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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. Gifted Minecraft to @Derj with some of the map contest money.
  2. Very good map though. Checks all the boxes in my book.
  3. Watched the Fantastic Four from 2015 to see if it really is as bad as they say. It is.
  4. I don't recall shitposting and bumping old threads, but ok...
  5. Butter The remnant of an old refinery now serves as a location for your duels. By DSalimander 7-27-19 Use its intricate layout and verticality to your advantage. Don't lose track of your enemy in the spaghetti. Designed for Deathmatch... I mean Slayer. The other gametypes are great too! Thank You: Testing/Ideas - Hasuku, Hirsute, Derj, Pfhunkie Most Halo Tags - Fubih's Dredwerkz PB4 [featuring m00kz, SBB and their subs, aLTis, Aquilum, Xylodrin] Pickup Icon Tags - m00kz's UT2K4 Map Pack for Halo CE Original Level Design - Alexander Lehmann, Epicgames: Unreal Tournament 2004 To quote Fubih, the author of Project Aerial's Dredwerkz PB4, the tags feel like gameplay from Unreal, Doom, and Quake. This map, Butter, uses a newly modified version of those tags. The level itself is a light remodel of Unreal Tournament 2004's Deathmatch 1on1 map, Roughinery. [Beta test was nicknamed Smoothery.] Player mobility has been retweaked, which complement the map's features. Instead of throwing grenades, you have an alternate firing mode for your gun. It's more useful than you think. The backpacked weapon you spawn with is called the Shield Gun. Charge up it's alternate fire and release it at the ground and jump. You just jumped higher. Failure to jump higher sometimes means you can't navigate some parts of the map. Keep this in mind before throwing "that useless thing" away. Slanted surfaces give you a small speed boost. Some slanted surfaces with a special animated illumination strip will help you boost even higher when you run against them. There is a Redeemer that spawns on a ledge every four minutes. Keep an eye out for it. This was the development topic and public beta: Notable changes since beta: Corrected Flak Cannon ammo pickup model/textures. Increased player control in air. Rebalanced Minigun damage. Fixed bounding radius of many items in tagset. Full quality radiosity. Renamed. Download: https://opencarnage.net/applications/core/interface/file/attachment.php?id=994
  6. Nice to meet you too.
  7. This is going to piss so many people off. I love it. Next do a fix for the double melee glitch.
  8. Is this a new version of https://haloce3.com/downloads/ui/ddlc-styled-ui-for-hce/ ? That old version had a bug where the polka-dots would disappear if you used Open Sauce IIRC.
  9. There are many places that have collections of tutorials but the most OG collection I can confidently recommend is TheGhost's. With that said, you will need a 3d modeling program and that's the most difficult part. Most people use a copy of 3ds Max via student licence but there is a free alternative called Blender as well. For image editing, you can use GIMP or find an old outdated version of Photoshop, version CS2, which was released for free. Other tutorial collections: https://opencarnage.net/index.php?/forum/63-halo-ce-modding-tutorials/ http://www.modacity.net/forums/showthread.php?18957-The-Ultimate-Halo-CE-Tutorial-Index http://hce.halomaps.org/index.cfm?pg=1&sid=23 https://haloce3.com/tutorial-index/
  10. I wouldn't say there's a lack of interest but rather you're covering all the bases so well that there isn't anything to do but like your posts. As is with your past projects, most bugs reported are already known and praising for the sake of showing interest can get old quick. Keep doing what you're doing.
  11. Quality content. "it's a must have"
  12. I tried to replicate Sidewinder but I used a different sound environment tag. I've never considered this before but possibly the sound environment tag makes the overall volume louder? I always assumed it was just for EAX stuff like echo/reverb. Can anybody confirm?
  13. Oh dear my entry that was only meant to win a participation trophy is going to win at least second place? Honestly I'm embarrassed. What the hell happened to the other people's projects?
  14. Can we see the wireframe?
  15. The type of fog you're thinking of is inside a .fog tag, not the .sky. So this problem you are seeing is because of that sky. Specifically the model it uses. You need to swap it for another or modify it yourself somehow. Consider moving to Halo Custom Edition if you really want to create cool looking maps easily.
  16. These are standard custom gametype settings available in the base game. You don't need SAPP for this.
  17. Frigid Keep A frigid Forerunner outpost located on the edge of a valley on Basis. By DSalimander 7-30-19 A snowy mod of Desolate Keep. The level has been optimized and refined. From the level geometry to the spawn points and everything in between. [Pictures taken before Plasma Pistols and Sniper Rifles were swapped.] This was a mod requested by @Devieth. He had some input on the changes that were made. The original level was Desolate Keep by Dontu. As of 11:26PM CST 7-30-19 the map file was updated. If you downloaded it before this time and date, replace the old one with this one and clear your HAC cache. Download: https://opencarnage.net/applications/core/interface/file/attachment.php?id=995
  18. Just going to take a more backseat position. It's probably for the best that I'm not so active.
  19. It's hard for me to accept this much credit for that map when I merely modded an existing good map to entertain the wishes of @Devieth. Albeit the goal was tickets but I didn't think I'd get this many out of it. I'll see to it the tickets go to a more deserving home. Seriously that LM Tool @gbMichelle made needs more attention. I would argue it's one of the most valuable things to come to HEK development in years and I even used it on this very project.
  20. It's enough information to warrant a caution and recommendation to back stuff up before attempting what was outlined in the OP.
  21. Shortly after loosely following instructions in the OP and applying various tweaks, I have successfully broken my Halo CE install to the point where I cannot fix it and have to reinstall. The game just shows a black screen and freezes. I tried undoing everything I changed with no luck.
  22. Pictures? Is this an Open Sauce only map? Is this single player or multiplayer?
  23. As you have noticed, running this on things like multipurpose bitmaps is a bad idea. But simply breaking them up into separate bitmaps per RGBA channels beforehand is not a great solution. I would advise against running this process on anything but the diffuse maps and then derive the new specular/illumination/multipurpose maps from those. It's a ton of work but if you don't do it that way, you risk having mismatched features of the bitmaps which could lead to really weird shader effects ingame. What about unwraps? The program might confuse the seams of an unwrap for edges it needs to alter and thus cause noticeable seams in the final ingame texture unwrapping. What about tiling textures? Does this program have an option to ensure the results correctly tile? There's a lot of potential for mistakes if you aren't careful with this. Everything you do this process to is going to need careful examination and possibly adjustment afterward. Sometimes just enlarging the bitmap in Photoshop using a predictable algorithm is better for video game assets like this. Sometimes the resolution isn't the problem at all and it was just poorly compressed last time it was compiled into Halo. And pro-tip some of the Halo 1 bitmaps exist in later Halo releases at higher resolutions. TL;DR: If you're trying to improve the quality of a bitmap, there's no getting away from having to have to spend a lot of work on it and do so on a case-by-case basis. This is not a 1-step process and without knowing exactly how these bitmaps function in Halo, you might make things worse. This program isn't useless but I wouldn't exaggerate it's benefits either.
  24. I think he means extracting the original TIFF data out of the tags and starting the process with that [wherever Gearbox failed to provide the actual TIFF file in HEK]. The concept is that when you compile a Halo bitmap, the tag itself stores a copy of the original unmodified TIFF data. Look into MEK for more info [the thread on Halomaps has more information]. While on the subject of MEK, you could also prune out said TIFF data in the near-final tags, reducing the size just enough to possibly bump the bitmap up to the next higher resolution or superior bitmap compression type. There's a lot of noodling that can be done with this type of stuff for the best possible outcome. Edit- Lmao at the description Moses made for the optimizer and converter. Unfortunately MEK doesn't have the best documentation.