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Hiralis

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  1. Devieth liked a post in a topic by Hiralis in Modding in Halo CE is an Absolute Nightmare - Part 1   
    Hey yea so here's a basic "tutorial" about Halo CE. This is mainly designed to generate interest in modding CE in the lead-up to MCC release and a potential HEK for the game.
  2. Tucker933 liked a post in a topic by Hiralis in Halo: Flowcharts Edition   
    Hey guys!
    I'm currently making a bunch of flowcharts to help newcomers to Halo Modding so they have quick, easy reference material for the steps on modding the game. So far I've copied the one that comes with HEK, and made one for level content creation. I'm planning to make another few for campaign design, multiplayer design but I don't know everything. If you'd like to contribute DM me and I'll give a link to the Google Drive folder. 
     
    I'm using Draw.io to make these flowcharts. It's an intuitive interface so if you haven't used it, it should be fine.
     
    I figured this is technically a "support" thread as it's intended to support and not teach new modders. I'll move it to Tutorials upon request.
    I'll update this thread with each new flowchart and will eventually combine it into a whole document hyperlinking each flowchart together. 
    Edit: Added Campaign Flowchart
     
    General Map Design

     
    Level Content Creation

     
    Making a Campaign Mission

  3. Devieth liked a post in a topic by Hiralis in Modding in Halo CE is an Absolute Nightmare - Part 1   
    Hey yea so here's a basic "tutorial" about Halo CE. This is mainly designed to generate interest in modding CE in the lead-up to MCC release and a potential HEK for the game.
  4. Devieth liked a post in a topic by Hiralis in Modding in Halo CE is an Absolute Nightmare - Part 1   
    Hey yea so here's a basic "tutorial" about Halo CE. This is mainly designed to generate interest in modding CE in the lead-up to MCC release and a potential HEK for the game.
  5. Hiralis liked a post in a topic by PopeTX28 in Modding in Halo CE is an Absolute Nightmare - Part 1   
    The kit is complicating for someone new to level design for sure. Someone who has had past experience with other engines for level design could probably figure it out easily. The level design portion of the HEK Tutorial sucks, but it does have decent info about other things (Portals, materials, errors, etc).
  6. Hiralis liked a post in a topic by il Duce Primo in Modding in Halo CE is an Absolute Nightmare - Part 1   
    I really enjoyed the video. I disagree about the engine being complicated to make a map for, but love it because anyone who has ever made a map can relate to the seemingly bullshit errors tool and the editing kit throws back at you.
    Considering the engine dates back to 2001 it holds up really well in it's simplistic nature of the tag system. The editing kit came with plenty of documentation for making a map but not so much for other things like weapons and characters. There are a lot of nuances in working with the engine but it is relatively straight forward to work with.
    Anyway great video, I really enjoyed the humor and want to see more like this!
  7. Devieth liked a post in a topic by Hiralis in Modding in Halo CE is an Absolute Nightmare - Part 1   
    Hey yea so here's a basic "tutorial" about Halo CE. This is mainly designed to generate interest in modding CE in the lead-up to MCC release and a potential HEK for the game.
  8. Devieth liked a post in a topic by Hiralis in Modding in Halo CE is an Absolute Nightmare - Part 1   
    Hey yea so here's a basic "tutorial" about Halo CE. This is mainly designed to generate interest in modding CE in the lead-up to MCC release and a potential HEK for the game.
  9. Devieth liked a post in a topic by Hiralis in Modding in Halo CE is an Absolute Nightmare - Part 1   
    Hey yea so here's a basic "tutorial" about Halo CE. This is mainly designed to generate interest in modding CE in the lead-up to MCC release and a potential HEK for the game.
  10. Devieth liked a post in a topic by Hiralis in Modding in Halo CE is an Absolute Nightmare - Part 1   
    Hey yea so here's a basic "tutorial" about Halo CE. This is mainly designed to generate interest in modding CE in the lead-up to MCC release and a potential HEK for the game.
  11. Devieth liked a post in a topic by Hiralis in Modding in Halo CE is an Absolute Nightmare - Part 1   
    Hey yea so here's a basic "tutorial" about Halo CE. This is mainly designed to generate interest in modding CE in the lead-up to MCC release and a potential HEK for the game.
  12. Hiralis liked a post in a topic by Tucker933 in Halo: Flowcharts Edition   
    Yeah this definitely belongs in the tutorials section, as you're not asking for help yourself. I'll move it for ya.
  13. Hiralis liked a post in a topic by ShikuTeshi in SoTM Submissions & Hall of Fame   
  14. Tucker933 liked a post in a topic by Hiralis in Halo: Flowcharts Edition   
    Hey guys!
    I'm currently making a bunch of flowcharts to help newcomers to Halo Modding so they have quick, easy reference material for the steps on modding the game. So far I've copied the one that comes with HEK, and made one for level content creation. I'm planning to make another few for campaign design, multiplayer design but I don't know everything. If you'd like to contribute DM me and I'll give a link to the Google Drive folder. 
     
    I'm using Draw.io to make these flowcharts. It's an intuitive interface so if you haven't used it, it should be fine.
     
    I figured this is technically a "support" thread as it's intended to support and not teach new modders. I'll move it to Tutorials upon request.
    I'll update this thread with each new flowchart and will eventually combine it into a whole document hyperlinking each flowchart together. 
    Edit: Added Campaign Flowchart
     
    General Map Design

     
    Level Content Creation

     
    Making a Campaign Mission

  15. Hiralis liked a post in a topic by SlowBullet in Outpost Discovery 2020 Panel   
    Dratt and I were actually thinking about how cool it would be to do CE3 Live at halo outpost.  There were times where no one was on the mixer stage for a good 2 hours. Who knows, maybe a ce3 live 2020 might just be in the future. 
  16. Hiralis liked a post in a topic by PopeTX28 in Default Singleplayer Maps for Custom Edition   
    Broken shaders and other visual features for the most part. Some of the visual features on the xbox were not ported over successfully to the PC version. But this is technically the default 'ported' PC version of the campaign.
  17. Hiralis liked a post in a topic by Kavawuvi in Replacing the Halo Editing Kit with open source software   
    Added a section, "Why should the Halo Editing Kit be replaced?", to the top of the post.
     
    It's a good idea, but it's possible that pinning it right now may be premature. While I do think the topic is worth watching for updates, it isn't yet helpful enough to warrant pinning to the top of a section, plus it's in the Development section, not the Tools section.
     
    At the time of writing this, not enough of the Halo Editing Kit has been replaced for anyone to even make a simple box map. If and when enough of the Halo Editing Kit has been replaced that you can start to make complete maps without using the Halo Editing Kit, then I think it will be worth pinning this. For now, I recommend following this topic if you want updates to it. You can do so by clicking the Follow button on the top right corner of the page.
     
    I hope that answers your question.
  18. Hiralis liked a post in a topic by Kavawuvi in Replacing the Halo Editing Kit with open source software   
    The Halo Editing Kit sucks and everyone knows it. How do we replace it? I made a list of stuff that needs to be done and stuff that has already been done.
     
    Why should the Halo Editing Kit be replaced?
    One of the main issues with the Halo Editing Kit is that is unmaintained and unsupported. Like most Win32 applications, it can run on modern systems thanks to Windows's robust backwards compatibility. However, like many old applications, it hasn't exactly been unscathed by the passage of time. For a start, there are numerous user interface issues in both Sapien and Guerilla that have appeared in semi-recent versions of Windows. Not only that, but it also contains numerous limitations and restrictions that may have made sense with the limited 64 MiB memory of the original Xbox but not a PC game even from this time period. There are various other issues that have become well known by the modding community. None of these issues or concerns have or will ever be patched, officially, as the software is not supported.
     
    The Halo Editing Kit is also closed source and nonfree, requiring you to agree to an additional, restrictive license that takes away your freedom to use their software. While it's great that we have an editing kit in the first place, this nonfreedom can be to the detriment in the community in the long run. For any issues that are found, there is no way to fix the software without resorting to actually making changes to the binary, itself (and doing this is quite limiting!). As a result, people end up being stuck with the limitations and bugs of the software. However, since the software at least "exists" despite its issues, few people are inclined to replace the software.
     
    There's also another issue when it comes to modding using nonfree modding software: Because the software is closed source and nonfree, you're restricted to whatever the developers intended to allow you to mod. With the Halo Editing Kit, you can only modify Halo Custom Edition, and because it has an inferior renderer, people have resorted to dirty workarounds that sacrifice visuals (e.g. using model shaders instead of environment shaders due to fog). Also, without modifying the tools or creating new tools, you're only allowed to do whatever the tools allow you to do, and this is not everything you could do. Lastly, you're restricted to Windows on 32-bit x86, and while most people have access to that, it's possible that it may not be an option for most people in the distant future.
     
    In the end, it is a waste of time to try to fix something that is closed source and nonfree. While it's great that this software at least exists, we should focus our efforts on replacing the binaries, altogether, with better free and open source software. Usage of the Halo Editing Kit or any other "closed" modding tools should be discouraged whenever possible.
     
    What needs done?
    Questions we can answer right now:
    How do you edit your tags? Use invader-edit-qt. How do you make string list tags? Use invader-string. How do you make HUD message list tags? Use Mozzarilla. How do you make your bitmaps? Use invader-bitmap. How do you make your fonts? Use invader-font. How do you make sprites? Use invader-bitmap. How do you make cubemaps? Use invader-bitmap. How do you make your sounds? Use invader-sound. How do you make physics tags? Use Blender with H2V-Blender-JMS-Exporter (make JMS files) and Mozzarilla (JMS -> physics). How do you make model tags? Use Blender with H2V-Blender-JMS-Exporter (make JMS files) and Mozzarilla (JMS -> gbxmodel). How do you make animation tags? Use Mozzarilla. You currently need to use closed source software to make the .JMA files. How do you build your maps? Use invader-build. Child scenarios with custom scripts do not work, yet, as invader-build cannot compile scripts. Questions we cannot answer right now:
    How do you compile your scripts? We don't know yet. How do you make .scenario_structure_bsp tags? We don't know yet. Use Blender with H2V-Blender-JMS-Exporter to make the JMS files. How do you make collision model tags? We don't know yet. Use Blender with H2V-Blender-JMS-Exporterto make the JMS files. How do you place your objects? Besides manually placing them in invader-edit-qt or Mozzarilla or placing them in Blender and using an old invader-scenario tool I wrote to apply them to a .scenario tag, we don't know yet. How do you bake lightmaps? We don't know yet. Milestones to achieve?
    Making a HUD from scratch:
    Requires being able to edit tag data (use invader-edit-qt) Requires being able to create 2D texture bitmaps (use invader-bitmap) Requires being able to create sprites (use invader-bitmap) Making a simple multiplayer map with stock assets:
    Requires being able to build a map (use invader-build) Requires being able to create scenario tags (use invader-edit-qt) Requires being able to edit tag data (use invader-edit-qt) Requires being able to place objects (use Sapien from the HEK) Requires being able to compile BSPs (use tool.exe from the HEK) Requires being able to bake lightmaps (use tool.exe from the HEK) Making a new object completely from scratch:
    Requires being able to edit tag data (use invader-edit-qt) Requires being able to make model tags (use Mozzarilla and Blender w/ H2V-Blender-JMS-Exporter) Optionally requires being able to make physics tags (use Mozzarilla and Blender w/ H2V-Blender-JMS-Exporter) Optionally requires being able to make textures (use invader-bitmap) Optionally requires being able to make sprites (use invader-bitmap) Optionally requires being able to make cubemaps (use invader-bitmap) Optionally requires being able to make a HUD for weapons, units, and vehicles (see Making a HUD from scratch...) Requires being able to make animation tags (use Mozzarilla and a closed source program) Requires being able to make collision model tags (use tool.exe from the HEK) Making a new campaign map with stock assets:
    Requires being able to edit tag data (use invader-edit-qt) Requires being able to make string tags (use invader-string) Requires being able to create scenario tags (use invader-edit-qt) Optionally requires being able to create sounds for voice acting (using invader-sound) Requires being able to build singleplayer maps (invader-build works, but it cannot compile scripts for child scenarios, yet) Requires being able to compile scripts (use Sapien from the HEK) Requires being able to place objects (use Sapien from the HEK) Requires being able to compile BSPs (use tool.exe from the HEK) Requires being able to bake lightmaps (use tool.exe from the HEK) Making a complete game:
    Requires being able to edit tag data (use invader-edit-qt) Requires being able to make fonts (use invader-font) Requires being able to make bitmaps for interfaces (use invader-bitmap) Requires being able to create sounds from scratch for various effects (use invader-sound) Requires being able to make multiplayer maps (incomplete) Requires being able to make campaign maps (incomplete) Requires being able to make objects from scratch (incomplete) Where do I get this stuff?
    Invader (invader-*): https://opencarnage.net/index.php?/topic/7489-invader/ Mozz Editing Kit (Mozzarilla): https://opencarnage.net/index.php?/topic/7877-mozz-editing-kit-mek/ H2V-Blender-JMS-Exporter: https://github.com/Project-Cartographer/H2V-Blender-JMS-Exporter
  19. Hiralis liked a post in a topic by Sunstriker7 in What do you do as a day job?   
    I'm a plumber that does primarily new construction. These days I mostly do larger apartment buildings like these: 
     
    https://imgur.com/MdyKi3f
     
    Here's a picture of me last winter in a huge hole I had to jackhammer to get to a 4 inch pipe that the framers put a bunch of anchors through:
     
    https://imgur.com/2DNFb2S
     
    That was a fun day.
  20. Hiralis liked a post in a topic by Pfhunkie in What do you do as a day job?   
    I work as a team lead type role in a server team. Building/maintaining Windows based servers, VM and physical. Used to work with enterprise storage so I put on that hat whenever it's needed as well.
  21. Tucker933 liked a post in a topic by Hiralis in What do you do as a day job?   
    I think a lot of us started modding Halo as teenagers. We've all left school and become successful enough adults to keep doing this hobby and even running a bunch of websites like this one we're on now, ce3.com and haloce.org.
     
    So what do you guys do as a day job? I work in heavy industry as an equipment inspector. I check out chain slings, wire rope, regular rope, shackles, height safety gear and a broad area of lifting and heights equipment.
     

  22. Tucker933 liked a post in a topic by Hiralis in What do you do as a day job?   
    I think a lot of us started modding Halo as teenagers. We've all left school and become successful enough adults to keep doing this hobby and even running a bunch of websites like this one we're on now, ce3.com and haloce.org.
     
    So what do you guys do as a day job? I work in heavy industry as an equipment inspector. I check out chain slings, wire rope, regular rope, shackles, height safety gear and a broad area of lifting and heights equipment.
     

  23. Hiralis liked a post in a topic by Tucker933 in What do you do as a day job?   
    Hah, yeah, come right over.
     
    Would be nice to have someone for. We're trained to inspect our own, and are technically supposed to do so before every climb, but that doesn't happen in the real world lol
  24. Hiralis liked a post in a topic by Tucker933 in What do you do as a day job?   
    I work in wireless telecom, where most my time goes into frequency management and infrastructure deployment. Most of our market is in the Sierra Nevada mountains, so I get some sweet views from our towers.
     
    Video from earlier this year: https://imgur.com/gallery/TIILxzW
  25. Tucker933 liked a post in a topic by Hiralis in What do you do as a day job?   
    I think a lot of us started modding Halo as teenagers. We've all left school and become successful enough adults to keep doing this hobby and even running a bunch of websites like this one we're on now, ce3.com and haloce.org.
     
    So what do you guys do as a day job? I work in heavy industry as an equipment inspector. I check out chain slings, wire rope, regular rope, shackles, height safety gear and a broad area of lifting and heights equipment.