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 gbMichelle

  • Birthday March 10

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    The left side of the bed
  • Raffle Victor

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Computer Details

  • Name
  • Central Processor
    AMD FX-6300 "Vishera" 3.5GHz 6-Core cooled with a Hyper 212 EVO
  • Motherboard
    ASRock 970 PRO3 R2.0
  • Graphics
    GTX 1060
  • Memory
    16GB DDR3-1600
  • Sound Card
    Creative Sound Blaster Audigy
  • Storage
    ~2TB all in SSDs
  • Power Supply
    Sharkoon WPM600
  • Case
    Aerocool V3X Black Edition (The internal layout is awful)
  • Display
    2x1080p 16:9 + 1x1024p 4:3
  • Keyboard
    Cherry G84-4100
  • Mouse
    Trust GXT 177
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Recent Profile Visitors

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  1. I know right? The last few years have been moving fast.
  2. Yeah, it's true, HEK+ is old and bad. Luckily a lot of us were able to come together and make a worthy replacement with Refinery.
  3. Maybe you can use the RSS feeds on this site to spam the CE3 inbox so you will always be sure that you have everything for a HMU.
  4. The game stopped despawning bodies. Ended up hitting my PC really hard. They were everywhere, that's not even half visible there.
  5. If anyone wants to get something in for the Anaheim expo, in this Discord server https://discord.gg/YUJdesD there is a channel dedicated to letting people post stuff they want to show off that the organizer of the panel (Spiral) is using to collect content for the show.
  6. This is interesting, this map has always been interesting. But the original just has some flow problems that make it hard to play.
  7. Don't forget it, this competition is still going!
  8. I'm glad you found your way here. You should create some release threads for your older work here.
  9. I did vaguely remember it being in there. But when i last searched I just couldn't find it. I ended up just asking Lag for it.
  10. This tool was originally created by Teh_Lag to help with creating sprite plates. It does this by taking in a folder and combining whatever is in it into one big tif which you will be able to compile with tool. This tool never had an official release, but I was allowed to release it. Known issues: The tool doesn't handle alphas properly; Therefore if you want to create sprite plates from images with alphas, split the alphas into a separate folder, compile them as two separate plates. And then combine them again your image editing tool of choice before compiling them in tool. I'm sure someone will find a use for this. I know CMT and Jesse still use it a lot. If you have any nice words for Lag, I can forward them. HaloSpriteDoer.zip
  11. Ignore this

    1. tarikja


      ( ͡° ͜ʖ ͡°)

  12. This patcher removes the max filesize limit while still keeping Halo able to load them. It does this by setting the size integer at the start of the map to 0. This also fixes Memory leaks (thanks gearbox). Another thing it does is it makes all maps use indexed tags. This means that singleplayer maps compiled in an English CE install will now work on all different languages of CE installs. Finally, and optionally you can increase the vertex and index buffer size, this will allow you to have more detailed models in your maps as it will take longer for tool to run into this memory buffer limit. usage: tool_patcher.py [-h] [-i] tool_exe A patcher to upgrade limits in tool.exe. Works for stock tool and OS_Tool. Does not work with packed tool exes that are compressed. Don't use this on anything but tool positional arguments: tool_exe The tool EXE we want to operate on. optional arguments: -h, --help show this help message and exit -i, --enable-vertex-and-index-buffer-upgrade Upgrades the vertex and index buffer size. Not done by default because of reports of it breaking animation import/compression. If you don't care about the vertex limit just drag your tool exe into this patcher and it will perform all the patches except that one. If you want to use the increased vertex limit then you can open a command line window, add the proper arguments and execute. It comes in both a python and exe format. If you can deal with using a python script and you don't trust random exes (you're on point for not just trusting them) that will be your answer. These patches are also part of MEK's Pool, as they were based on this patcher. tool_patcher.py.zip
  13. Have you ever been bothered by how long it takes to light a map in CE? This version of tool is optimized to do that exact thing faster! But how? The original version of tool is a debug build. This means that it has a lot of debug checks programmed into it to check performance, to see if code is being executed right, things like that. But that's slow... So, I removed a bunch of them. The speedup is up to 50% in a lot of cases. Of course, with editing the tool in such a way come precautions. This tool can only do lightmaps, all other commands are disabled, because some of the edited code might be in use in other parts of tool, I don't want to create new never before seen bugs. This video shows the lighting of an indoor map, but this really helps the time it takes for outdoor maps where lightmaps can take days. I should also specify, before anyone asks: The resulting lightmaps are identical. I hope someone will have some use out of this. LM_Tool.7z
  14. Maybe add some pillars around the flags like ratrace has!
  15. I just set whatever text editor I use to LISP and it looks good enough to work with. Because halo script is LISP.