What happened to OC? - CLOSED Carnage?!

Echo-77

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  1. Echo-77 liked a post in a topic by Galap in Marines with fixed permutations   
    The unarmored marine variant has an issue that's bothered me for a long time. I've tried to fix it several times on and off, but it's evaded my multiple attempts to understand and fix it, Until now!
     
    The problem is that the long-sleeved no-hat Stacker permutation is severely overrepresented when spawning unarmored marines. I think it will get selected more than half the time. 
     
    I've managed to correct this issue, and have the distribution of permutations be much more reasonable:

     
    Replace the regular marine gbxmodel with the attached one to use the fix.
     
    For those interested, here's a somewhat long explanation for what the problem was, and how it was fixed, copied from the reclaimers discord server:
     
    the issue comes from the interaction between the arm permutations and the head permutations. These are the arm permutations on the unarmored marine gbxmodel. the base permutation corresponds to the short-sleeved arms. The base permutation of anything serves as a default case that will be used if nothing else can be selected. It doesn't have to be named "__base". the default case will be whatever is in the first position of this array.
     

     
    These are the head permutations. "__base" in this case is Stacker's head with no hat, which would have a systematic name "head_marcus" followed by a number. Now I will explain the numbers, and in general how the permutations are generated.
     

     
    The game will generate permutations starting with the first region in the regions array. In the case of the unarmored marines, it is the arms region. It will randomly select between the possible permutations in the permutations array. I believe that perms with numbers over 100 are special in some way and get selected less often. In the case of the marines they are used for Sgt Johnson and Sgt Stacker (with baseball cap). I don't yet understand the behavior of numbers over 100 fully. So essentially in this case the game will randomly select between the base and long sleeve 19 perms, and sometimes pick johnson. Next, it moves on to generating the perms for the next region in the regions array. in this case it is the head. What happens here is the game will search for a permutation with the same number as the permutation in the pervious array (in this case arms). If it does not find it, it will select the default permutation in this array. If the permutation in the previous array had no number, it will select randomly from the permutations in the current array. THIS IS WHERE THE ISSUE COMES FROM: Since the long sleeved permutation has a number of 19, and the head perms (excluding the Sgts) have numbers 10-18, what happens is if the marine will have long sleeves, it is forced to select the default case of the head permutation, which is no-hat Stacker. This is why you get so many no-hat stackers. I figured this out by swapping the order of the regions in the array, putting the head first. what happens in this case is that it will pick randomly from the heads first, and then go for the arms. since 19 never shows up in the heads, the marines will all be short-sleeved. The way to fix the issue in this case is to delete the number 19 in the long sleeved arms, so it now reads "arms_full_sleeve". Since there is no number, it will no longer try to match the arm perm to a head perm number that doesn't exist, and won't fall back to the default permutation.
    marine.zip
  2. Echo-77 liked a post in a topic by Galap in NF04 burst fire machine pistol   
    I've been making a bunch of custom weapons, trying to find things that would be somewhat unique in the sandbox and make things that fully fit into the CE style. I just came up with this. It's a burst fire machine pistol, whose visual style came from a fusion of the halo SMG and the ruger MP9. I was going to wait until I finished my full set of weapons and upload them all, but when I posted a demo of this on the Reclaimers discord server, a lot of people seemed to like it, so I figured I'd release it now.
     
     

     
     
     
    For those interested in how it was made, the lower half is an altered form of the ruger mp9's grip and magazine, just kind of manipulated the mesh a bit until it fit better with the rest of it.. The top half is from the H2 SMG model. I heavily modified the mesh there, the barrel, the sights, the body, etc until it fit. I bascially changed things both to fit the lower part of the mesh, and to make it look distinct enough from the SMG that it doesn't look like a copy, but similar enough that it fits the halo art style. For the top half, Instead of the Halo 2 or halo 3 smg texture I went with a slightly modified version of the CE+ smg texture, since I think it fits a bit better with CE's aesthetic.
     
    I think I packed in all the non-stock tags that it needs, but let me know if it's missing anything. 
    EDIT: it was missing some, I added more.
    EDIT2: fixed one directory error. It is complete now.
     
    nf04_smg.zip
  3. Takka liked a post in a topic by Echo-77 in Drinol / Sharquoi - Model Recreation   
    Always fascinating to see people creating seemingly 1:1 replicas of these ancient models with nothing but a handful of screenshots, and then doing Photoshop magic to turn those same screenshots into textures for the model.
  4. Takka liked a post in a topic by Echo-77 in Drinol / Sharquoi - Model Recreation   
    Always fascinating to see people creating seemingly 1:1 replicas of these ancient models with nothing but a handful of screenshots, and then doing Photoshop magic to turn those same screenshots into textures for the model.
  5. Takka liked a post in a topic by Echo-77 in Drinol / Sharquoi - Model Recreation   
    Always fascinating to see people creating seemingly 1:1 replicas of these ancient models with nothing but a handful of screenshots, and then doing Photoshop magic to turn those same screenshots into textures for the model.
  6. Echo-77 liked a post in a topic by omargabagu in Drinol / Sharquoi - Model Recreation   
    I put it in the bipeds category, although it is only the 3d model and texture. Well there is not much to say; I recreated the model, seen in the Halo videos and screenshots, of the covenant creature called Drinol / Sharquoi.
    I modeled it a time ago and noticed that it needs some corrections in terms of proportions. 


     
     
     
    https://sketchfab.com/3d-models/halo-ce-drinol-sharquoi-model-recreation-37bb9f480b3a4471a90c6f9ef0440949
     
     
     
     
    Drinol1.2.zip
  7. ST34MF0X liked a post in a topic by Echo-77 in Aerial   
    This is incredible: I had seen the occasional screenshot previously, but having had a chance to load into the map myself and look around, it looks like a whole 'nother engine. I especially appreciate the attention to detail with the various weapons.
  8. ST34MF0X liked a post in a topic by Echo-77 in Aerial   
    This is incredible: I had seen the occasional screenshot previously, but having had a chance to load into the map myself and look around, it looks like a whole 'nother engine. I especially appreciate the attention to detail with the various weapons.
  9. ST34MF0X liked a post in a topic by Echo-77 in Aerial   
    This is incredible: I had seen the occasional screenshot previously, but having had a chance to load into the map myself and look around, it looks like a whole 'nother engine. I especially appreciate the attention to detail with the various weapons.
  10. ST34MF0X liked a post in a topic by Echo-77 in Aerial   
    This is incredible: I had seen the occasional screenshot previously, but having had a chance to load into the map myself and look around, it looks like a whole 'nother engine. I especially appreciate the attention to detail with the various weapons.
  11. Echo-77 liked a post in a topic by Fubih in Aerial   
    Aerial moved over to MCC. you can get it here.
    Aerial aims to redesign Halo: Combat Evolved to resemble Old School Arena shooters, introducing new gameplay through "launch" pads, pickups and a brand new weapon set.
    Almost everything was recreated from the ground up, all the models, textures, shaders and animations. so I'm proud to finally share a release.
    With that said, welcome to the arena!
     
     
    There have been many changes over the development period of the mod, you can view some of them here.
     
    MAPS

    Blood Covenant
    MEGA Version 3
    MEGA Classic version
     

     
    NOTES:
    Heavy Only game modes will spawn the Big Fuelrod Gun and the Chaingun.
    This tagset uses specific weapons on spawn, should this be unwanted, they will be disabled if the server runs any gametype with the general starting equipment.
    To enable the minimal HUD (recommended for 4:3 resolutions), make sure you are running Chimera alongside the console command chimera_split_screen_hud 1.
     
    CREDITS
    Thanks to SBB for testing everything through out the years.
    Particle effects are by Ifafudafi from The Silent Cartographer: Evolved team.
    Jesse for his high resolution halo 1 HUD.
    Human weapon sounds are by Magmacow from GameBanana.
    All other sounds come from other Halo games.
     
  12. Guest
    Guest liked a post in a topic by Echo-77 in Halo Invaders   
    Why would you say something so controversial yet so brave
  13. Echo-77 liked a post in a topic by Vuthakral in Halo 1999 Stealth Tank (remke) .obj Release   
    Halo '99 Stealth Tank Remake
     
    This is my remake of the ever-so-popular "Halo '99" stealth tank. It utilizes textures from the stock CE scorpion tank, warthog, and lifepod. The geometry is roughly 90-something-percent accurate based on all screenshots/videos I could find of the old thing online. Some minor differences exist such as the barrel of the tank. In Halo '99 the stealth tank just had a giant metal barrel, whereas here it has a little more intricate design because there was nothing high resolution enough to use as a solid metal barrel that matched the colour profile.
     
    My friend I made this for & I agreed we'd just call it the "MD99" as a little nod to its origin.Obviously meaning "Mac Demo '99".
     



     
     
    IMPORTANT NOTES FOR THOSE WHO WISH TO PUT THIS INGAME AND MAKE IT ACCURATE TO THE REAL STEALTH TANK
    In a video of the tank being driven, which can be seen here, take note of the track guards when it fires. There's a weighting error in the rig which causes it to stretch slightly. If you want authenticity you're gonna have to include that. When the stealth tank fires, there's a very fiery backblast from the two vents along the rear of the cannon (can be seen in video linked above) When rotating up/down, the cannon piece physically raises & lowers so that the back of the cannon does not clip. (Example can be seen in tons of prerelease media as well as fourth image above) Despite looking like fixed tracks, it can be seen in one of the prerelease images that the front half of the tracks actually have some spring to them to angle downward when nothing is below them. The tank has a radio antenna on the cannon on the right side of the back centerpiece. It can be seen in the video linked above.  
    Download from Google Drive
  14. MEGASEAN2812 liked a post in a topic by Echo-77 in Dreamweb 2: Halo Custom Edition Tagset (WIP Thread)   
    The biped alone kinda makes me wanna get back into modding
  15. Echo-77 liked a post in a topic by BellBlitzKing in Tags MegaPack of Custom Bipeds, Weapons, Vehicles & FX   
    GET DKSS TAGS MEGAPACK!
    Download new Bipeds, Weapons, Vehicles & VFX Tag Sets!
     
    Direct on Dropbox: Dropbox.com/s/wk36nv3biy6pf5e/AssetPack_HaloCE_byDKSS.zip?dl=1
    Get on ItchIO: Bellblitzking.itch.io/halomegapack/#download
     
    DBZ Dragonball: Bipeds, Weapons, Armor Skins & Effects Sonic SMT: Bipeds, Vehicles, Weapons, Scenery & Effects Tachikoma Ghost in the Shell: Bipeds, Weapons & UI Forerunner Sentinel Forces: Bipeds, Weapons & UI CMT Plasma Dual Weilds: Weapons & Effects  
     
     
     
     
     
     
    DBZ Dragonball Set: Goku HD Bipeds, Dragonball Armor Skins, Combat/Enemy Voice Dialogues and Energy Blast FP weapons. Sonic Set: Get all Sonic, Shadow and Silver bipeds, vehicles, scenery, effects, devices and custom weapons! Tachikoma Set: Get all Tachikoma and Kagotank biped and vehicle variants, plus new UI and updated weapons. Forerunner Sentinel Forces Set: Get all Enforcer, Sentinel, Monitors, Onyx and Custom bipeds skin variants plus laser weapons. CMT Dual Weild Plasma Weapons Set: Get all four types of Dual Plasma Rifles and Charge Pistols, plus bonus Dark Energy versions!  
    Background: In 2018, I shared a compilation of major tag sets, including creations of my own. I've now moved it to Itch.IO and Dropbox for easy access since I'll be removing all this from my laptop. I created 95% of the DBZ set, turned Tachikomas into bipeds, upgraded the Plasma Duals, fixed a lot of the Sonic Team tags and collaborated on many other assets with the HCE Maps community. Will be great for Machinima wars & more.
     
    Pack extensively tested, works with fresh installs of Halo Custom Edition and are self-contained, no previous tag sets needed.
     
    Download on ItchIO: https://bellblitzking.itch.io/halomegapack/#download
    Direct on Dropbox: https://dropbox.com/s/wk36nv3biy6pf5e/AssetPack_HaloCE_byDKSS.zip?dl=1
     
    EXTENDED CREDITS BELOW. All collaborating authors are credited in the pack and permission requested.
     
  16. Takka liked a post in a topic by Echo-77 in Pre-Xbox MA5 Skin   
    Skin edit for the stock assault rifle, with the flashlight replaced by a grenade launcher muzzle. Made many years ago.

    Decent enough stand-in if you want to emulate that ~1998 aesthetic.
  17. Echo-77 liked a post in a topic by MEGASEAN2812 in Pre-Xbox Styled AR Tag Release   
    PRE XBOX STYLED HALO 1 ASSAULT RIFLE (VERSION 1.1)
     
     
    FEATURES:
    2 main weapon variants, _gl (based on Macworld 99) and _e3 (based on E3 2000) 4 different skin variants each Modified AR diffuse tif to make your own skins B30_GL test map. Also included Spirals ODSTs in the map because they looked cool NEW IN 1.1: Stock version of HUD, with option to use the Halo CE Refined HUD  
    CREDITS:
    Sean - Tagging, green and brown skin variant, animation editing, polish and release Echo77 - The original skin that created this idea, used as the "echo" variant in tags Vuthakral - Models for Grenade Launcher and Standard variants AI - Grenade launcher fire animation CMT - BRG Projectile, SPV1 AR, Color Changing Ammo Counter (modified by me) AltSierra117 - 42 Round HUD (modified by me)  
    DOWNLOAD HERE (VERSION 1.1)
  18. Takka liked a post in a topic by Echo-77 in Pre-Xbox MA5 Skin   
    Skin edit for the stock assault rifle, with the flashlight replaced by a grenade launcher muzzle. Made many years ago.

    Decent enough stand-in if you want to emulate that ~1998 aesthetic.
  19. Takka liked a post in a topic by Echo-77 in Pre-Xbox MA5 Skin   
    Skin edit for the stock assault rifle, with the flashlight replaced by a grenade launcher muzzle. Made many years ago.

    Decent enough stand-in if you want to emulate that ~1998 aesthetic.
  20. Vaporeon liked a post in a topic by Echo-77 in CE Community Screens & Videos   
    Mk.2 Combat Equestrian (c.2552, colorized)

  21. Takka liked a post in a topic by Echo-77 in Phoenix 3 CE   
    Super delayed because I didn't have an account when this was released, but I remember this as being one of the more interesting mods I ever played. Creative twists on classic assets. Good stuff.
  22. Takka liked a post in a topic by Echo-77 in Phoenix 3 CE   
    Super delayed because I didn't have an account when this was released, but I remember this as being one of the more interesting mods I ever played. Creative twists on classic assets. Good stuff.
  23. Takka liked a post in a topic by Echo-77 in Phoenix 3 CE   
    Super delayed because I didn't have an account when this was released, but I remember this as being one of the more interesting mods I ever played. Creative twists on classic assets. Good stuff.
  24. Echo-77 liked a post in a topic by Takka in Phoenix 3 CE   
    This is the CE port of my Phoenix 3 release, which was a total gameplay and visual effects mod of the map Death Island.
     



     
     
    The Flow
    Flow of the map's layout was heavily redefined to better balance infantry and vehicular engagements. Dispersal options, cover, and focal points are all fresh.
     
     
    The Sandbox
    Mechanics of the weaponry you spawn with are similar to their stock counterparts, while the rest consists of original concepts, all balanced together over 4 years of sporadic development and 2 years of public gameplay on Halo MD.

    Weapons
    Assault Rifle
    Rifle features better accuracy, marginally slower rate of fire, and a magazine reduced to 40 rounds, making it much more effective up to medium ranges.
     
    Pistol
    Pistol retains the original rate of fire, accuracy, and damage, but now lacks a scope and kicks after each shot.
     
    Carbine
    Semi-automatic rifle for short to mid-range combat, featuring a 2x scope and firing 3 projectiles per shot (not to be confused with burst-fire). The high initial accuracy suffers greatly with increased rate of fire, dramatically changing its role to that of a close-range weapon.
     
    Incendiary Shotgun
    Shotgun that fires projectiles which burn the surface of most targets for a short period. Burn damage is limited to shielding, so only the initial damage from each shot will affect health.
     
    Nade Launcher
    Grenade launcher that with some inaccuracy, fires 3 small explosives per shot, each of which detonate instantly on impact.
     
    Laser Cannon
    Laser weapon capable of sustained fire, which while is prone to overheating, features pin-point accuracy and a 2x scope.
     
    Rod Pistol
    Short-range pistol that fires slow shield-bypassing projectiles, ideal for encounters with shield doors or low-health targets. This weapon also features an overcharge function, which releases a projectile that emits plumes dealing shield-only damage on flyby. Direct impact from this secondary projectile will instantly kill infantry, or deplete shielding if the target occupies a vehicle.
     
    Impaler
    Mid-range weapon capable of sustained fire, which releases accurate headshot-capable projectiles that shatter on impact, dealing splash damage.
     
    Tracer
    Single-fire mid-range weapon capable of firing up to 3 homing projectiles in short succession before overheating, dealing splash damage on impact, and capable of killing healthy targets with just 1 burst. The projectiles have a distinct visual and sound, but can be easily dodged with a strafe or fast-moving vehicle.

    Vehicles
    Fighter
    Nimble fighter featuring dual machine guns and an unguided missile. Both of these weapons contribute to overheating, which should be monitored to avoid temporary weapon jams.
     
    Carpet Bomber
    Aircraft capable of sustained carpet bombing and featuring explosive countermeasures as an air-to-air defense, which is however very sluggish in maneuvers. Countermeasures will blind targets and kill in three hits, but as they are deployed aft of the aircraft and detonate after little more than a second, their use against aircraft must be well-timed.
     
    Anti-Personnel Tank
    Tank which fires high-velocity shells with a relatively high rate of fire and pin-point accuracy, at the cost of much lower damage and splash radius. A flak screen is deployable for close range engagements such as against infantry or aircraft, however the vehicle is also well armored against small arms, so that only direct hits through the driver's hatch or explosives are significant weaknesses. Both weapons contribute to overheating, which should be monitored to avoid temporary weapon jams.
     
    30-Cal Hog
    Weaponry much like the original chain-gun Warthog, but with buffed damage and weaker aim assistance. Weapon is prone to overheating, which should be monitored to avoid temporary weapon jams.
     
    Laser Hog
    Warthog featuring a fully-automatic laser with pin-point accuracy, best suited for long-range engagements. Weapon is prone to overheating, which should be monitored to avoid temporary weapon failure.
     
    Bubbler
    Stationary turret that fires three electrified bubbles per shot, which instantly depletes shielding upon impact. The projectiles are lighter than air, so they rise into the sky as their velocity lowers, making this weapon ineffective against ground units at range. Weapon is prone to overheating, which should be monitored to avoid temporary weapon jams.
     
     
    Credits
    Conversion to CE by 002.
    Some reticles (the good ones) by Sceny.
    Model, shaders, textures, and animations for the Carbine and Teleporter by CMT.
     

    Download
    Note: Specifically balanced for no-lead gameplay, so ensure it's enabled for optimal balance.
    All gametypes are also supported, however the "Normal" weapon set is strongly recommended.
  25. Echo-77 liked a post in a topic by tarikja in Planet Flood C Infinite!?!   
    Nice map! Unique environment with an interesting colour palette. I like! :v
    Some tough encounters but doable.
     
    Although there are some weird messages throughout the level, seen in the right light they are certainly thought provoking. Like this one for example (warning: minor spoilers):


     
    Music sux tho