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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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Everything posted by DSalimander

  1. People seem to forget that once a satellite dies it just floats around up there being a huge nuisance. Trying to make a competition out of who can put up the best network of thousands of satellites is dangerously stupid.
  2. They are aware of the 5 easy raffle tickets they could get by making a development thread, right? I can see why you would want to keep your project secret until the last second so you can ensure your map is the best, but to sacrifice 5 to ensure you get 10? Godspeed tryhards.
  3. If any newbie mappers want to win round 1 it wouldn't be difficult. The bar for quality is pretty low right now. Basically as long as your entry isn't unplayable, it has a solid chance. Round 2 will be a different story and you'll be up against the full skill of some senior mappers. I've been doodling on a map concept for about a week now, so my round 2 map should be more serious. I wonder if some sleeper mappers out there are waiting to surprise us...
  4. A script that the admins can use to rename people in their server and another to change their color (if non-Team game). Only temporarily overriding their profile settings. So two special commands with a couple arguments each. Is such a thing possible?
  5. I felt compelled to post this after seeing it. This speaks to me on a spiritual level. Whoever wrote it can have one of my raffle tickets. If anybody else found a golden nugget in these messages, show us.
  6. One could almost say the community's problem is it has too many websites. Each Discord and website is ran a little differently and caters to different tastes. Personally I prefer it this way. There's some stuff in the community I'd rather not waste my time with. And trying to bundle EVERYTHING about Halo CE into one place might get a bit stuffy. Oh and a tip- if you're trying to get new players into this game, maybe omit the words "purchased" and "own" from the setup instructions because sadly nobody acquires the game that way anymore.
  7. Stuff already on the map is being lit with help of the lightmaps. Newly placed scenery may look odd because the lightmaps need to be regenerated. Any time a static object is added/moved/deleted in the scenario, lightmaps should be regenerated. From experience, bushes will appear unnaturally bright until you do so. I assume you are referring to the 'tree_leafy_leaves' shader. If you open up the diffuse bitmap tag, you can see exactly which settings they picked to create the effect you see. Mostly how they're sharpening and limiting mipmap levels to 3. Usually you don't see any bitmap options set by Bungie like this. Takes extra time but really pays off. To tweak these values you need to have the tiff data file and use Tool to convert it each time you make a change inside the bitmap tag. Changes made inside bitmap tags don't take affect until that same bitmap tag is reconverted. Stuff like bushes will always look somewhat terrible in Halo (especially at distance) due to a variety of limitations and manipulation of mipmaps is one creative way to minimize this. I assume you are referring to the 'plant_broadleaf...' pieces of scenery. Once again, Bungie did some unusual stuff to these. They decided that the undersides of the leaves should illuminate/glow using a different shader than the topsides. Some Halo swamp flora does indeed glow so that must have been the idea behind this. The effect is produced by shader illumination sourced by a multipurpose bitmap. If you want to kill this effect, you can just revert all the values back to 0 or none in the self-illumination section of "scenery\plants\plant_broadleaf_tall\shaders\broadleaf bottom.shader_model".
  8. Only $200.
  9. 43" 4K TV: https://www.lg.com/us/tvs/lg-43UJ6300-4k-uhd-tv (bought via COSTCO, exact page 404'd) Replacing my old 32" 1080p LED TV and accompanying CRT TV. The new TV (I think it might be an outdated model) has a special component/composite jack that let's me plug my OG Xbox into it. I didn't know such a connector existed. It's half green and half yellow, accepting both component and composite. Even with the settings tweaked just right, the input lag is.... measurable.
  10. Sounds like the perfect thing to use on Jesse and I's H3 Foundry. We even put a little effort into making sure it was easy to do so. H3 Foundry Release Thread H3 Foundry Halomaps Download
  11. You can use debug_render_freeze true to keep whatever you're currently looking at loaded. So use it while in a spot that allows you to see everything you want to see while OOB before you go OOB. Though I think a majority of these weird debug commands are Sapien and/or special dev mode only. Here's some other commands I found while digging around but I don't know what they do: visibility_merge_working_portals visibility_debug_portals_cluster_index visibility_debug_portals visibility_debug_working_portals
  12. Had a BBQ with family over, ordered a 4k TV so I can really put my GTX 1070 to use, oh and won the OC raffle. I'm trying to decide if I want to hold onto the money for MCC or get a few things on my wishlist during the summer sale right now.
  13. I bet there won't be any mod support at all. It'll be one of those things where the more you can mod a game, the easier it is to cheat. These days game developers prefer a solid competitive game over something that can be modded. 343i has established a reputation for putting out the minimum viable product in my opinion and this is right in-line with that. If the game requires an Xbox Live subscription, then it probably won't have decent mod support- like Halo 2 Vista. But to answer your question, an all-in-one tool is definitely best if you can make it work. The small amount of stuff Tool does could easily be grouped into either other program. I've seen mod tools with the ability to do what both Sapien and Guerilla can do. Modern engines like Unreal use an all-in-one editor.
  14. If I had to credit a single person, probably stunt_man. But some people kept mentioning this website for various things like a lot of 002's work. Looked like a good place to do Halo map stuff. (Ran out of smurfs to post stuff on Halomaps.org) The raffle sounds nice too.
  15. 4 structures with identical layouts but 2 of them are being used as actual bases? As interesting as it is to see the same layout envisioned in the different faction styles, I think you might be limiting the gameplay appeal by doing this. If you haven't started on the Forerunner or Flood stuff yet, I'd suggest mixing their designs up a little. Only critique about the bases so far is I'm not loving how much some of the panel textures are tiling and I feel like the Covenent would have their own style of light bridges (see Halo 2 Midship) instead of the Forerunner ones. Looks like the Covenent base doesn't have as much cover on the top of it. Are you planning to use the field shield generator scenery things instead? If so, keep in mind that they won't function identically to nice BSP rooted cover like the Human base has, so the Human base would have a defense advantage.
  16. Ballyhoo - Extravagant publicity! This is a small indoor map. I recommend playing Team Slayer with 4 players, Team Oddball with 6 players, CTF with 3-6 players, Crazy King with 4-10 players. This was a losing entry in the GMYF map contest. The goal was to make a fully developed competitive 2v2 Team Slayer map. I neglected to release the map after the competition so I'm doing it now. It's an indoor, medium-small, asymmetrical map with multiple levels and several paths to move between them. I have kept the outdated training mode items in the map but they have to be activated by console commands. Use object_create randoms to place the random geometry. Use object_create_containing spawn_marker to place spawn markers. If you want to place both, use object_create_containing "". To remove both, use object_destroy_containing "". The point of these items is to help learn how to manipulate the Halo spawn system for the new map, a common practice at GMYF. Full Download [read me and pictures]: https://opencarnage.net/applications/core/interface/file/attachment.php?id=992 HAC2 repository [map only]: http://maps.halonet.net/maps/Ballyhoo.zip
  17. The software bundled with my GPU for overclocking doesn't even have an option for Fahrenheit. If it did I would totally use it though. FREEDOM UNITS FTW
  18. I should pump out a map every day just to torment you guys. Maybe turn the time restraint up higher for extra sadism. Sorry about the phantom BSP. Tool gave me no errors so I didn't even bother looking. Not that I had time to check anyway. Sure enough, there it is. And the offending surface. As for not supporting other gametypes... oops! I remember thinking about populating them but forgot. The other gametypes would have been terrible on that map anyway. Consider it a gift in disguise. I'm tempted to fix all the issues with this map but it's serving it's purpose just fine as is and I feel relatively proud that I was done so fast. Even if this map only serves as motivation for people to beat this low hanging fruit, that would be fine with me. I did similar stuff with GMYF's contest just so it wouldn't be boring.
  19. It's as good as a 4 hour long map development process can allow, lmao. For the record, no content in this map was made by anybody else. So that's 5 tickets. Just a couple more posts and that's 5 more tickets. Profit. $$$
  20. LongShot A snowy symmetrical outdoor map with vehicles. Designed for CTF with about 8 players. Development Thread (lots of pictures!): longshot.zip First entry for first round. Should meet both additional prize requirements. Note: this was made in under 4 hours because I misread the due date. Still submitting it.
  21. One last peak at development: Minimal portals, exact portals, and weather polies. Final lightmaps quality ran at '1 0.1' due to time restrictions. Added a couple beacon scenerys because you can't get a good idea of which side is which and the lighting in the bases won't emit because of the lightmap quality. Final pictures: And the download: longshot.zip
  22. You know, 1 day did sound a little excessive now that I think about it. But I'm committed. You're gonna get a shit map made in 4 hours and like it. Posts merging or not, you're gonna get updates and like that too. So the first thing I want to touch on is the name. I looked for synonyms of "Raffle Ticket" and did a quick search to see if it was already taken. Boom- LongShot. The next thing to figure out is the scale, I guessed that roughly half the size of Infinity should suffice. Slap our map concept on it and get the cliffs extruded because this is the easiest way to do it. I could have made a height map and done it automatically but I don't have time to think this out that well. Run a quick and dirty optimize modifier over the top since leaving it all sky/inaccessible is stupid easy and I care just enough to keep the polycount down. (Probably player clip it all off as standard procedure.) Manually nudge some verts so the silhouette of the cliffs against the sky isn't super fugly. And do an obligatory soft selection on everything to get some super cheap terrain. Also begin assigning basic material IDs. Next we will start working on details like the bases, tunnels, teleporters, ramps, ice spots, etc. I'm gonna have to really think about which bases I want to toss into this. The easiest choice is obviously the Blood Gulch bases, but I do like the simplicity of the little structures just in front of the bases in Infinity/the teleporter shacks in Snow Grove (if you know what I mean). I'm thinking the bases should be nothing more than protection for the CTF Flags. The teleporters can be simply teleboxes and the tunnels might be sorta Rat Race-esque (meaning tons of stupid extrudes passing off as detail). While working, I threw a scale reference in and decided it was too big, as you can see: So the entire model was scaled down 25%. You can see the beginnings of the ramp things. I just extruded those squares up, deleted the geometry between it and the cliffs, capped it all off, re-triangulated what needed to be, assigned material IDs, etc etc. Modified the bases so there isn't a standoff on top and removed the pillar inside so the flag can go there: (stolen from Infinity) Attached the bases, the teleboxes, mostly finished the terrain smoothing and triangulations, added the ice spots (not seen in this picture), and quickly bridged what will become the hallways. Basic UVs for cliffs and started painting the UV template for the ground. Not really going to show a lot of HEK stuff because it's so boring but... Sapien work is being rushed but you can see whats what so far. (ground map was pretty much finalized between pictures... poorly) Only running lightmaps at '1 0.3' quality for now.
  23. (Thread re-posted from Halomaps) UNSCDF Training Facility 23 "Crossguard" This is a medium sized, symmetrical, indoor human map, designed for CTF with about 6-8 players. Big thanks to everybody at GMYF for feedback! Developement of this map started over 2 years ago and was originally designed for competitive 2v2 Team Slayer with emphasis on CTF as well. Through testing it has been determined that symmetrical map design is horrible for competitive 2v2 Team Slayer, so the map's focus and developement dramatically shifted. While technically the main goal for this map was a failure, it's still incredibly polished and thoroughly thought-out so it's being released. I have turned some lights from other Bungie maps into functional light fixture tags and have been included as a supplementary release. Previously they were part of BSPs, now they can be easily placed and you can adjust the light they give off in Sapien! (Tags included in the map download.) Here's a cool GIF of progress to the map over time, starting with a simple blockout based on a sketch. Here's the original MS Paint sketch I embarrassingly started with. https://i.postimg.cc/C5Q31GYZ/map-concept-a.png Full Download [light fixture tags, read me, map, and pictures]: https://opencarnage.net/applications/core/interface/file/attachment.php?id=993 HAC2 repository [map only]: http://maps.halonet.net/maps/Crossguard.zip