Welcome to Open Carnage

A resource for Halo Custom Edition and MCC modding, with unique means of rewarding content creation and support. Have a wander to see why we're worth the time!

EST. 14th of February, 2012


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About Vuthakral

  • Birthday 04/12/1997

Extra Information

  • Gender
  • Location
    CA, USA
  • Occupation
    3D Graphic Design
  • Interests
    Dragons, Video Games, 3D Graphic Design
  • Contributed
    $20 (US) to Open Carnage
  • Raffle Victor

Contact Methods

  • Steam

Computer Details

  • Name
    (The) Black Dragon
  • Central Processor
    Intel i5 @ 3.4GHz
  • Motherboard
    ASRock Z77 Extreme4 ATX LGA1155
  • Graphics
    ASUS Cerberus GeForce GTx 1070TI
  • Memory
    3TB Physical; 16GB RAM
  • Storage
    Western Digital Caviar Blue 1TB & 2TB 3.5" 7200RPM Internal Hard Drive
  • Power Supply
    Corsair Enthusiast 750W + ATX12V
  • Case
    NZXT Phantom 410 Special Edition Gunmetal White Stripes.
  • Display
    ASUS Monitor Idontrememberthemodel
  • Keyboard
    Logitech G105 "Gaming" Keyboard
  • Mouse
    Logitech G502 "Proteus Core" Mouse.
  • Operating System
    Windows 7 Home Premium / Windows 10

Recent Profile Visitors

53,951 profile views
  1. I can't technically vote since the first one I "bought" was the PC port just because my family didn't have an Xbox but we did have a computer, but I played the fuck out of Halo CE Xbox MP with my family whenever we went over to their house, or when they came here they'd bring the xbox with them. Halo is love, Halo is life.
  2. Aaannd five tickets to you! Got to help playtest this earlier today and it works really well. Can't wait to play it some more on gamenights.
  3. Metal Arms Glitch in the System. Community is still going stronger than a lot of games younger than it.
  4. High Definition AF Marines Something I've been working on, on and off for about a week and posting over in the CE Reclaimers Discord. "HDAF Marines" is a small mini-project I started as a way to greatly improve the CE marines, as they were easily hit the hardest in the asset optimization pass of CE, while also adding a lot of new stuff for people to make use out of. The models are all of the vanilla Halo CE marine assets but in a much higher-poly and refined state, some cleaned up UVs, etc. I've also taken to including full male & female variants of all the existing marine armour sets in the game, on top of adding a bunch of new bits which are either entirely original or derived from existing marine equipment in other Halo games. These marines are set up to be entirely modular, meaning any piece of armour / clothing can be fitted to any variant of the marine, so if you wanted some Chad DOOM styled sleeveless armoured marine then by all means go at it with this model. I'm in need of suggestions / taking requests for things other Halo games' marines have that I could recreate in the CE style and put on this model. Screenshots of these models being used to just recreate standard CE marines: Screenshots of the current custom additions
  5. Halo Reach 4 Trial confirmed for 202X
  6. firefox for life
  7. We're older than most of the kids playing Fortnite.
  8. I can bend all of my fingers / toes backwards at least 90 degreess; some much more. Except for my thumbs. Also I can bend the tips of all my fingers backwards as well; again except for my thumbs.
  9. Oh yeah I forgot about that one, I haven't really found a practical use for it when it comes to music. At least, not while keeping sustainable breaths. It's really good for whistling guitar parts, though. Also the DOOM 2016 soundtrack's synths.
  10. I don't know. I never studied it or learned that there even are types. I can just do many various ways of whistling by positioning my jaw, lips, and tongue in different ways. I can also do most of them interchangeably through either breathing in or out. Also if you know how to whistle at all, you can do some cool distortion stuff by doing a continuous breathing in or out through your nose. It's subtle but it's there. The most I've ever been able to make of it is annoying my friends online by doing a very high-tone loud whistle into my mic lol
  11. Literally anything to do with the HEK As a more serious one, I've been whistling along to various songs, instruments, etc since I was very young and as a result now I can whistle just about any song I know, any instrument, etc. The ones I'm the most proud of being able to whistle are Night of Nights, Sandstorm, and most if not all Halo soundtracks
  12. RIP exploding animation bug, you will be missed.
  13. Something I just thought of, I remember in the CE Developer commentary Joe Staten said something about how having bad lag on his mouse it resulted in laggy / stuttery movement when played back in the game. This got me thinking, Halo PC is known for the cutscene animations of characters looking around being jittery, was this a limitation of hardware of mice that were recorded with back then, or is it just how the system functions? E.g. if I was say working on some kind of top secret project revolving around the Bungie campaign could I go back in and re-record those inputs which are jittery and remove that problem?
  14. Click for their website Materialize is a 100% free tool (Unity application) which can generate many different types of texture maps from a diffuse image or photograph. Now hold on, lower your pitchforks. I know. The stigma of "REE YOU DONT MAKE A NORMAL OFF OF A DIFFUSE", Let me explain. What is it? From their website: "Materialize is a stand alone tool for creating materials for use in games from images. You can create an entire material from a single image or import the textures you have and generate the textures you need." What kind of textures can it generate? Diffuse -> Height Diffuse -> Metallic Diffuse -> Smoothness Height -> Normal Height + Diffuse -> Normal Normal -> Edge Normal -> Occlusion Normal + Height -> Occlusion Normal -> Height Alright so that's cool and all but how can this be practical for Halo CE? Pretty much solely for shader environments. This tool does a very good job at generating heightmaps from diffuse maps which can be used to create normal maps within the program very effectively. Where do I download this program? From Bounding Box's website, here: http://www.boundingboxsoftware.com/materialize/downloads.php They also have their own tutorials that shows three very different types of materials (dirt, metal, and brick/stone) and how to make maps for them using Materialize; though they're oriented for the PBR side so they may not hold too much use for Halo CE: http://www.boundingboxsoftware.com/materialize/tutorials.php So how does one use this? 1. Open the program Obviously, you need to open the program to use it. As Materialize is a Unity application, it is simply launched from the .exe file. 2. Open your diffuse map / source image. In the top left of the program, you can see the different maps with a UI that seems rather unconventional. Simply scroll over the second one, "diffuse map", and press the "O" button. When you click the "O" (which should now be obvious stands for "Open"), you will be greeted with this navigational UI. Manually browse to the directory with your source image. For the sake of this example, I will be using one of the forerunner walls from CE. 3. Creating a heightmap from your diffuse in Materialize (If you already have a heightmap you have manually made for your texture, skip to step 4) In the left-most box at the top of the Materialize window titled "Height Map" click on "Create" You will see your 3d preview of your texture go half-and-half from the diffuse to a blurry mess of a heightmap, as well as a new window on the left side of the application with a ton of sliders. Honestly. Just play with the sliders. You'll see how each one affects your image and come to grow used to how they function globally. You'll eventually end up with a decent looking heightmap. (This could be a lot better and should not be used as a point of reference of a proper job, it's for the sake of example) 4. Creating a normal map from a heightmap using Materialize Same as before, except in the "Normal Map" box this time. And then play around with the sliders until you end up with a decent normal map to use. (Again, this could be a lot better. I did this for the sake of example and should not be treated as the "best the program can do" or "what to strive for") 5. Previewing your normal map Simply press the "Show Full Material" button. From there you can preview your texture + normal map by holding down right click to pan the framed material in the 3d space. IMPORTANT NOTE: You will need to set the "Parallax Displacement" slider to 0 or else the heightmap will be used in the preview to add a parallax effect to the plane. (Final note that this could be a lot better, and should not be used to judge the program or your own work in comparison. I highly recommend downloading Materialize yourself and experimenting with it before making judgements.) 6. Save your work There are two ways you can go about this. In the boxes you've been pressing letters in, you've probably noticed by now there's three buttons we haven't used. These are: P - "Paste", pastes image data from your clipboard to use in the program. C - "Copy", copies the selected channel to your clipboard S - "Save", opens the file browser from before and allows you to save your image. Edit: I completely forgot to point out that once you have a normal map completed, you can use it to generate an ambient occlusion map as well. In CE you can pretty much only really use these for adding to the diffuse map of your final texture, as far as I'm aware.
  15. From what I've found the recovery and usage is determined within the equipment itself; I'd totally do that if I could.