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  1. Tex Mod is the second public release proof of concept tool from SeT. The process is still slightly complicated; however, due to how much I've seen people wanting custom textures. I decided to rush the build. BACK THINGS UP, USE AT YOUR OWN RISK. The program is still incomplete, things will get easier with time. I also can't guarantee it will work as intended every time. As of now this is a slightly more advanced example. Some things still required hex editing, though minimal. Let's go over how to use it: EDIT: Update has enabled "load from dds" and fixed some minor bugs. making a lot of this null. You can now just load the ipak, bind the imeta, and overwrite the original texture if you desire. Note** overwriting a texture means you'll need to rebuilt every imeta that uses that texture. Since the file size might change. This will be addressed in the next update open the ipak that holds the texture (alphabetical split at "p") bind the imeta for the level find the texture you wish to replace. Click "load from DDS" (Click save to dds for a reference texture to edit) load custom texture build the imeta (since there may be more mip maps and such, or changes in dimensions) Save the changes Our final result. Sorry for the rushed tutorial. I had like 30 mins to make these screenshots, build the project, upload, and fix post. for custom template textures follow original tutorial: THERE IS STILL A LOT OF WORK NEEDED TO GET THIS WORKING RIGHT. Please please post bugs, this has been a long time coming, and a few months of work. I want to get this working perfectly. There are a few ui bugs here and there that need to be fixed, but I wont have much time to dedicate to it this week coming. Hopefully this should give people some time to play with it, and I can get an idea what direction to take things before I dump too much work into "my way" and have to move back on some progress. The final source hasn't been pushed to the github repo yet. tex_mod.rar
  2. SMI Beta In an ode to the old days of PMI, I introduce SMI. Saber model injector. This program will handle extracting contents from s3dpaks, and reimporting them. SMI is SuPs big brother with a degree. It can recursively extract tags, and it can also handle reimporting them as well. This makes injecting templates from other s3dpaks significantly easier. After watching S3's tutorial it gave me a few ideas on how to make modding easier for the end user. S3 gave me permission to use his test map that he used in his tutorial to demonstrate it's strengths. Taking a look at this scene, it doesn't seem like much is going on; however, in classic there are a few objects present. (ignore the white boxes, it's supposed to be rain, we wont be fixing that texture in this example) There are objects present in classic, that aren't present in anniversary. This is because anniversary is missing the templates for this level. We're going to fix that with SMI. first we're going to open the s3dpaks we need to edit/extract from. The example above needs a wraith, a sniper, a c gun turret, and the longsword. For these templates, I'm going to load b30 (the map we're working with), a10, and b40. I'm going to expand a10, and select the fighterbomber (longsword) template I'm going to click extract recursive from the edit menu, and navigate to a directory I have named "Extracts" Once I select the folder, a subdirectory will be made with the name of the extracted templates. I'll repeat the same process with the sniper rifle, sniper rifle projectile, wraith, and c gun turret. now going back to SMI, I'm going to ensure the scope is set to the map that I want to edit: and I'm going to click "Inject Recursive" and select each directory in my extracts I wish to import: As you can see the templates are now a part of the s3dpak. Next we need to build the imeta so the templates textures will carry over(only for aniversary. I will make a script to simplify classic soon) To do this we go to Edit>Build Imeta(or hit F2) Save the imeta, and then we'll save the s3dpak with the standard file>Save As (I haven't implemented save. It'll be in final release) And that's it! SMI will handle compression, decompression, updating the Imeta, updating the SceneData, and the s3dpak. Our final result: significantly faster, easier, and more accessible to new modders c: this is a beta version, and any bugs will be squashed! please post them below. Currently, the source can be found in the SeT GitHub, under "tools" Bug fix update(10/9): Bug fix update(10/18): SMI.zip
  3. See next post for v 0.2.0 information Sabre unPacker is a program that will extract the contents from a s3dpak file (and with future updates hopefully other sabre files) Icon is still being developed. Currently it's in beta version. If there are any features you want to see added, just put them in the comments. To use the program simply open a *compressed* s3dpak file ceaflate will decompress the file and add it to the TMP directory. Select the files you wish to extract, and select a location for them to go. profit. I hope this is a good step towards helping research the engine a bit more. future plans are to repack, and add the ability to read ipak Big thanks to Kavawuvi for letting me use ceaflate. Source License: GNU GPL v3 SuP 0.2.0.rar
  4. SeT Saber editing Toolkit is a set of python scripts dedicated towards editing saber files. While i was working on SuP, i realized that the path I was going down would limit the abilities I have to work with the data. I decided I would migrate to a more generalized toolkit, and use this as a backbone to program a more versatile set of tools. I intend to write a full SEK for editing saber files once I have fully mapped out the structures. hopefully, this may be useful to others who would like to create their own modding tools as well. It will be an ongoing project until everything is mapped out. The github has a readme that explains how to use it. Basically it allows programmatic access to the contents of saber files saving others the stress of having to reinvent the wheel every time they want to make a modding program. https://github.com/Zatarita/SeT Currently I have s3dpak, ipak, fmeta, imeta, TexturesInfo, and SceneData defined; however, ipak, and imeta are partially implimented. I am willing to accept any help if you wish to contribute to the project. join the discord for smaller updates. major updates will be brought to this post. You don't have to be a programmer to help! Anyone willing to poke around with a hex editor can be a big help c:
  5. This is a tool that compresses/decompresses Halo Combat Evolved Anniversary PC map, ipak, and s3dpak files. Have fun! Also, make sure to run MCC with anticheat off if you use any map files compressed with this tool. Otherwise, bad things will happen. Source code: https://github.com/kavawuvi/ceaflate Download (win32): ceaflate-build-win32.7z License is GNU GPL v3.
  6. Invader is a toolkit for creating assets for Halo: Combat Evolved on PC. The full topic can be viewed here: Anyway, as of version 0.26, invader-compress allows for compressing/decompressing CEA maps with invader-extract also extracting CEA tags (except bitmaps and sounds). In version 0.27, invader-build started to support building Halo: Combat Evolved Anniversary maps for MCC. Since there is a section dedicated to MCC modding tools on Open Carnage, it was worth having a topic for Invader here dedicated to MCC-related updates. Take care of the following notes: You will need to run your game without anticheat enabled if you have modified your MCC installation. Building MCC maps is very experimental right now - even more experimental than building Custom Edition maps. Stuff will not work right, including anything with bitmaps or sounds that were not in the map you're replacing. Make sure to keep your version of Invader up-to-date. Only the PC version is supported. Modding the Xbox One version risks a ban. Here is the original mini-update: As always, you can get the latest, nightly builds (for Windows) at https://invader.opencarnage.net/builds/nightly/download-latest.html