What happened to OC? - CLOSED Carnage?!


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About MrChromed

  • Birthday 04/10/1996

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    GIGABYTE Radeon RX 570 GAMING 4G
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  1. This is quite a nice new feature ngl, it's gonna be really useful!
  2. Infinite CE - Sentinel Biped Tags Plain and simple: the Halo Infinite Sentinel ported to Halo CE. Uses H1 bones so it's totally compatible with the stock Sentinel animations (also included in the pack along with other references). I've also included LODs for this model. The Sentinel has a nice, gray/metallic looking with some worn out detail on the edges. Some pics: (Some nice hexagon details for those hexa-phobic people) (Idle pose) DIE, HUMAN! NOTE: The Sentinel uses a gray color which is controlled by the letter "A" in the "Change Color", permutations section (.biped). If you want to mess around with other colors, you can change it here: CREDITS: - 343i/Xbox Game Studios: Original game assets - MrChromed (myself): Porting, rigging, texturing, shaders and sounds. DOWNLOAD LINKS: - Source textures (PSD format, compatible with Adobe Photoshop): https://drive.google.com/file/d/1IgwxZ78qJyZkV5XCmJg0yjeFXJfDwqPw/view?usp=sharing - Tag download: https://drive.google.com/file/d/1zd2ejnVjIUe5d1EsWZeCG-OA72JXWUJr/view?usp=sharing Did you miss my previous releases? > Mark VII Core Spartan Bipeds: https://opencarnage.net/index.php?/topic/8519-halo-infinite-spartan-bipeds-mark-vii-core/ > Monitor Bipeds: https://opencarnage.net/index.php?/topic/8520-halo-infinite-monitors-bipeds/
  3. Halo Infinite Monitors (Adjutant Resolution + Despondent Pyre) biped tags Following the release of the Mark VII Core Spartans bipeds from yesterday, today is the turn of the Zeta Halo Monitors seen during the campaign. Both Monitors have new SFX ripped from Infinite, alongisde some custom particle work and other stuff. I've also included Infinite's Monitor dialogues to both Monitors for different actions, but due to the fact that Despondent Pyre only has cutscene dialogues, both use the Adjutant Resolution ones. Feel free to use them to whatever project you're working on! ADJUTANT RESOLUTION DESPONDENT PYRE CREDITS: - 343i/Xbox Game Studios: Original game assets - MrChromed (myself): Porting, rigging, texturing, shaders. DOWNLOAD: https://drive.google.com/file/d/12nI92PJLeOYm6h_avBgbmc4a_sNJFqb3/view?usp=sharing Join to our Discord server to see more projects: https://discord.shadowmods.net
  4. Halo Infinite Spartan bipeds for Halo CE (Mark VII Core - Version 1) I've been working on these models since a few months and I feel it's time to make a release of my work. As some of you may know, Halo Infinite uses a new PBR system called "Procedural Materials" (ProcMats), so I had to convert all those multiple layers into classic diffuse + multipurpose textures and the results are pretty satisfactory IMO. This first version (I want to bring more updates in the upcoming weeks or months) includes 16 armors (from the Mark VII Core), 11 shoulderpad pieces and 4 kneepad pieces. Current armors list: - Anubis - Aviator - Cavallino - Enigma - E.O.D - Firefall (ODST) - I.S.R - Mark V Zeta - Mark VII - Scout - Soldier - Trailblazer - Unknown armor name 1 - Unknown armor name 2 - Warmaster - ZVEZDA Armor pics: It also includes FP hands: The bipeds use H1 bones so it's compatible with stock animations and stuff. You'll also see some interesting stuff going on when you look at the hands in third person view, but it was made to avoid wristle rigging twistings because of stock bones and poses. I optimized the polycount considerably so you shouldn't have to worry about these models in-game too much (performance-wise). Although I want to include LoDs and more optimizations (especielly drawcall-wise) in the upcoming updates alongide chest/thigh/arms/helmet attachments and some other stuff I really can't show right now because of EULA reasons. README file included in the zip file just in case. Credits: - 343 Industries/Xbox Game Studios: Original game assets. - MrChromed (myself): Rigging, porting, texturing and shading. - Snowy: for using her Invader kit <3 DOWNLOAD LINK: https://drive.google.com/file/d/1yWqao7YjAic5piiqJjxj-7vvwIf5ZUuo/view?usp=sharing If you wanna see more of my work, updates, news and other projects I'm working on right now (Coop Evolved and Forge CE), please consider joining to our DISCORD SERVER: https://discord.shadowmods.net
  5. Fireteam Raven FP hands for Halo Custom Edition NOTE: The following topic is strongly related to this other one: Yesterday, I released a tags pack with all of the four Fireteam Raven bipeds for Halo CE. Unfortunately, that first version didn't include their FP hands models. Today, I finally managed to port them into Halo CE. Communication/COMM FP hands: Demolition/DEMO FP hands: Heavy/HVY FP hands: Tactical/TAC FP hands: Now the entire pack is complete. I'll post the new link with both the bipeds and FP hands, and I'll also make sure to update the link in the other topic I made yesterday as well. Have fun! And remember... Feet first into hell! Credits:- MrChromed (me): model porting, rigging, texturing, shaders. - Gravemind2404: author of "Reclaimer", extractor used to rip the FP hands. LINK: https://drive.google.com/file/d/1-IMoZfHEnDwYSK6jASn0APcSDiH9jdCo/view?usp=sharing
  6. Fireteam Raven bipeds for Halo: Custom Edition. *NOTE: Promotional colors. They'll use in-game multiplayer colors instead* Here's the full set of Fireteam Raven armor sets from Halo 3 MCC, ready to use in Halo CE. I was working on them since the MCC flight days, but I couldn't release them because of the MCC Flight rules. This first release includes: Communication/COMM Armor: The ensemble for an ODST that wants to reach out and outch someone with artillery and ortillery support. Demolition/DEMO Armor: Obstacles to progress are measured by the number of satchel charges they rate. Heavy/HVY Armor: A they say during ODST screening: the best defense is an overwhelming offense. Tactical/TAC Armor: The ensemble of choice when you need to stomp the Covenant, but on a budget. They use stock bones (therefore, stock cyborg animations), so you can use them without having to deal with OpenSauce stuff. And they also were made for multiplayer, so they change their colors. The pack also includes FP hands of every armor set. For installation instructions and contact info, I've included a README file. In the meanwhile, have fun! And remember... Feet first into hell! Credits: - MrChromed (me): model porting, rigging, texturing, shaders. - blackninja: author of "Ninja Ripper", used to rip these models. LINK: https://drive.google.com/file/d/1-IMoZfHEnDwYSK6jASn0APcSDiH9jdCo/view?usp=sharing UPDATE 04-09-20: Hey there! A new version is available, now including FP hands for each armor set. The OP has been edited with the new link.
  7. Yeah, link seems to be broken, or the file itself was deleted.
  8. It's nice to see you again, omarga. I remember you were active in Discord but suddenly you went AFK.
  9. The game's master server seems to be down. Unknown reason at the moment.
  10. Although this map might look simplistic, it's always nice to see new people getting interested into Halo CE modding. Everyone started somewhere, so welcome to our modding community!
  11. Nice! We'll patch our custom tool to give this a try. Our tagset currently is using 21.92MiB of tag space, so I'll just fill the rest with duplicated objects. I'll come back here to give a report
  12. I totally agree with all of this! Especially when it comes to the extended tag space limit thing. We've been developing an entire Forge mode for Halo CE by using scenery objects, and with hundreds of objects in-game, we're running out of tag space (23MiB). That's preventing us from porting new objects (since we also have some plans of having a "season-like" system to provide fresh and new content/assets to this project by using an updating system we've been developing to avoid the necessity of uploading new map builds everytime. So any expansion to the stock 23MiB limit will be REALLY useful for us. Here's a pic btw:
  13. So... First pic seems to be broken
  14. You could edit custom maps with HEK, yeah (just make sure you extract the map's tagset with MEK's Refinery or Invader's invader-extract. The thing is: once you edit such stats, that custom map will become a "new" custom map. It won't be compatible with the "original" custom map since those edits would desync between the two versions.
  15. Dude, this tool will be HUGELY useful for upcoming projects. I thought there was no way to automate this tedious, painful process. Thank you for posting this!