What happened to OC? - CLOSED Carnage?!


  • Content count

  • Joined

  • Last visited


About Zatarita

  • Birthday 03/17/1994

Extra Information

Contact Methods

  • Discord

Recent Profile Visitors

6,481 profile views
  1. Can you throw a performance monitor on network traffic and then check system logs around the time the network drops? I'm curious if maybe there are ddos protections that are set too low
  2. We are currently aware of the issue, sadly atm need to wait and see how long this remains an issue. If they fix it in a week/two, we may consider just extending the a bit. If it's an issue through the whole duration of the competition though we will have to come up with a more solid solution. Essentially we will accommodate for this as best we can. We hope for the best; however, we are preparing for the worst. I do apologize for the inconvenience though
  3. Spent an embarrassingly long time writing a rubiks cube random scramble generator. I didn't realize there would be so many hoops to jump through. Had to account for coaxial movements to skip redundant moves, and set up xamarin forums and stuff. 100% new to me, and c# is confusing coming from years of c++.
  4. Birfday
  5. I love this ccc:
  6. Due Date: May 24, 2022 Voting Opens: May 31st, 2022 Welcome! So happy to have you here this fine Friday. @Takka has reached out to me with a fun opportunity. Like what they have done in the past, we're bringing you a mapping contest. The prizes sit at $100 for first, $50 for second, and 5 Raffle Tickets for third. Also first place ( Like our wonderful donors c: ) gets an exclusive badge next to their name they can use to brag to all their friends c; FAQ Q: What is it? A: All you need to do is create a custom map (not yet released), and submit a forum post about it before the deadline. This time our Halo overlords have blessed us with the editing kits for later games; so we felt it might be fun to expand our scope to allow any game from MCC. We've gotten some feed back from the community as well about previous mapping competitions and we hope this year we can fine tune things a bit better to the community. We will have a slightly extended submission duration at a month and a half from today. We wanted to keep the duration manageable, without incentivizing procrastination. This should also give some extra time to debug any issues we might have with the quirks of the newer editing kits. Submissions will be voted for 1 week, beginning a week after closing date. This will allow the community time to get acquainted with the new maps and form opinions. We are only going to allow one submission per person. Q: Can I work with a team? A: You are more than welcome to work in teams; however, this is not required. If you do work in a team though, you cannot submit individually. We request still that there is only one submission per person. This is to hopefully drive users to quality over quantity. In the case that you do work with a team, one user must be the designated liaison who will be responsible for receiving potential prize money and distributing it amongst the members. OC will not responsible for the distribution to individual members. This individual will also be in charge of hosting the map and creating the submission post. Q: How will I be contacted if I win something? A: In the event that you win a monetary prize, a moderator will reach out to you through the DM system on this website, and prize money will be paid out through PayPal. In the case you win tickets, the OC ticketing system will send you a notification on this website. Winnings 1st Place: $100 via PayPal 2nd Place: $50 via PayPal 3rd Place: 5 Raffle Tickets Additional Means of Reward Share the Knowledge: Tutorials based on an element of your submission will earn you 5 Raffle Tickets. Developer Commentary: Create a Work in Progress topic exceeding 100 words for your map, and you'll be awarded 1 Raffle Tickets per post per day, with a limit of 5 total tickets. Promotion: Share any link to Open Carnage, prove it, and earn 3 Raffle Tickets. Rules Maps must be submitted to our MCC Map Releases section. Only one submission per person or team. Voting begins 1 week submissions close. Teams must have a designated liaison responsible for managing the release, and any winnings received. Happy modding!
  7. A bit late to the party, but to anyone else curious in the future you should be able to extract and rebuild with invader as well c: This is a more modern solution, that also allows you to specify other targets (such as xbox, or MCC) as well c:
  8. Similar to the Tools Shortlist, you can find many of the most useful MCC tutorials listed here. MCC Compression Formats Detailed information on compression formats used by various files. Running MCC Modding Tools on Linux With Wine Tips on configuring wine for the MCC mod tools. Porting CE Maps To MCC Tips on how to port existing CE maps to MCC. Working With GBXModels Creating and working with models used by the engine. Editing Thumbnails and Loading Screen Map Names Modifying the main menu elements for MCC. S3dpaks Detailed information on the s3dpak and some of its contained files. Tutorials making it to this list earn 8 Raffle Tickets!
  9. This song is lit
  10. Ordered a new speed cube \(◎o◎)/ It has mag lev ._. we live in the future Edit: It has arrived! https://cdn.discordapp.com/attachments/252461260560400384/933379847617671249/IMG_3257.mov
  11. Creating GBXModels creating a GBXModel requires us to export our data from 3ds max in a format tool can utilize. This format is called .jms and to get a model in that format we have a few options: Ghost JMS Exporter, Blitzkrieg, and FBX using H1A-EK's tool. For this tutorial I will touch on Ghosts JMS Exporter, and tool's fbx-to-jms converter which are the more popular of the options. All jms files are expected to be inside of a folder named "models" and this folder is expected to be found inside your "data" directory. Beyond this it is up to you how you wish to organize your folders. Tool will mirror the naming convention you used with the "data" folder in your "tags" folder for compiled files. If you save your models in "data\scenery\new_thing\models" tool will compile your GBXModel to "tags\scenery\new_thing\new_thing.gbxmodel" and create the necessary folders to facilitate that. Exporting Compiling a Model:
  12. Levels Of Detail (LODs) LODs are (optional, but highly recommended) optimized versions of permutations that are chosen based off distance the object is from the camera. Your first instinct might be "My computer was built almost 20 years after this game has been made. It can handle high poly counts, let's crank up the detail."; however, I would like to temper your expectations. There are two main reasons for this: 1) High poly counts does not necessarily mean better detail (It may just be poorly optimized). It's better to say more with less. Not everyone has a high end system. We can't forget this is a game and people may wish to play competitively against each other. a versatile asset uses only the amount of detail necessary to say what it needs to say. 2) Something I call "Detail Dissonance"; When your mesh has more detail than surrounding meshes it contrasts more with the scene. Artistically this draws someone's eye more to that object. This this could be a good or bad thing depending on your desired outcome. It is in my opinion that high poly model surrounded by low poly models can break the cohesion, and unbalance a scene if not done properly. Using LODs will help prevent this for far away objects. Halo allows you to define 5 optional stages of LODs: super-high high medium low super-low Tool will remind you when compiling GBXModels to set the LOD cutoffs. These are set inside guerilla and determine the threshold where one switches to the other. (see below "Creating LODs") Something to note about LODs and markers and nodes. You still require all of the nodes to be in each LOD version; however, markers are only read from the Super-high LOD. This means if your mesh doesn't utilize a Super-high LOD your markers aren't going to be included. If you don't use any LODs the default option will be super-high, so this may not be an issue. Though, do keep it in mind. Example LODs: Creating LODs:
  13. Markers Markers are points relative to the mesh that can be used to define a position (and rotation) used for things like spawning special effects or attaching an object to another. For example we could have a marker at the end of a gun that emits smoke, or a marker used to attach the pipe to the Keyes' hand. Markers are created similar to nodes; however their names must start with a #. They are represented with a scene object, such as a sphere or other primitive. The object is just a handle used to adjust position and orientation of the marker relative to a node. None of it's mesh data will be included once we export. When creating tags that utilize the gbxmodel we can define the effects that spawn at the markers, or in scripts we can reference the marker names directly. Any markers that happen to have the same name will have the effect applied to both positions at once. For example if you have two marker called "#steam_emitter" and you attach a steam emitting effect to that marker name, both markers will emit steam. It's also worth noting that markers are owned by the permutation. This means that unlike nodes there don't have to be the same amount markers for all permutations. You can have a permutation that has two steam emitters, a perm that has one steam emitter, and a perm that has none if you like. There are a few special case markers as well. Halo uses these for certain functionality like head position so AI knows where to look, or hand locations. For more information on this check out the c20 page on markers; They do a great job explaining this, and I don't want to reinvent the wheel. Example Markers: Creating a Marker:
  14. Regions Regions are named sections of a model. This allows you to create different versions for that section of model that can be selected randomly or assigned with scripting. These variations are called Permutations. There are other uses for regions; however, they are covered more in the collision_geometry section of the tutorial. Because these permutations can be selected randomly the region needs to be mapped to the same bones as the base mesh. Which means they require the same amount of nodes even if the vertices that those nodes bind to doesn't exist in this permutation. There are special case regions used by the engine when specific conditions are met: ~damaged : Gets chosen when the object's health reaches a certain threashold. ~shield_off : Gets chosen when the object's shields run out ( If it has shields ) ~primary_blur : Chosen when a weapon reaches a firing speed threshold with primary trigger pressed. ~secondary_blur : Chosen when a weapon reaches a firing speed threshold with secondary trigger pressed. ~blur : Chosen when vehicle reaches a speed threshold specified in a vehicle tag. These special permutations are completely optional; however, they add a lot of life to a object. They will make a bit more sense when we get to collision models, I will hold off on explaining them until I get around to making that tutorial. Something to notice is that these names all start with a "~" which is a special character used to tell the engine that this region isn't one that we want to get randomly chosen. We can use this naming convention for our own purposes if we like; however, the only way we can utilize a permutation like that is through scripting. For people making campaign/coop missions this may be desirable. Also any permutation selected randomly will not synchronize over a network. This means in order to use permutations as variations for objects online, and have each player see the same one, you MUST select it with a script at start up. If not each player can have a different random permutation set. For some scenery objects this is not that big a deal. For example halo 3 uses this concept to change the position of stickers on a barrel. For other objects though you need to be careful as it may cause inconsistencies between clients. My general rule of thumb for this is "if the collision stays the same it's ok". A random pile of papers on a table, or different labels on a barrel won't impact game play; though, a soda machine being there for some people and not others can be game breaking. Having permutations can add some variety to your maps, but try to keep it to smaller details for multiplayer, or force the permutation with a script for all clients. (optionally you can also create LODs once you're done creating regions and permutations) Example Region Variations (Permutations): Creating A Region: Creating a Permutation:
  15. Nodes Nodes are anchor points for our 3d models. They are called nodes because they determine the object hierarchy like a graph. Every model requires at minimum a root node. This node must be prefixed with "frame" or "bip01". Beyond that nodes act like "bones". You anchor a portion of the mesh to a node, and when we animate; it's the nodes that we are animating. Each part of a mesh that moves during animation needs to be assigned to a node. It's worth noting that each vertex can only be influenced by up to two nodes in the case of a rigged model. There are other uses for nodes as well; however, I will cover those later in the collision_model. Nodes don't have any mesh data themselves, they represent a point in a hierarchy with a 3d coordinate and orientation. We typically represent them as a scene object such as a sphere; however, this is only used to interact with the node in the scene. Once we export the models to jms the 3d position, orientation, and position in the hierarchy are the only bits of information passed through to the GBXModel. It's also important to remember nodes need to remain consistent between permutations. (discussed later) Example Hierarchy of Nodes: Creating a Node: Other Node Information: Common Node Issues