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SBBMichelle

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About SBBMichelle

  • Birthday March 10

Extra Information

  • Gender
    Female
  • Occupation
    The left side of the bed

Contact Methods

Computer Details

  • Name
    NESSY
  • Central Processor
    AMD FX-6300 "Vishera" 3.5GHz 6-Core cooled with a Cooler Master 212 EVO
  • Motherboard
    ASRock 970 PRO3 R2.0
  • Graphics
    ASUS 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
    Some random Fujitsu ps/2 model
  • Mouse
    Trust GXT 152
  • Operating System
    Windows 7 x64

Recent Profile Visitors

1,638 profile views
  1. The google drive link was wrong, so the maps were never updated. Download them ***AGAIN***.
  2. Idk if bumping like this is allowed, but it's a slight emergency. There was a bug with the max grenade counts being 3 and 2, this is fixed now and they are set to 4 and 4. The new versions of the maps are still compatible with the old. Only the server needs the fix for it to work on the client and to show up on the client. The new version can be downloaded from the same link as before.
  3. @ScenyHalo 1.5 is a mod for halo on the Xbox. The maps that already are on halomaps are buggy, I know, I was the one who ported them using old bad methods and edited things I should not have edited. I know because I got teased for it for 3 years now... This is a more true port. The people who work with the people who worked more closely on the xbox project seem happy about me releasing these the way they are now. Edit: An example of a prevalent issue in the old port is how I changed the teleporters a bit, which can send people in infinite loops they have no control over and destroys a part of the meta. I want to phase out my old bad ports of these maps and have these new ones be used.
  4. ----- Important for server hosts ----- If you downloaded the maps before june 7th, please redownload them as there was a bug that set the max frag and plasma counts to 3 and 2. That is fixed now and the maps are compatible with the originals and the client would never notice as they can see themselves pick up the right numbers as long as the server has the fix. -------------------------------------------- A few days ago I quickly converted the halo 1.5 map pack from Xbox to Custom Edition. There is no tag edits in this, the maps are left mostly untouched and for most maps I only redid the lightmaps and made the shaders render on CE. Download Link: https://drive.google.com/open?id=1C0SkWIZdRK-QD6OLi9PVaL4VmTDlZqo1 We'll soon also have a server up with these maps and a few others that we believe to play nice with halo 1 tags. Server Info: [Coming soon] The maps: Crossway by dds: Levee by insidi0us: Hotbox by insidi0us: Red Shift by insidi0us: Exhibit by PwNytar: Madhouse by PwNytar: Uplift by dds: Doubletake by insidi0us: Imminent by PwNytar: Downrush by PwNytar, Sic, dds: Zero Hour by PwNytar: Decidia by dds: Outbound by dds: The only map I touched outside of lightmaps and shaders is levee, which now has a spawn for a ghost which you have to manually enable in the gametype settings.
  5. Someone asked me how to do it today because they were running out of tagspace, I thought I might as well explain it in a video so more people can use this knowledge. If you get problems with characters looking weird and broken, you will need to figure out what animation is broken and replace it in the same was as I added the two animations that didn't want to import before.
  6. Church is a fairly well known map. A big part of this is it's solid atmosphere and visuals. This is probably the CE map with the most precise lighting and visual texture depth. That is in part due to how the map achieves it's lighting. The map achieves it's lighting through a mix of ambient lighting in the lightmap, and a whole lot of dynamic lights that light the environment in real time. One advantage of these dynamic lights is that they are per pixel lit based on the direction of a surface. This means that special effects bitmaps like normal (bump) maps affect how this lighting is projected on each surface. But also accurate per polygon lighting on dynamic objects like players, weapons, vehicles, scenery, etc. Note how the textures without the dynamic lights still have a lot of depth. The darkness in the creases of these bricks helps highlight the projected lighting better and gives the image more contrast. It's shaders were composed with the final lighting in mind. There is effects like cubemaps based on the room you are actually in at work here. And the reflectiveness is tuned for how the player would except the surface to reflect. This room for instance completely falls apart when you take away it's dynamic lighting, it's reflection is over bright and more obviously fake. This shows how important it is to get your lighting right and then set up your shaders. https://i.imgur.com/8ibSVJx.gifv Some rooms also have light that slightly flickers in an inconsistent pattern for an ominous effect. Also note how the ground in this room is a more soft material, part of this is achieved by adding less shadowing to the base texture. Church shows really well what the vanilla engine is capable of in terms of interior lighting. But it also shows one of it's slight downfalls. This map while looking pretty and having loads of depth also is one of the more demanding maps. All these lighting effects have to be calculated in real time, which for some non-modern PCs can be too much to handle. -------------------------------- I decided to write this up when today I had a bit of a sudden realization as to why this map looks the way it does. It has just always been so well composed that I never really put thought into it.
  7. Finally am allowed to do this minor update: https://drive.google.com/open?id=1StGxaknpW5iY2uJ108QN04XrbuaVNGin I didn't do more because I decided to just take a rest. I'll fix some of the bigger issues and add more scenery at a later date.
  8. I originally wanted to change more before I made a new version, but I ended up deciding that the crate issue was a bit too important to not release a minor revision for. It's downloadable from the same link as the first version. The first version is also still available through the link, but is in a sub-folder called "old". Download: https://drive.google.com/open?id=1StGxaknpW5iY2uJ108QN04XrbuaVNGin ---Change Log--- Version 0.1.1: -Lowered the volume of the background sound. -Fixed the collision material on the chaingun turret. -Crate collision now shouldn't allow you to glitch trough parts of the map now. -Added garbage collection every 30 seconds as a performance experiment --- I have diagnosed the main issues in the map's portals. The next major revision (0.2) should have the map hitting the rendering limit on vanilla fixed.
  9. I don't remember seeing any rules about it, I do remember a rule about not using too much content that isn't your own. Here is a video of the original Halo 3 map. The only thing that is even remotely close is the layout at this point.
  10. I only really tested the map for the first time yesterday. It was then that I realized that the platforms were way too low. I think I might just increase the height a bit or block it off. There is actually a bunch more geometry that I didn't get to import yet btw. This isn't my full vision of the map. It uses some textures from that map actually. And some background sounds
  11. I'm looking forward to the feedback I'll be getting. What I currently have in my TODO list: -Improve portalling. -Fix crate collision. -Lower the volume of the background sound. -Fix projectile collision on the windows. -Fix the found phantom bsps. -Improve the texturing on the walls. -Add all the missing geometry. -Add more cover. -Add more gametype specific vehicles to improve flow.
  12. I did it!
  13. @killzone64 and @SBBMichellepresent: Hornet's Nest, a remake of Halo 3's Rat's Nest, except it's a space station! ---This map is not finished--- You have no idea how happy I am to show off this map in the state that it is in, even though it isn't finished The map works best on CTF and Team Slayer. It is set up to work with: CTF, Slayer/Team Slayer, Oddball (Not suggested), King of the Hill/Crazy King, Race, And any derivatives. More screenshots!: Download link for all the versions: https://drive.google.com/open?id=1StGxaknpW5iY2uJ108QN04XrbuaVNGin Known issues with this version: -The portalling is bad, so the map will de-render at times. -Some small phantom BSPs. -The warthog can be put under the platforms in the main loop. ---Change Log--- Version 0.1.0: First release.
  14. Little preview of my thing. Not finished yet.