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Author Topic: OMG Ima releasin a silent cartographer mod BETA (47 messages, Page 1 of 2)
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Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Nov 29, 2010 09:34 PM    Msg. 1 of 47       
first off, get this in ur head, IT'S A BETA

second, I'm happy to release this BETA to you all of b30 - the silent cartographer

many of you know the goal for my mod is leave nothing untouched, and I feel I have succeeded in that

this is NOT just a compilation of numerous tags, they have all been modified for balance in the game, many weapons have counterparts for the opposite team indexes which in this map include insurrectionist, covenant, and UNSC, weapon damages and enemy/ally weaknesses have been drastically changed, and I'm sure though many of the weapons you use may seem familiar I can almost guarantee you will admit they play slightly different than the way you've used them before (Im not pullin a Sphinxbio on u guys I swear)

that being said you are all now beta testers, you are to test the combat scenarios, and see if they are challenging, balanced, and enjoyable

Please note when giving criticism that to create balance a lot must be modified and I'm no ifafudafi so if you could give me suggestions on how to create more balanced gameplay based on what you experienced and the problems rather than just sayin "____ is ovrpowrdd fix nao!" then that would be great

kay so most of you r prolly wondering, how the hell did you add the rebels into the campaign without thinking that I'd say WTF? well, the story is (made up of course):

about, idk, a week maybe? before the Autumn came to Halo, an insurrectionist group fleeing from the covenant landed on halo, in the weeks time, they have been scattered and pushed deep into forunner structures such as the cartographer's structure. the rebels are losing the battle. in addition, they have no idea the unsc are even on halo too, let alone spartan 117. Inside the structure containing the cartographer, the rebels are regrouping to push their way out of their corner and escape to one of their few small outposts they have managed to defend from covenant. They will be more than happy to kill you if they lay eyes on you aswell, so how absolutely no mercy

sort of a weak story I know but they don't have a real significant part to play other than a new team steppin into the playing field, making the battle of installation 04 a FIVE way battle, and I plan to bring out this huge struggle with new encounters, including many in this map

I DID NOT make any tags in this map, just modded them, I take NO credit for any of this except for the actual mod itself, not any of the tags within the map

weapons are:
h3 AR
h3 BR
H3 shotty
H3 SMG
H3 carbine
cmt/H3 plasma rifle
H3 plasma pistol (counterpart of H2 magnum [human magnums are not in this map])
Plasma Gatling (plays role of covenant AR)
Plasma burst (plays the role of covenant magnum [h3 magnum counterpart])
DMR (rebels)
MA5B (rebels)
H3 Spartan Laser
H2/CMT needler
Cmt/Sigma Spiker
CMT brute shot
H3/CMT Rocket Launcher
I think that's it

AI in the map are:
Green H1/CMT marines (bitmap recolor)
Insurrectionists
H2 Elites
H3 Grunts
h2/CMT Jackals
CMT Brutes
H2/CMT Hunters
(controversial) Drones

aight gaiz, get out dere and win! and give crit

http://www.mediafire.com/?sb3z4p4gpk0sb85

Also let me know how I can make the level more exciting if you have any ideas


EDIT: I suck at screenys so if any1 wants to take some be my guest
Edited by Delicon20 on Nov 29, 2010 at 09:45 PM
Edited by Delicon20 on Nov 30, 2010 at 09:04 PM
Edited by Delicon20 on Nov 30, 2010 at 09:05 PM
Edited by Delicon20 on Dec 1, 2010 at 06:21 PM


aZn9ja37
Joined: Apr 13, 2010

....????!!!!!


Posted: Nov 29, 2010 09:49 PM    Msg. 2 of 47       
Guess this is alittle unique... I will give it a try later...


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Nov 29, 2010 09:56 PM    Msg. 3 of 47       
the file is corrupt


RevolutionaryCaptain
Joined: Mar 20, 2010

Preparing to continue the overmind's plans


Posted: Nov 29, 2010 09:58 PM    Msg. 4 of 47       
Quote: EDIT: I suck at screenys so if any1 wants to take some be my guest


xD. Just take normal screen shoots it ain't hard; I would but I uninstalled my Halo Custom Edition and Halo 1. Anyways; this actaully sound good now before I left for couple month( i.e Halo:Reach/MW2) it didn't as good.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Nov 29, 2010 10:13 PM    Msg. 5 of 47       
Quote: --- Original message by: Sergeant 1337
the file is corrupt


works fine when I DL it :/


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Nov 29, 2010 10:24 PM    Msg. 6 of 47       
doesn't for me

EDIT: ya, it keeps cancelling the download so it only downloads a portion of it.
Edited by Sergeant 1337 on Nov 29, 2010 at 10:26 PM


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Nov 29, 2010 10:32 PM    Msg. 7 of 47       
Quote: --- Original message by: Sergeant 1337

doesn't for me

EDIT: ya, it keeps cancelling the download so it only downloads a portion of it.
Edited by Sergeant 1337 on Nov 29, 2010 at 10:26 PM


I think you might be out of memory...

that or your browser sucks, are you using google chrome?


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Nov 29, 2010 10:36 PM    Msg. 8 of 47       
ya im using google chrome


aZn9ja37
Joined: Apr 13, 2010

....????!!!!!


Posted: Nov 29, 2010 10:55 PM    Msg. 9 of 47       
Hey. Theismap file have the gathering exception data error... It occurs when i approach the outside entrance to the map room.


milkkookie
Joined: Aug 10, 2010

:)


Posted: Nov 29, 2010 11:37 PM    Msg. 10 of 47       
it exceptions every time im about to jump out the pelican


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Nov 30, 2010 02:11 AM    Msg. 11 of 47       
Quote: --- Original message by: assassinchief106
Please fix the sounds and the particles. Also, pretty please with sugar, don't use Sigma's spiker, especially their ammo bar. The shotgun's reload is messed, I'd rather use the legit textures for it to fit. The AR's reload sound needs to be louder. Strings and icons need to be cleaned. Vehicles' reticules need to be blue. Brutes' shields need to be cleaned too.

You just stopped me from pressing the download button


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 30, 2010 03:12 AM    Msg. 12 of 47       
Quote: --- Original message by: Skyancez3o4
Quote: --- Original message by: assassinchief106
Please fix the sounds and the particles. Also, pretty please with sugar, don't use Sigma's spiker, especially their ammo bar. The shotgun's reload is messed, I'd rather use the legit textures for it to fit. The AR's reload sound needs to be louder. Strings and icons need to be cleaned. Vehicles' reticules need to be blue. Brutes' shields need to be cleaned too.

You just stopped me from pressing the download button


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Nov 30, 2010 07:58 AM    Msg. 13 of 47       
Quote: --- Original message by: assassinchief106
Please fix the sounds and the particles. Also, pretty please with sugar, don't use Sigma's spiker, especially their ammo bar. The shotgun's reload is messed, I'd rather use the legit textures for it to fit. The AR's reload sound needs to be louder. Strings and icons need to be cleaned. Vehicles' reticules need to be blue. Brutes' shields need to be cleaned too.


the only reason the sounds and particles don't appear is because of the scenery above the cartographer, the AR sounds are fine, I don't see how theyre too silent, and how is the shotguns reload screwed up (where)? Show me in a vid or pic or something and I'll find a fix for it, and I don't have a very good spiker model to use, and I don't like cmt's, Strings and icons I am working on, and I guess I'll change the vehicles' crosshairs to the color of the guns, I must've missed that because I usually always the R - hog, and I don't get what's wrong with the brutes shields.

As for the exception error I have no clue about that I'll work on it


Joddy
Joined: Jul 3, 2010


Posted: Nov 30, 2010 09:08 AM    Msg. 14 of 47       
the drones arent really TM's
they were made by edspmt and some TM members


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Nov 30, 2010 04:16 PM    Msg. 15 of 47       
k so on my to do list are:

fix the vehicle reticles' colors

get a shotgun model better suited for the animations

remove particle and sound overload causing sky scenery

find a louder AR reload sound

get better ammo meters for most of the weapons

fix the strings and icons (this is the only thing I'm not quite sure how to do)

hopefully the removal of the sky scenery will stop the map from exceptioning too

anything else?

ALSO if anyone has a good spiker model besides sigmas or cmt's could you please give me it? otherwise the sigma spiker is staying in
Edited by Delicon20 on Nov 30, 2010 at 04:18 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 30, 2010 04:47 PM    Msg. 16 of 47       
Quote: --- Original message by: Delicon20
get a shotgun model better suited for the animations

Just fit your model to your animations; ie, shift some nodes around.

Quote: --- Original message by: Delicon20
find a louder AR reload sound

In the .sound tag, increase the gain.

Quote: --- Original message by: Delicon20
fix the strings and icons (this is the only thing I'm not quite sure how to do)

Quote: --- Original message by: Gamma927
1) Get a string list editor.
2) Open globals.globals
3) Scroll down to the giant header that says "Interface Bitmaps"
4) Under the box that says "hud globals", click the open button on the far side. (by default, it's ui\hud\default.hud_globals)
5) Find the box next to "item message text"
6) Open this string with the string list editor and edit to your heart's delight.
7) Remember to save.
8) Open the weapon
9) Scroll down to the title "message-index"
10) In the message index box, indicate the index of the string list


For icons, the bitmap is referenced in tags\ui\hud\default.hud_globals (by default), and the reference is in the weapon_hud_interface.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Nov 30, 2010 08:31 PM    Msg. 17 of 47       
aight guys I've fixed the particle and sound errors, as well all of the string errors, and a few of the icon errors

I need a new shotgun model but I don't know where to find the other h3 shotty model I see all the time. oh yeah and all the reticles for the vehicles but the r - hog turret are fixed


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Nov 30, 2010 08:42 PM    Msg. 18 of 47       
Quote: --- Original message by: Joddy
the drones arent really TM's
they were made by edspmt and some TM members

I believe the model is H2
The textures were also H2. TM probably did some editing, but the Drone I was given to animate was from H2.
Somehow the drone was given to EDSPMT and KingNick used it in a couple of his videos, he did some tagging work on it as well.
The animations were by me, L0d3x gave me the drone a long time ago (at least I think it was L0d3x, my memory is a bit fuzzy).


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Nov 30, 2010 09:20 PM    Msg. 19 of 47       
I fixed majority of the overlays and all the strings (some weapons didn't have their icon bitmaps so I picked the bitmap of a weapon that best resembles it)


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 1, 2010 06:02 PM    Msg. 20 of 47       
Quote: --- Original message by: assassinchief106
Don't forget the 'CMT SPV2 Beta' thing in the bottom, please.
And the Pelican lagging when dropping the Hog.


the spv2 beta sign is attached to the shield bar bitmaps, so I'll have to edit the bitmaps to remove it, so I'll save that for last, also when does the peli lag? it usually drops the hog right off for me?

EDIT: eh watevs, I'll fix the shield now -____-
Edited by Delicon20 on Dec 1, 2010 at 06:07 PM


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 1, 2010 06:48 PM    Msg. 21 of 47       
Quote: --- Original message by: assassinchief106
Use the one on Sandtrap.


mmmmm melosh dusnt think das gonna work...

http://img573.imageshack.us/i/ahurfdurf.jpg/


now gamma if u could better explain the anim node thing so I don't screw up my shotty to beyond repair that would be just dandy
Edited by Delicon20 on Dec 1, 2010 at 06:50 PM


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 4, 2010 02:29 PM    Msg. 22 of 47       
Aside from a few minor errors, I absolutely loved the gameplay. The rebels made for an interesting addition, although their uniforms could use a little work. Perhaps darken their BDU's, and make their armor a duller shade of red. I think you should remove the eyepiece, too. They're rebels, and while they may have been able to get their hands on a few pieces of UNSC hardware, I doubt they would have many of those.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 4, 2010 03:52 PM    Msg. 23 of 47       
I plan to upload the second beta within an hour, once I can make sure a few bugs are fixed. Most of the bugs in the first beta have been fixed, a few remain but I'll fix them later for they're very minor (like the quietness of the AR reload and the spv2 beta sign on the hud)

for those of you who put too much trust into other people who say the mod isn't good and not play it, I recommend you change your minds


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 4, 2010 03:57 PM    Msg. 24 of 47       
Quote: --- Original message by: Delicon20
I plan to upload the second beta within an hour, once I can make sure a few bugs are fixed. Most of the bugs in the first beta have been fixed, a few remain but I'll fix them later for they're very minor (like the quietness of the AR reload and the spv2 beta sign on the hud)


Yessss. You should make an entire campaign series like this.

Quote: --- Original message by: Delicon20
for those of you who put too much trust into other people who say the mod isn't good and not play it, I recommend you change your minds


What he said. ^


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 4, 2010 04:10 PM    Msg. 25 of 47       
Quote: --- Original message by: Delicon20

Quote: --- Original message by: assassinchief106
Use the one on Sandtrap.


mmmmm melosh dusnt think das gonna work...

http://img573.imageshack.us/i/ahurfdurf.jpg/

Other people have extracted this model just fine; try a reextract.
Quote: --- Original message by: Delicon20

now gamma if u could better explain the anim node thing so I don't screw up my shotty to beyond repair that would be just dandy
Edited by Delicon20 on Dec 1, 2010 at 06:50 PM

Import your .gbxmodel and the default Halo 1 .gbxmodel. Note how the nodes are placed on the Halo 1 .gbxmodel, and rearrange the nodes on your model to fit correctly. Then, delete the Halo 1 gbxmodel and its nodes. Going back to your .gbxmodel, detach all moveable parts (convert to editable mesh, select the polies to detach, and click the detach button). Link all the moveable parts to their respective nodes, and link the base gun to frame gun. Be sure that all the nodes are linked to frame gun, and then export to a .jms. Compile in tool with the model command.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 4, 2010 04:10 PM    Msg. 26 of 47       
Quote: --- Original message by: Echo77
Quote: --- Original message by: Delicon20
I plan to upload the second beta within an hour, once I can make sure a few bugs are fixed. Most of the bugs in the first beta have been fixed, a few remain but I'll fix them later for they're very minor (like the quietness of the AR reload and the spv2 beta sign on the hud)


Yessss. You should make an entire campaign series like this.

Quote: --- Original message by: Delicon20
for those of you who put too much trust into other people who say the mod isn't good and not play it, I recommend you change your minds


What he said. ^


I plan to.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 4, 2010 08:19 PM    Msg. 27 of 47       
bump for delicon


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 4, 2010 08:21 PM    Msg. 28 of 47       
alright uploadin the second beta download will be up in a few minutes I'll post it here when its done so keep checkin the thread

here it is: http://www.mediafire.com/?80s4c2d68z9414x
Edited by Delicon20 on Dec 4, 2010 at 08:43 PM


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 4, 2010 11:28 PM    Msg. 29 of 47       
Quote: --- Original message by: assassinchief106

Nice, seems to be close to finishing, found some bugs though:
-Needler's clip size doesn't go well with the HUD, might as well add another needler to the clip. I'll see what if can increase the meter's size without making it blurry, I think it's high enough resolution though
-Turret still have a white reticule. oh yeah forgot bout that vehicle
-When my clip is about to finish, the ammo bar's flash in red, yeah, some of them aren't in place, they flash ontop of the bars instead of in the border/corner or w/e. give me a list of the weapons that do that if you can and I'll see what I can do
-The MA5B (I think?) still has a broken ammo bar. I'll check it out
-DMR anims are crap. I'd like to work on that but there aren't any good dmrs released yet
-Carbine's reticule doesn't turn red when an enemy's in sight. I know I've been meaning to fix that but I forgot
-Why do some weapons stand? (Part where I find dead marines, with their weps and ammo) I have them set to where they don't move from there spawn point and it sets them like that automajically, I just never moved them to look like they were dropped because I was bein lazy
Edited by assassinchief106 on Dec 4, 2010 at 11:09 PM


answers in read, let me know if you find anything else, and if you see any floating trees other than the one by the two brutes in ghosts let me know
Edited by Delicon20 on Dec 4, 2010 at 11:28 PM


aZn9ja37
Joined: Apr 13, 2010

....????!!!!!


Posted: Dec 5, 2010 02:20 AM    Msg. 30 of 47       
Quote: --- Original message by: Delicon20

answers in read, let me know if you find anything else, and if you see any floating trees other than the one by the two brutes in ghosts let me know
Edited by Delicon20 on Dec 4, 2010 at 11:28 PM

Keep on getting the gather excecption data in the cutscene where mc enters the inner parts of the structure.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 5, 2010 09:45 AM    Msg. 31 of 47       
Quote: --- Original message by: aZn9ja37
Quote: --- Original message by: Delicon20

answers in read, let me know if you find anything else, and if you see any floating trees other than the one by the two brutes in ghosts let me know
Edited by Delicon20 on Dec 4, 2010 at 11:28 PM

Keep on getting the gather excecption data in the cutscene where mc enters the inner parts of the structure.


That never happens to me and idk what it's from...


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 5, 2010 11:15 AM    Msg. 32 of 47       
Quote: --- Original message by: assassinchief106

How could I forget this: The Pelican at the start.
The camera angle when the level starts isn't right, and the Pelican isn't going the right way either, it goes through the ground when it drops me, and it flies and keeps crashing there and there once it leaves, then disappears. best I can do with the animations because when extraceted they become screwed up, sorry
Also, please add that custom reticule Ifafudafi made for the Plasma Burst When I add it the crosshair still has the black backround on it and I haven't tried to fix it yet , and fix the DMR's zoom and add an HUD icon for it. no dmr icons available
Am I the only one criticizing this and helping make it better?
Oh, and the list of weapons with the bad red flash thing:
-Carbine
-Brute shot
-SMG (not sure)
-Spiker (not sure too)
-Shotgun (yet, also not sure) I'll check them out
Edited by assassinchief106 on Dec 5, 2010 at 10:23 AM


I'll work on what I can


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Dec 17, 2010 10:24 AM    Msg. 33 of 47       
Ah so this is the Delicon20 guys work....

Yeah all I had to do was read the first few post on this thread summed it up quick for me..



LAME
Edited by DarkLord0912 on Dec 17, 2010 at 10:24 AM


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 17, 2010 04:17 PM    Msg. 34 of 47       
get out of my thread you can't judge my mod just by reading a few posts and I didn't release this to hear what people think I wanted to know what the bugs were and any balance issues

also I don't care whether or not you think this is lame I've had quite a few people who's opinions I respect tell me they like this mod and look forward to me doing the rest of the campaign.

so like I said in the other thread, quit derailing other peoples threads and go make your own
Edited by Delicon20 on Dec 17, 2010 at 04:18 PM


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Dec 17, 2010 04:36 PM    Msg. 35 of 47       
I dont derail threads

I just dont like you!


You came into a thread and tried to say I said something which I didn't about CMT.

Remeber the back up your words thing,I can backup my words,people said I couldn't do this H2 task including yourself,and I've proved them wrong,even you.

Don't you ever notice the better memebers never doubted me.

 
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