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

Vuthakral

Moderator
  • Content count

    966
  • Joined

  • Last visited

About Vuthakral

  • Birthday 04/12/1997

Extra Information

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

Contact Methods

  • Steam
    Vuthakral

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

50,615 profile views
  1. firefox for life
  2. We're older than most of the kids playing Fortnite.
  3. 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.
  4. 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.
  5. 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
  6. 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
  7. RIP exploding animation bug, you will be missed.
  8. 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?
  9. 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.
  10. From what I've found the recovery and usage is determined within the equipment itself; I'd totally do that if I could.
  11. Survival "Forge World: Survival", or just "Survival" for short, is a small project I've been working on, centered mainly around infection modes. Although I can't wait to see what kind of wacky shit people make with this in other gamemodes. The goal of this mod is to make Halo: Reach's gameplay a little more dynamic than it currently is, and elements are centered around objective-based community infection maps (such as things like the left 4 dead maps back on 360). I imagine the things in this mod could make for some neat invasion maps as well. I am open to suggestions, requests, or etc for this mod. Here's a brief list of the things Survival does / has to offer: Fully third-person, no first-person at all More weapons, weapons not normally usable by the player are usable, some weapons replaced. More gameplay differences between Spartans & Elites, so picking one as your preference can actually alter your gameplay quite a bit. Cutom & modified vehicles. Anything missing images is because the thing in question is not finished yet. Fully third-person A little self explanatory, this mod will be fully third-person other-the-shoulder with all weapons. Gameplay differences between Spartans & Elites More weapons / Replaces weapons / Equipment changes Custom & Modified vehicles Please note everything said in this post is work-in-progress and is completely subject to change.
  12. This project, as well as my tagset, is being put on hold. Reason being I'm having too much fun right now both playing and modding MCC. I will return to my CE projects at a later date. Although, if Reach modding advances fast enough I might do rolling thunder on there instead. The engine has way more useful functionality for what I wanted to do here.
  13. Inside of the spoiler below is a list of all Discord severs that are listed in the Discord server I am doing named "HaloPC Discord Directory", which you can join here if you'd prefer to join Discord servers through Discord directly: https://discord.gg/wGVa8v2 The only servers to be added to this list are ones which I have received permission to add, and this will be kept up-to-date with the Discord server itself. The lists are broken up into categories by game / community, and are sorted alphabetically within each. If you would like your Halo PC related Discord server to be added to this list, please DM me on Discord, Vuthakral#9761 ____________________________________________________________________________________________________________________ Any servers prefixed with "✅" are the official server for their category, if applicable. General Discords: Master Chief Collection: Halo: Custom Edition (Trial, PC, CE): Halo 2: Vista: ElDewrito:
  14. 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.
  15. 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