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A resource for Halo Custom Edition and MCC modding, with unique means of rewarding content creation and support. Have a wander to see why we're worth the time! - EST. 2012

Conscars

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About Conscars

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    Twice-credited
  1. That looks spot on! I'm impressed with the quality of textures that could be reworked from those old videos.
  2. Uhh what's up with the Hitler box?
  3. Cold Shoulder is a small competitive-oriented MP map based on an unfinished Installation 01 map layout by Blaze Lightcap. It takes place at a Russian power plant and has a symmetric layout, supporting all game modes. This map was made for the CE Reclaimers Season 1 map contest and might have a few issues since I was rushing to finish it. Map sources: https://github.com/csauve/cold-shoulder Download mirror: https://t3hz0r-files.s3.amazonaws.com/halo/releases/cold-shoulder/cold_shoulder.7z cold_shoulder.7z
  4. Alpine is a large outdoor map with asymmetric bases, designed around CTF and Race but supporting all game modes. Credits to Jesse for the HUD and Refined project for the base tagset used. More info and map sources: https://github.com/csauve/alpine Download mirror: https://t3hz0r-files.s3.amazonaws.com/halo/releases/alpine/alpine.zip Vaporeon's fork with better quality lightmaps and textures (MP compatible): https://github.com/Vaporeon/alpine alpine.zip
  5. A long time ago, I created a set of faithful texture recreations for the CE port of H3's "The Pit": http://hce.halomaps.org/index.cfm?fid=6900. You may have seen this map's skybox in a few maps: http://hce.halomaps.org/index.cfm?fid=5082 I'm now releasing the BSP and scenery texture set, which includes all sorts of concrete and warehouse-type textures and wall decals. This was posted to the Reclaimers discord late last year but that's not really a place to archive releases. Hope this is useful for someone! Download mirror: https://t3hz0r-files.s3.amazonaws.com/halo/releases/the-pit-texture-pack/the-pit-texture-pack.zip the-pit-texture-pack.zip
  6. I did a deep dive on what causes phantom BSP a few weeks ago and was able to develop a tool to fix it in compiled scenario_structure_bsp tags. I still suggest you first use the classic tricks like adjusting geometry, ensuring faces in flat surfaces are co-planar, avoiding high poly dense geometry, and preferring 90 degree or shallower angles between faces. However, in a pinch you can use Ghostbuster to fix the tag for you. The tool works by looking for bad BSP3D nodes with dividing planes which incorrectly assume one side is outside the map, and sets that side's child to be the same as the opposite side of the plane. This doesn't have any negative side-effects because the fixes happen deep in the BSP tree where some additional collision checks are still cheap. Ghostbuster is a Python command line tool based on Moses' Reclaimer library. You can find installation and usage instructions at the GitHub repo: https://github.com/Sigmmma/ghostbuster/ I've also created a c20 page for it: https://c20.reclaimers.net/h1/tools/ghostbuster/ I have tested the tool on Danger Canyon and Blood Gulch and observed it removed the known phantom BSP in those maps once recompiled. It has been used on 1 custom map to my knowledge. Given that this is fairly new and only tested for a few maps, exercise some caution and back up your BSP tag before modifying it. Let me know if you see any bugs and I'll try to bust those too