Welcome to Open Carnage

A resource for gamers and technology enthusiasts, with unique means of rewarding content creation and support. Have a wander to see why we're worth the time!

SBBMichelle

Member
  • Content count

    47
  • Joined

  • Last visited

  • Raffle Tickets

    0

1 Follower

About SBBMichelle

  • Birthday March 10

Extra Information

  • Gender
    Female
  • Location
    The bathroom
  • Occupation
    The toilet
  • Interests
    Getting done with the toilet

Contact Methods

Computer Details

  • Central Processor
    AMD FX-6300 "Vishera" 3.5GHz 6-Core
  • Motherboard
    ASRock 970 PRO3 R2.0
  • Graphics
    GTX770 2GB
  • Memory
    24GB - GeIL 2*8GB + 2*4GB DDR3-1600
  • Sound Card
    Creative Sound Blaster Audigy from 2001 to replace my broken onboard
  • Storage
    3.5TB - 1TB WD Blue + 2TB WD Green + 500GB That I just found lying around
  • Power Supply
    Sharkoon WPM600
  • Case
    Aerocool V3X Black Edition
  • Display
    Acer 21,5" 16:9 1080p LED + 2 nice 4:3 1024p's that I got for <€10 together
  • Keyboard
    Trust Isla
  • Mouse
    Trust GXT 152
  • Operating System
    Windows 10 Pro x64

Recent Profile Visitors

1,078 profile views
  1. I made a little Pastebin on what hex values to change in order for tool to allow for larger MP maps and a fix for if tool crashes at "Writing vertex and index buffers". Works for OS Tool too, so YES you can compile maps with opensauce tags that are larger than 128MB. https://pastebin.com/rNVVjyus Don't ask me how to hex edit, google if you don't know. Just one hint: use overtype and not insert...
  2. Yeah, I am not up for the task to convert thousands of mods that are just fine at 30. Not to mention I don't like editing existing maps, I just want to make new stuff. And as Tucker said this still doesn't work in multiplayer. This stuff isn't just a button press it is work, lots of work. And much rather than this approach I would like to see something that just makes the game interpolate which is very unlikely to happen. I will only be using this for my single player projects, unless something big happens I won't be doing anything like this with my mp projects.
  3. Well the animations are automated now, but not all the timings in the tags. And yeah this is in the hek.
  4. Here is a demonstration of something I did a while ago that I will be using in my currently unannounced projects. I won't be applying this to the existing campaign, it would be too much work with no enough reward, instead I will implement it in my currently unannounced single player project. The way this works is that I am essentially running the game at double the default speed and have the gravity put down to a factor of 0.25 to simulate the same physics as default CE. For this method all animations need to be reimported (Or converted now that MosesOfEgypt made a converter), and times need to be doubled, rates need to be halved, which is why I only suggest doing this when you are making your whole tagset from scratch. The only thing here that is still at the wrong speed is the effects, which will be redone for my project anyways. But as you can see 60fps in CE is possible and works just fine. This prototype was set up in about a day, this was possible because MosesOfEgypt made a converter for 30 to 60 that converts the animation tags without ever having to open 3dsmax.
  5. So, I played this map last saturday with SBB when we decided to explore a little and found a turf variant outside of your map. Right after we played the turf map. A timestamp of the vid when we found it: That was funny, but I don't know why you would leave that in...
  6. Looks interesting, I can't wait to play it when SBB is recording on saturday.
  7. I made a video showcasing Rododo's effects and shaders from a testmap I borrowed from him. Maybe here the revenant effect looks more finished. It looks a bit off to me in the vid on the OP.
  8. Last year Ghost's tutorial index died which was a great loss, so while being frustrated at MattDratt not taking my tutorial submissions I started making my own place for tutorials. This is it, The Halo CE Resource: https://goo.gl/QdDqtL Random screenshot whooooooo! On the top of the page you can find a submission form so you can submit any tutorial or useful tool stuff you have I am far from done with this project and it already is really far because of some help from aLTis. (Cheer for aLTis)
  9. it works like this: os_tool build-cache-file-ex "" 0 0 1 scenario-directory\scenario so for instance: os_tool build-cache-file-ex "" 0 0 1 levels\test\bloodgulch\bloodgulch use quotes if spaces are in the path, those two quotes at the beginning are to make it not have a string for identifying data files by giving it nothing.
  10. You should have compiled this without the data file feature enabled, the tag size is small enough to fit in a normal opensauce yelo.
  11. Here is a little thing I made in a day while just playing around with guerilla for completely different reasons. A version of OpenSauce's Guerilla that has longer tag fields while the tag windows still take up the same space as normal. Before: After: Some other things that should make the life of people who aren't a walking hek encyclopedia: These descriptions are fixed, and also the wrong names of the channels in the drop down menu are changed to their color channel numbers for more ease when applying detail maps. The bitmap tag explanations now have more space in them to make it easier to read, as well as some information changed to apply more to PC instead of Xbox. And I also decided to make this window bigger so you can read the complete tag names: Download: https://mega.nz/#!8MkFCYbA!fhnPlVr8rwBs-r1zHMux27-9m3RAv_q-nYnaJoQ0b_Q This works for both OpenSauce and non-OpenSauce Also check out Mozzarilla as it's pretty cool too: http://forum.halomaps.org/index.cfm?page=topic&topicID=50076 Tell me if you need anything.
  12. If you really want you can just have the +sky as a box surrounding it. (I think the instance collision still needs to follow sealed world rules though in newer halo games.)
  13. I have been sitting on this for about a week continuously forgetting to release it, but a while ago I saw someone struggling with pulling off basic shading in opensauce, when I got so frustrated with the person that I decided to try and figure out how to update the ingame editor to support these kinds of shaders. After a few hours, writing out the whole structures, saving cpp files of tags using os_tool to figure out padding spaces and being too stupid to remove a piece of padding that was causing an issue, we got what I am releasing now. Requires vc redistribution x86 (2013 or 2012 for earlier releases). The update: https://mega.nz/#!RJMlmQaJ!OPfbVSbUfBF_z1JQtwPJSUTAM3h6a1eI_svcGUTQ7jU The ingame editor: v1.3.0 http://www.mediafire.com/download/p5n3s9w7abt8vj3 Source: http://forum.halomaps.org/index.cfm?page=topic&topicID=45788 So, yes, this means you can edit opensaucev4 shaders in real time and save them as fully working tags to your tagsfolder. Shaders might lose non-os hek compatibility when saved, I didn't check. I did not do the other opensaucev4 tag types as most of them only matter pre-compile, and some were not worth it in my opinion. - On request I also fixed the hud meter block not working. The only part that doesn't work right is the colour stuff, the block was just commented out for some reason, presumably the because of the colours. Hud meter fix: https://mega.nz/#!dd1FxbbS!RuQOfoupdnWRVxMYhny4XxfxK2tmzUP95UXa9hWWJZk - (Also posted here: http://forum.halomaps.org/index.cfm?page=topic&topicID=49886 on halomaps)