What happened to OC? - CLOSED Carnage?!


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Everything posted by MrChromed

  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 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.
  6. 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
  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!
  16. This is a really nice script! It can also improve our current Forge menu, as this script could allow us to add support for scrollable lists. Keep up the good work!
  17. These scripts contain the following features: Show FP animation permutations for maps (and specifically weapons) that support them (this is a known cool feature in OpenSauce). Enable first person sound reverberation for non-reverb sounds in weapons, by changing the class type on-the-fly. Of course, you need either Creative ALchemy or DSOAL to enable EAX effects. You'll need Chimera -572 or -581 to use these scripts (in fact, any Chimera with Lua script support should work just fine). Drag and drop the files into Documents\My Games\Halo CE\chimera\lua\global - DOWNLOAD (GITHUB REPOSITORY'S ZIP): https://github.com/Sledmine/Workarounds/archive/master.zip - GITHUB (CONSTANT UPDATES WILL BE AVAILABLE HERE): https://github.com/Sledmine/Workarounds VIDEO:
  18. Thanks for pointing that out! I guess we'll need to take a look again into the code, since the point was to only use Chimera for these scripts and not lua-blam. Alright! Updates were applied and the scripts now don't need to use lua-blam in order to work (Chimera is enough). The OP contains the new scripts. Thanks to @.þsϵυdø.þrø×϶n for notify that problem.
  19. I wonder if that subtitle system uses a new tag type.
  20. It's nice to see an old project from us (ShadowMods) coming back to life, even if you release it "as is". We'll try to restart these "sound mods" soon
  21. I enjoyed every single moment of this Firefight, for real. And I loved the way you mixed both Bungie and 343i art styles using a consistent tagset. It shows that you put a lot of effort into this, and it's quite noticeable. Great work and I hope you can follow your dreams in other places
  22. I hope this helps (both the body and hands were upscaled to 2048px). cyborg.zip
  23. Despite the fact that a devcam command will be present in the final release of Chimera (1.0), you can use this simple Lua script for older builds (like -572 or -581) in the meantime. This is useful for people like me that only kept using HAC2 because of its "devcam 1/0" command. To use it, you can type the following commands (you can type whichever command you prefer): To exit devcam mode, just replace the "1" with a "0". Drop this script in Documents\My Games\Halo CE\chimera\lua\global Author: Sled. DOWNLOAD: devcam.lua
  24. Original Author: Sled/Sledmine. I'm posting it in here with his approval, since he doesn't use OpenCarnage. What is Taurus? It's a command-line app that will help you to handle image files and convert them into TIF textures to use them with Halo Editing Kit. What can I do with it? - Convert any PNG, BMP and TGA image into a TIF texture and keeping their respective alpha channels (in case they use transparency). - Merge multiple images into a single TIF texture, so you'll have "multibitmaps" that can be compiled with tool. - Create TIF textures for UI buttons. Using Taurus To download and use Taurus in your computer, you need to download the Windows binaries (usually located in the "bin" folder) and run taurus.exe in your favorite command-prompt program (EG: cmd.exe). Taurus has three main commands: It will convert any supported images into TIF files. Once the process is completed, you'll find your new TIF images in a new sub-folder called "converted". It will merge the supported images located in the specified folder into a single TIF texture, really useful for multibitmaps. You'll find your new TIF texture in a new sub-folder called "merged". Please, make sure you name your files in a correct order. If you want to merge, let's say, 13 images, name them as "00, 01, 02, 03... 10,11,12, 13". If you do in other way like "1, 2, 3, 4, 5... 10, 11, 12, 13", the final result will be quite different: It will create TIF textures for UI buttons. For this, you'll need to create two folders and name them as: - "default": this is for the button texture that is in "idle" mode. Basically, the button shown when the mouse cursor isn't placed over the button itself. - "over": this is for the button texture that is shown when the mouse cursor is placed over the button itself. Every folder needs to contain its respective button image. Once you run the command with the specified folder location, it will look for the "defult" and "over" folders contained in that main folder and it will create a TIF texture as output in a new folder called "button". The zip file I'll leave will contain example folders and files in case you want to experiment with it. Terminal support You can run it in any kind of terminal and see the available command to use. Building Taurus To build Taurus using Sled's GitHub repository, you'll need to instal a couple of things to being able to create a Windows binary executable: - LuaPower distribution. - ImageMagick Tools. - MSYS. - MinGW. But hey! This is quite similar to Kavawuvi's Blue-gen or even Invader. What's the point of creating something that already exists? Well, Taurus was first developed and used on April of this year as a private prototype app to help "SbdJazz" (a CE developer) in the process of compiling UI buttons for SPv3.2. I just wanted to finish this project once and for all in case some other people find this app useful. Besides, Taurus doesn't support sprite creation (yet). You can use whatever app you find more useful anyways. We'd really appreciate if you give us some feedback! So, try this new app if you're interested. LINKS: - GitHub repo: https://github.com/Sledmine/Taurus - Zip release: Taurus1.0.zip
  25. Could be this improved in future builds? Nice release btw!