Welcome to Open Carnage

A resource for Halo 1 modding and tech, with unique means of rewarding individual content creation and support. Have a wander to see why we're worth the time! EST. 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
    Nvidia 660 TI
  • Memory
    1TB Physical; 16GB RAM
  • Storage
    Western Digital Caviar Blue 1TB 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

44,819 profile views
  1. Here's my current progress on the tank model. I've UV mapped the exterior to the Halo Online textures. Not finished with the interior yet.
  2. I'm no military or tank fanatic, and that leaves me in a weird spot where I'm not sure what kind of things I should be putting inside this tank to make it feel "proper" for Halo. I'm trying to look at references of real-world tanks driver seats to get a feel for the space they work in as well as what kind of things are present, while also trying to account for technological advances some 500 years into the future that the scorpion could be making use of. Does anyone here have suggestions of the kinds of things I should be including in the interior of this model? A list of things I currently have are: Emergency gun access hatch (between the two seats) Sidearm & ammunition storage (left of driver seat on the interior wall) Two sealed storage units (the two halves of the center console) for stuff like a fire extinguisher or things which may require more delicate handling. I'm also in a little bit of a personal debate on whether the scorpion would have steering control done via a wheel or purely with levers, or some kind of other future-tech. Here's some more pictures of the tank model, posting interior stuff in its current progress first: Also yes, everyone's favourite shovel is safe & sound... Edit: Most up-to-date interior progress
  3. Extremely similar to what I'm wanting to do; just a lot more arcade-y than most tank sim stuff. I for sure want to do more realistic tank shell projectiles, and also probably add some drop to the AT sniper to keep it a little more challenging than most CE sniper rifles. I'm a little limited in the control department for driving since Halo CE's concept of tank driving is to just orient the chassis in the direction the driver is looking but we might just have to bite the bullet on that one. I am currently working on the interior model of the tank right now though, so seeing your instruments and readouts as the driver should hopefully really help push that feeling forward.
  4. Rolling Thunder is a small idea I had for a multiplayer map that upon further consideration I really want to do. The brief concept is this: Fully first-person experience; no third-person vehicles at all. Play as marines As vehicular & equipment specialists, on-foot you aren't exactly well armed to deal with external threats. You'd be making yourself an easy target. Two-seater M808B (plus optional rider seats, of course). >> Driver seat: Drives the machine of war, and is responsible for seeing around the local vicinity of the tank via bulletproof glass at eye-level >> Gunner seat: Functioning as both the eyes & teeth of the M808B, the gunner is in complete control of the tank's cannon. Extremely large & expansive single map with varied terrain, possibly flora, rocks, and etc. Fully fleshed out tanking experience, from navigational systems to all of your tactical options. Your primary, secondary, and tertiary means of offense: The M808B main battle tank. This is a custom model using Halo CE's tank as a reference. It is equipped with: The M512 High-Velocity cannon. M231-C High-velocity Machine Gun. (It's a made up variant to remove the armour penetrating stuff for gameplay sake.) Short-to-long distance grenade launcher loaded with smokes. (not pictured, on the left side of the M512's barrel.) Digital navigation systems which provide the driver with localized coordinates of the battlefield, as well as the current chassis bearing. The gunner's digital display (its just a first person view of the cannon's cameras as seen above) has a digital heads up display to display the current bearing of the main cannon, as well as vertical notches to assist in aiming the M512. Each base (makeshift outpost) will have four tanks; all stored in separate locations. The outposts themselves have anti-tank defenses that leave their operators highly exposed. There will be two warthogs available at each outpost as well, but don't expect them to survive a tank shell. Your tank is not a death sentence if you are hit by another tank. That being said though, I am not taking this to mega-realistic lengths and making tanks destructible or destroyable. They will just provide a serious buff to damage resistance while inside of one, and the machinegun is meant to deal with infantry; it's likely not going to do anything to another tank. THAT AS WELL BEING SAID, there will be certain spots which deal more damage than others to the driver/gunner. The plate armour of these tanks is designed to bounce off incoming shells; that's not to say all shells will bounce, but that you should instead aim for core points; such as the treads, the gun's vertical swivel, or the thinner interior track guides. You will be playing as UNSC equipment & vehicular specialists. As far as combat goes it is far from your primary training, your outpost isn't well-stocked for weaponry, it's well-stocked for vehicular activity. Your value to the UNSC means you get to stride around in full body armour which is a grade above the standard marine's set of armour. Don't misunderstand, you're no spartan; but you're definitely better off on the ground than the poor SOB who thought he was just getting his college tuition. Your role has provided you with an integrated UNSC piloting helmet which automatically wirelessly synchronizes to the navigational systems of any vehicle you enter. As said before, the map will be one giant huge and open landscape. I'm probably going to do crossroads type area where a desert with a mesa meets a lush landscape. with a fair amount of varied elevations. But the map hasn't left the conceptual stage yet, so I'm open to suggestions for map ideas, themes, and etc. I plan to have a crashed pelican somewhere on the map with some infantry supplies from a marine squad which could become a very hot commodity in gamemodes like CTF where the munitions would be sorely needed to perform an all-out assault for the enemy's flag. This would also leave some heavier weapons lying around the map in the form of dropped & broken open weapon pods; which will include that armour-penetrating sniper rifle from my tagset which could spell certain doom for tanks, as they'd now be the ones with a target on them. Using this weapon on infantry would surely be a waste of extremely-limited ammunition, but I won't judge.
  5. Original Pre-Xbox Assault Rifle (Remake) As the title says, this is a remake of the presumed original model/design for the assault rifle seen in only three images found (at the time of this being made) of "pre-Xbox Halo". This assault rifle isn't guaranteed to be 100% accurate to the original, as due to the three original reference images I had to make quite a few guesses of what certain shapes and details were intended to be. I also opted to re-use the Halo CE assault rifle's textures & shaders to better help this recreation model transfer into the final game, trying my best to match the original in colour as I could. (lowkey, it doesn't have a proper collision model because honestly I was just interested in making the model for this because I found the design interesting.) = FEATURES= 42-round assault rifle with a functional grenade launcher Includes a custom weapon HUD interface for High-Res Halo HUD users (aka Refined HUD) Archive includes a tutorial map variant which just has this assault rifle laying on the ground in place of the standard assault rifle. = REQUIREMENTS = Megasean's Pre-Xbox Styled AR Tags (used with his permission): You can find them on his OpenCarnage thread. Not required, but if you aren't using the Refined tagset by now.. come on man: https://old.reddit.com/r/HaloCERefined/comments/9l9ujl/downloads/ = CREDITS = @Vuthakral : Modeling, UV mapping, getting the model ingame, the HRHH support for this weapon in specific. @MEGASEAN2812 - The original pre-Xbox AR-GL tags. = DOWNLOAD = From: Google Drive This is the original model in question that I was attempting to remake: And here's a bunch of pictures of the final product in-game:
  6. Headhunter from Halo: Reach This was a gamemode that there really seems to be a split for 50/50 love/hate among the community, but I personally loved this gamemode. I figured this might not be too hard to remake in CE by using the crazy king gametype as a variant where time can be interpreted as score, and players can drop oddballs which when touched by players will add to their "skull counter", which can be captured by entering the hill. Requirements: Skulls that can be captured by entering a KOTH hill Some way of displaying how many skulls the player currently has on them If possible, a setting which can make it so a skull will only drop on a headshot kill Starting bounty is five raffle tickets.
  7. Hey-oh, this is gonna be a large request that I'm putting a bounty of 20 15 tickets on. If its something multiple people need to work on you can split it 50/50 or whatever you agree on. Multiple Rounds Script This is a script that, as the name implies, would let multiple rounds of otherwise short objective gamemodes be played instead of having to wait for the postgame carnage report to finish doing it's thing. Requirements: Support for: Slayer, CTF (all forms), KOTH (all forms), Oddball, Race, and Elimination Support for both FFA & Team gamemodes Additional 5 Tickets: - Make it compatible with the infection gametype Honestly? I don't even know if such a thing is possible. If I had to guess though it could be doable by having gamemodes set to be one minute, one kill setting higher, or one flag capture higher than the required amount and then have the script use the actual intended score as the round ender, and it respawns everyone for round 2, and resets the scores (saving them somewhere in the memory), and then when the game (all rounds) ends, the scores are re-added to the player totals so the postgame carnage report shows the final scores. But this could be a stupid idea for all I know, I don't really have a grasp on how Halo handles those kinds of things.
  8. Would having a higher tickrate adversely affect the game's already wonky netcode at all? Speicifcally in the regard to explosives and vehicles physics.
  9. Next to nothing, to be honest. I got started on one of the exposed forerunner structures fora teleporter frame in the under area about a week and a half ago, and haven't even touched it since. I don't reasonably have enough time left with all the stuff I'm doing outside of this map right now to finish it on time, and if I don't have a timetable keeping my goals in place then I'll just about never get something done.
  10. Sourcefiles / tags released. Contrary to my last post, I know. But here it goes: I'm done working on this map. I've left a full explanation in the README.html file in this 7z archive, but summary is that I've just honestly lost the inspiration to continue working on this map. I know some people told me they really liked the concept of the map and would have loved to see it in a more finished state. Unfortunately I will not be providing that. I will be providing my Maya scene, and my 3DS MAX scene for this project (as well as a .obj file if for some reason you can't open either of those) of my last progress I made on the map. There will also be information on things I had planned to do, in a summarized form, in the README.html file if anyone ever wants to try their hand at completing the map. Download from: Google Drive Download includes: - README.html - reactant_pdb2.map - 3ds & maya scenes, and an exported obj - exported Halo CE textures used for UV'ing in Maya - data & tags for reactant_pdb2
  11. Nothing yet, but it's not dead. Just been busy with other stuff. Don't worry I'll make the deadline.
  12. Thank you for all the great feedback & advice, and yeah I'm aware of a ton of these problems. It's mostly from trying to make the round one deadline and not having the time to fix a lot of these problems (both due to my own procrastination and not lol) A few things are already set, such as the water plane having the fog set as well (though I forgot about clusters, woops.), and the map does have a custom ground texture but it's really crap, 5-minute job over in substance painter just so I had a ground to work with. I'm not really too big a stickler on being the 100% fully original on content for the contest, I'm looking what could make this map its best in the final product. Though you are correct on the teleporters, they were mostly just thrown in so I can worry about actual bsp work later on down the line. I had wanted to make the teleporters be part of a partly-exposed forerunner structure but did not have the time to model this in when my primary focus was the basic cavernous structure. As for the doors, to be honest that's because I made a bad mistake early on and didn't size-check the doorframes I tore from b40's bsp, so those ones which are just about twice as large as they should be were already put into the map's geometry and I wasn't really feeling the mood to fix them, and I've decided later on down the line around when I work on the teleporter structures I'll remove these improper doors and replace them with the proper large doorframes. Also yeah, there is a phantom BSP in the upper rocket room, but it's very small and, thankfully, is almost parallel to the floor, and very low to it so it won't get in the way of gameplay; maybe just bounce a grenade slightly off the ground in a small, single-story room where it may not make much of a difference. It's not high enough to crouch under for safety so I just let it go for now. But yeah, a lot of these problems, as I've been trying to convey, are because of a mix of procrastination and running out of time, and as a result I had to cut some corners to get this version of the map out for round one. I'm pretty sure like 70% of the bsp work has been done in the past five days alone, as I spent time going back and forth working and considering ideas. You probably noticed pretty easily my use of the spike rock scenery in the under-path area, these will be replaced with actual bsp geometry later on. Shotout to not calling me out for forgetting to apply a shader to the top of the side-path vehicle cave/part of the ceiling in the lower rocket room though lol Also of course a huge shoutout to the people working on the refined tagset, this is the first time I've actually worked with the stock tags in years and I've gotta be honest the visual difference is night and day and I really love how faithful it is to recreating the OG xbox assets. I do have a few more ideas for things I want to do/add, as well as a complete overhaul for that banshee spot/teleporter area by fleshing out an entire forerunner structure in the cliffside, limiting access to the play-space with locked doors. Edit: Also yes, this is my first Halo Custom Edition map I've made my own BSP for. Not even testmaps or anything before this. I've spent an unhealthy amount of time in forge over on the console games, and have some rough experience messing with mapping tools for other games (namely hammer over in the Source engine, and admittedly a lot of time spent making buildings, structures, islands, and etc over in Roblox many years ago when I was a lot younger. 2008-2010ish).
  13. Nah man I'm talking like for some reason a scorpion tank spawned inside the garage of red base, and this only happens on race.
  14. Here's my map, Reactant, which is in a very rushed state currently just trying to meet the deadline for round one. I hope to take feedback & etc from all the expected problems in round one to better flesh out the map and fix the minor visual bugs present in this map currently. All gamemodes should work, although race was acting funky with vehicle spawns for some reason. Reactant public development build 2 Download from: Google Drive Development Topic
  15. uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu in all seriousness consider this a fair warning pre-emptive post; the saying holds true hat people's first maps are almost always bad. I dont expect this map to go anywhere. It's full of minor visual issues that I don't have time to fix before the map contests' round one entry period ends. I won't consider this first version being released as a "final" and I hope to iron out gameplay problems (I know there's going to be some due to simplistic level design which I can hopefully expand on later). I wouldn't be surprised if the SBB video for it scores like a 2-3/10. I'll be posting the map later today/tonight. V -- EDIT-- V I forgot how this site auto-merges two posts since I made the last post and recently. Everything below here is from the 2nd post I made. I've posted the "public development build" version of this map for the sake of the map contest. I honestly just name it that for my own sake because I really want to save the final name of just "reactant" in the scenario/file name for when I'm actually finished with this map. You can find the download link here over on the map competition submissions thread. Here's a bunch of screenshots I took of how this version of the map currently is ingame: