A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
Viewing User Profile for: Ki11erFTW
About Contact
Joined: Jul 4, 2009 01:47 AM
Last Post: Feb 22, 2018 07:48 PM
Last Visit: Today @ 06:25 AM
Website:  
Location:
Occupation:
Interests:
Your Age: 20
What Games do you play:
Avatar:
You've seen nothing yet.
Email: {hidden}


Send Private Message
Post Statistics
Ki11erFTW has contributed to 658 posts out of 465763 total posts (.14%) in 3,158 days (.21 posts per day).

20 Most recent posts:
Halo CE General Discussion » Lumoria Feedback Feb 22, 2018 07:48 PM (Total replies: 9)

It has potential but the number of fixes required is pretty high.

- Voice acting needs to be gutted
- Cutscenes need to be completely redone
- BSP quality is crap especially compared to the models and shaders in SPV3
- BSPs are lower quality then that of the vanilla game aside from a few structures
- Lighting needs to be re ran completely especially in later BSPs
- Drop ships are glitchy and messy and could use real recorded animations
- The giant sentinel needs to be completely redone
- Many encounters have to be rebalanced

I think by far the strongest point of lumoria is the first act. After that, the quality really started to drop IMO. Itís 3 levelís of the same environments, ripped BSPs that weíve seen 100 times and overly chaotic encounters. I canít help but think that the project is better off as it was intended and that it would feel like an awkward cheap attempt to implement SPV3 stuff without major, major work.

All that being said, I did enjoy lumoria and will probably replay it again, but I donít see any point of trying to re release it as I feel itís already in its best state.

A vanilla reboot with a bunch of fixes for what I mentioned above would be better I think.

The SPV3 sandbox would shine in a custom environment full of new areas and a new story. Lumoria is good as it was, TSC was good as it was and while SPV3 is great, it doesnít touch the original campaign. All of these recreations live in the shadows of their original products.
Edited by Ki11erFTW on Feb 22, 2018 at 07:54 PM

Halo CE General Discussion » [RELEASE]: New Mombasa Beta Jan 26, 2018 09:59 PM (Total replies: 160)

I also agree that the E3 level should be added in maybe even combined with the New Mombasa map that was created by the H2CE team. To add to all of this I believe there is a recreation of the entire city of New Mombasa with their respective pieces of map geometry fitted to where they belong in the actual city.

If this interests you I can try to find it. I believe it was a rough sketch up model. (Just for you to use as reference).
Edited by Ki11erFTW on Jan 26, 2018 at 09:59 PM

E: found some pics, maybe this will help.

https://www.reddit.com/r/halo/comments/56ox0q/pic_dump_of_a_3d_model_of_new_mombasa_pics/?st=JCWS1CCA&sh=d318130f
Edited by Ki11erFTW on Jan 26, 2018 at 10:16 PM
Edited by Ki11erFTW on Jan 26, 2018 at 10:17 PM

Halo CE General Discussion » [RELEASE]: New Mombasa Beta Jan 18, 2018 07:26 PM (Total replies: 160)

Quote: --- Original message by: Masters1337
TBH if you have to redo all the AI, you should try and get all the BSPs much much closer together. The long tracks of road make parts of it feel disjointed, rather than seamless. It currently feels like something of a museum of a city, with different exhibits than it does an actual city. Everything is cool though, it's nice to see a level this big with some many diverse human environments.

I agree with this statement

Halo CE General Discussion » Ki11a_FTW's Halo Custom Edition Progress Log. Dec 15, 2017 09:42 PM (Total replies: 444)

Since 2014, as I may have mentioned in the other thread, Iíve made it a point to go back to the original art style and try to build off of that. Using Halo 2 and Reach as the ground work, I feel people will not be disappointed in the art. Combine that with grand open-ended environments inspired by Halo 1 and I feel we have a near perfect formula.

When you do see more footage, youíll hopefully understand the delays. The only thing that is still being used from the original CE3 demo is geometry from the level itís self, everything else was completely redone and cleaned up because it was a mess behind the scenes.

Halo CE General Discussion » Ki11a_FTW's Halo Custom Edition Progress Log. Dec 14, 2017 04:15 AM (Total replies: 444)

I've tried to type a post out at least 3 times and every time I click post the site crashes.

Yes its been a long time, yes progress is on and off. I do not know when the release will be nor how long it will take to finish things. As I've said, it's me and me alone working on the project right now. All that really remains is BSP work.

My specialty in BSP modeling is exterior environments. I can model structures but the process is a lot slower and I donít enjoy it nearly as much as modeling natural stuff.
In the meantime, you can have a picture of a grunt.



This is from a new section no one has ever seen yet. As you can see things are getting there, but there is still a lot of work to do. (parts not textured, lightmaps crap, etc.)

Hope I can share more soon.
Edited by Ki11erFTW on Dec 14, 2017 at 04:20 AM
Edited by Ki11erFTW on Dec 14, 2017 at 04:56 AM

Halo CE General Discussion » Ki11a_FTW's Halo Custom Edition Progress Log. Dec 12, 2017 07:02 AM (Total replies: 444)

Quote: --- Original message by: Spartan314
Now that SPV3 is finished...
Are we going to see more of this stuff?


Eventually, canít say exactly when. I work on stuff every night itís really just a matter of me finishing the BSPs. When I have inspiration/ideas I model them. When I donít I stop because I donít want any of the levels to feel boring and uninspired. The first level is getting really close in terms of the modeling part. Iíve also finished a lot of geometry for the second level. So we will see.

Worst case scenario Iíll release the first level on its own and go from there. The only problem with that is that all the maps together are a unified experience. So releasing the first map on its own will leave out a lot of the sandbox elements. For example, there are certain enemies/weapons/vehicles that are entirely absent from the first mission for pacing.

Halo CE General Discussion » AI Mouth movements Oct 29, 2017 02:09 PM (Total replies: 14)

Quote: --- Original message by: sparky
A simple program can generate mouth data for your tag. It's merely the amplitude of 30 samples per second of the sound, where 0x00 is silence and 0xFF is full loudness.


A program for generating mouth data at 44hz would be nice.

Halo CE General Discussion » Halo: Composition Oct 8, 2017 02:46 PM (Total replies: 402)

Quote: --- Original message by: DaLode
I'll happily revive my Halo CE installation for this when the day comes. Best of luck with the project and of course, more importantly, life!


Thank you! It will come one day! Hopefully sooner then later.

Halo CE General Discussion » Halo: Composition Oct 2, 2017 03:37 PM (Total replies: 402)

Quote: --- Original message by: lolslayer
Quote: --- Original message by: Ki11erFTW
Quote: --- Original message by: pablolinkone

Progress is being made, a month ago the project had a streaming in youtube, nobody have talk about it
Edited by pablolinkone on Sep 19, 2017 at 12:58 PM


That was supposed to be an unlisted stream to fill in a new team member :).


Oh lmao

Do you expect any public announcement anywhere soon? I'm still interested in this project :v


Yes. The first level is coming together well and I hope to have something to show within the next couple months. I'm going through a bad breakup and going through a career switch so progress has once again slowed down. But a lot has been done over the summer. Parts of levels are playable and fun. Just gotta finish some BSP work then the rest comes down to polish and cinematic/animation stuff.

Halo CE General Discussion » Halo: Composition Oct 1, 2017 02:25 PM (Total replies: 402)

Quote: --- Original message by: pablolinkone

Progress is being made, a month ago the project had a streaming in youtube, nobody have talk about it
Edited by pablolinkone on Sep 19, 2017 at 12:58 PM


That was supposed to be an unlisted stream to fill in a new team member :).

Halo CE General Discussion » Question about sound_looping tags Aug 3, 2017 06:28 PM (Total replies: 3)

Sound looping will play a sound starting with the In and it'll loop over and over once it gets to the looping sound. There's a script to run the alternative loop. So say a battle gets more epic in the game, like the structure hold out in flawless cowboy, they run sound_looping_set_alt to run an alternative loop. The alt loop will take place of the old loop until told otherwise by script.

You can use sound_looping_stop, this will make the loop play the 'out' sound or fade out if the flag is ticked then the music will be stopped.

The detail sounds are for like background environmental sound, you can throw in some little sounds like birds chirping and they will play at random intervals depending on the time value you set.
Edited by Ki11erFTW on Aug 3, 2017 at 06:29 PM

Halo CE General Discussion » Moses's Refined Campaign Jul 18, 2017 07:20 PM (Total replies: 40)

Quote: --- Original message by: Imouto

Most of this stuff just cannot be fixed, I tried everything i could think of--even doing shaders by hand.

http://i.imgur.com/FncgXHJ.gif

I ended up giving up a long time ago with the same stuff, just not worth the effort and too many walls hit. I still have my original xbox halo, and sat there going through everything side by side trying to "fix" everything and its just not possible unless you modify the ported engine, and i just dont have the knowledge to do so. I love this game but also hate it.

few things i noted when doing my own work...

-hud rendering works differently from the xbox, on the pc when shield takes damage it drains the bar instantly, xbox the end of the shield meter would glow white when hit (possibly either the ui tag got changed or it has something to do with the breaking of some xbox bitmap formats)

-sniper ticks wont render blue properly and instead flash every color in the rainbow when aiming


There was so much i wanted to do with CE but the engine is limited and the port is just bad.
Edited by Imouto on Jul 6, 2017 at 12:26 PM


I private messaged Austin (the dude who was working on a fixed campaign) about your fixed shaders some time ago and still haven't gotten a response. I'd still love to see them in the campaign. I know you made this, drop ship tendrils and jackal shields iirc. I think the only one remaining is a fix for the a50 shuttlebay doors.
Edited by Ki11erFTW on Jul 18, 2017 at 07:20 PM


Quote: --- Original message by: DeadHamster
I use junglegym for level geometry. It doesn't support stacks but exports at a fraction of the speed of Bluestreak and is built into 3DS max's export window like Blitzkrieg.


I've seen that name a few times but could never find a download for it. I'd like to give it a shot.

Halo CE General Discussion » [BETA RELEASE] Refinery 0.7 Jun 7, 2017 01:58 AM (Total replies: 95)

A10 extracted from Refinery:

https://www.mediafire.com/?mcim55dl1l228e8
Edited by Ki11erFTW on Jun 7, 2017 at 01:58 AM


Quote: --- Original message by: DarkHalo003
Hey friends, it's been quit some time.

I'm simply curious on how people export their maps and content from 3ds Max to HCE in today's wacky world.

Does 3ds Max 2014-17 even allow the use of Bluestreak?

Has anyone improved on Bluestreak?

Do people still use older 3ds Max versions to properly utilize Blitzkrieg?

What is the main tool used now for exporting content, given YELO/OpenSauce allow more detailed content?

Thanks for any information!

Special Note to Dennis: I tried using Search and did not find anything too relevant. I hope this request thread is allowed! Sorry if I'm breaking a rule here.


I prefer to stay with Max 8 for Halo stuff.. but after swtiching PC's so many times I lost my key.

I am now using Max 2014 and everything seems to be working fine. I'm using Bluestreak, however there seems to be some problems with the way BSPs turn out here and there. Models work fine.

If there is a better exporter I would like to know as well.
Edited by Ki11erFTW on Jun 7, 2017 at 01:28 AM

Halo CE General Discussion » [BETA RELEASE] Refinery 0.7 Jun 7, 2017 01:15 AM (Total replies: 95)

Relevant post below

Halo CE General Discussion » [SOUND] Enable Hardware Acceleration and EAX May 5, 2017 07:14 PM (Total replies: 20)

Quote: --- Original message by: Leo74800

www.mediafire.com/file/ppjj3asjdi1i72f/Creative+ALchemy+-+EAX+Enabler.rar

Put dsound.dll and dsound.ini in your HCE folder. Now you can activate Hardware Acceleration and EAX !
Edited by Leo74800 on May 4, 2017 at 11:16 AM


I had to buy a sound card to make the hardware acceleration work 100% correctly. This may enable it, but does it actually work?

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Mar 25, 2017 11:34 PM (Total replies: 86)

Quote: --- Original message by: Super Flanker
120fps when?


Possible, however the higher you want to go the more space animations are going to eat up. The math also becomes a lot more complicated and the gravity modifications made for game_speed 2 are already barely stable.

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Mar 25, 2017 03:36 AM (Total replies: 86)

Quote: --- Original message by: MosesofEgypt
Actually no, mozz wont change tags that you open into 60 fps tags, it'll simply change any input you type in so it is scaled when saved to the tag, as well as descaling it when displaying it. If you have a tag set that is 30 fps, you'll still need to go in and change the correct fields for each tag by hand. This is mainly meant for those who wish to create 60fps tags from scratch, but cant be bothered to know exactly which fields to change. Maybe I can eventually write a convertor to change a set of tags into a 60 fps version, but idk.


Yeah I know. But it's still a good in my case and I'm sure many others. Being able to edit the 60FPS tags as if they are still 30 is a big help. It's worth creating the new tags especially for those who are going to be tweaking their tags while working on a big project.

Halo CE General Discussion » it's a thing. Halo CE 60 FPS Mar 24, 2017 09:58 PM (Total replies: 86)

Quote: --- Original message by: MosesofEgypt
Nah, I didn't get inspiration for the programs design from here. It was simple in concept so I already knew how to go about writing it from the start. I'm in the process of making an update to mozz that allows you to set a flag in the config to have game_speed related tag fields display with a 60fps scale. I've already implemented the framework for it and applied it to a bunch of fields already, so I know it'll work. The only challenge now is for michelle, masterz, and possibly killa to get me a list of every field measured in time that must and must NOT be scaled and by how much. It'll prolly take me a day to implement all the changes once they have a comprehensive list for me.

Here's the location of the flag:
http://i1151.photobucket.com/albums/o630/MosesofEgypt/test_zpsamskewlg.png~original

And here's a 30 fps assault rifle opened in guerilla alongside it opened in mozz(with 60 fps checked). As you can see, it's doubling the times for most of the fields now that the flag is set. I haven't set it to apply the scale to all the correct fields though, just ones that inherit from a couple base fields that I modified. That will come in time.
http://i1151.photobucket.com/albums/o630/MosesofEgypt/9e14b2c9-0475-4176-9fae-533c2d7fee4e_zpshinflvn7.png~original


Awesome work Moses. Glad our conversation last night led to this. Before, the idea of 60FPS was very questionable in terms of functionality and implementation. Moses has made the process trivial. With a few simple clicks anyone can have their tag set running at 60frames. Animations and all.


Time: Sat February 24, 2018 7:12 AM 969 ms.
A Halo Maps Website