference for a few things, and they seem to be missing some frame nodes, such as for the battle rifle bolt, which doesn't seem normal. Anything I might be doing wrong?

Edit 2: Also, are there any tutorials on third-person/character animation out there? I can't seem to find anything. (Guess the title's not so accurate now!) I'm attempting to see if I can learn how to make a dual-wield animation set for elites.

Edit 3: To add onto the previous, how would you go about creating a dual-wielded third-person model of the plasma rifle? Logic tells me I'd import the model twice then link the left gun's frame to the right and link the __unnamed geometry to the respective frame gun, but the JMS exporter just freezes on me when doing this with an error in the listener window.
Edited by FtDSpartn on Sep 8, 2017 at 06:00 AM

Quote: --- Original message by: Jobalisk
that's easy, extract the maps with HEK plus, load it in sapian, resave the scenario as a different name, recompile, done. But seriously, those maps have those names for a reason.

Use Refinery instead, it's a lot more reliable especially when it comes to .yelo maps.

Well, if you want the maps for multiplayer HAC2 has a map downloader which will download any map that you need to join a server automatically.

Halo CE General Discussion » How to open maps in Saipen? Aug 25, 2017 11:48 PM (Total replies: 46)

This topic is from 2009, guys...

Welp, it looks like mine was set to ~20000 (and I've never changed it myself). I have plenty of spare memory though, so I'm not sure. I'll look around some more tomorrow and see if I can't get it to work.

Thanks for the help though!

Edit: Turns out I was using a 32-bit version of Python, and the number was too large for it to support in the bitmaps cache file. Downloading and installing the 64-bit version fixed it.
Edited by FtDSpartn on Aug 23, 2017 at 04:09 PM

Quote: --- Original message by: MosesofEgypt

I was able to extract all but 2 of the tags by just renaming the -sounds.map, -loc.map, and -bitmaps.map to remove the dash. Refinery will use them as the default caches, which actually works out just fine it seems lol. I doubt those resource maps will actually work properly for non-spv3 maps though. If there isnt a bitmaps.map, sounds.map, and loc.map in the folder with the map you're trying to extract, refinery will ask you to select them, which you could do instead of renaming them.

Btw, the reason refinery couldn't extract those 2 is because it uses a hard-coded mapping to determine which promotion sound each sound tag points to which in the sounds resource map. since cmt uses their own resource map, this mapping is wrong. I'm gonna push out an update to refinery to address a couple bugs, so grab it in about an hour from here: https://bitbucket.org/Moses_of_Egypt/mek/downloads/

Also, grab the new installer and run it when you do, as it works now and I'll be pushing out a small tweak to the reclaimer library.
Edited by MosesofEgypt on Aug 20, 2017 at 08:58 PM

I feel like I'm missing something obvious, but now I'm getting this error. (I selected the cache files manually.)

Error ocurred while extracting 'levels\test\entropy\bitmaps\vanity.bitmap'
Traceback (most recent call last):
File "D:\Games\Halo\Halo CE\Modding Tools\Moses Editing Kit\refinery_core\main.py", line 1677, in start_extraction
meta = self.get_meta(tag_id, True)
File "D:\Games\Halo\Halo CE\Modding Tools\Moses Editing Kit\refinery_core\main.py", line 1872, in get_meta
self.inject_rawdata(h_block[0], tag_cls, tag_index_ref)
File "D:\Games\Halo\Halo CE\Modding Tools\Moses Editing Kit\refinery_core\main.py", line 1882, in inject_rawdata
self, meta, tag_cls, tag_index_ref)
File "D:\Games\Halo\Halo CE\Modding Tools\Moses Editing Kit\refinery_core\halo1_functions.py", line 40, in inject_rawdata
AttributeError: 'NoneType' object has no attribute 'seek'

Error ocurred while extracting 'postprocess\bitmaps\static.bitmap'

This error shows when I load the map after selecting the cache files.
Loading bitmaps.map...
Traceback (most recent call last):
File "D:\Games\Halo\Halo CE\Modding Tools\Moses Editing Kit\refinery_core\main.py", line 888, in _load_all_resource_maps
bitmap_data = PeekableMmap(f.fileno(), 0)
OSError: [WinError 8] Not enough storage is available to process this command

I'm having a problem extracting tags from SPV3 A10 using Refinery. The errors all appear to involve bitmaps, so I guess this might be because Refinery doesn't support ripping from Yelo resource maps yet (according to the refinery readme)? I did go through the steps in the OP.

(Edit: actually was extracting from A05?)


I've tried extracting from A10 and this error occurs when I load the map as well, looks like a case of doubled slashes in the path.

Edited by FtDSpartn on Aug 20, 2017 at 07:18 PM

Halo CE General Discussion » Happy forum anniversary ODX! Aug 1, 2017 08:10 PM (Total replies: 18)

Releases are always great!

This is definitely going to be something I can't go without once it's out. I'm assuming this works just as well for higher frame and refresh rates?


Halo CE General Discussion » I have returned Jun 29, 2017 04:32 PM (Total replies: 73)

Quote: --- Original message by: MatthewDratt
I still hate you all

don't worry we all do

Time: Sun January 21, 2018 1:14 AM 484 ms.
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