MatthewDratt has contributed to 4924 posts out of 465278 total posts
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Quote: --- Original message by: darkassassin14 Still alive, eh...
I'm doing science and I'm still alive
Whoa this is a beautiful temperature
Quote: --- Original message by: Spartan314
Thank you for posting this. E: Goddamn the animations look good. Was this done using mocap? Edited by Spartan314 on Nov 30, 2020 at 05:49 AM
YUP! Mocap pros
Welcome to the new CE3!
https://youtube.com/haloce3
If you don’t know who we are, we’re Slow Bullet and MattDratt! We’ve been making Halo: Custom Edition related videos for over 10 years now!
We are back and are going to try to be a bit more stable than normal. Our current goal is to upload a new video bi-weekly but we may post later or sooner depending on the show and how much we are able to keep up our videos based on our schedules (we both work full time jobs)
Now you might be asking, what videos will we be posting? It can’t just be HMU every other week (and it’s not thankfully).
MODCASE is a brand new show we are premiering today. The idea is a mini-CE3 Live. We take the stage to highlight a single mod or a series of similar themed mods for Halo: Custom Edition or MCC. Sometimes original, sometimes featured, maybe even sometimes unreleased? Time will tell. There isn’t much of a format for this show yet other than it’s center stage and hosted by us! Who knows what we’ll get up to here!
Check it out now! https://www.youtube.com/watch?v=m1hewRpj8rM
ServerJump is a new machinima we are working on. There probably won’t be much more to talk about for a while but since we need outside help on this, it will more than likely get around that we are making this. Season 1 will consist of eight episodes (4-8 minutes long) and most likely premiere Q1 2021. Stay tuned on this one. We’re super excited at how it’s turning out so far! Our pilot episode is about done and we couldn’t be happier with the results.
HaloMaps Update (HMU) will of course still be around to terrorize us and take way too long to make. We will keep showing off every single new Halo Custom Edition mod that gets uploaded. This also consists of our map archive which we will keep up on http://ce.haloce3.com for the foreseeable future.
CE3 Talk is a more of a relaxed mini-podcast where we will go further in depth on several topics relating to Custom Edition, MCC, Halo, or anything in between. This show will overall be less produced on the video side of things, but don’t worry, we will come into these with set topics and outlines to discuss and we hope to always add to a conversation than to just fill in.
So say one wanted to make a MAP version of such a map?
(1) What would be the best way to handle the choice widgets without OS? I could use text as previous RPG SP have, but I'd need up to five choices. I can check on Jump, Flashlight, Crouch, I assume shoot?
(2) Best way to do grav lifts??? Forced CS, Have it be a vehicle? Random damage is probably too unreliable since grav lifts are required to reach a certain spot to finish the level.
If wanted, here is the HSC scripts https://www.mediafire.com/file/ajgklsxokzjr0fw/takedown_extermination_hsc_scripts.rar/file
Also here is the original dialog script, dated 1/19/2014 & 2/6/2014 respectively. I wouldn't say any of it is good or worth reading but hey, why not.
http://mattdratt.com/files/Takedown_Extermination_Part1.pdf http://mattdratt.com/files/Takedown_Extermination_Part2.pdf
You'd just have to buy used from Amazon or Ebay. Not a lot of legit places will have a new copy unless its pricey
Thanks everyone for their feedback. Everyone is seeming to enjoy it so I couldn't be happier!
Quote: --- Original message by: Pepzee So, what's your next project? ;)
Haven't decided yet. Seeing if I can invest enough time into learning something else. Probably won't say until I either need help or closer to release. Don't need a repeat of a 6 year wait for a project.
(a) make sure you are always setting your game to 30fps lock when recording recorded animations (b) make sure you play recorded animations on the vehicles themselves and not a biped controlling the vehicle Edited by MatthewDratt on Mar 31, 2020 at 12:36 AM
DOWNLOAD NOW!
Yup, continuous would be best course of action for this.
(script continuous pelican_flyby (object_create_anew peli_bg_1) (object_teleport peli_bg_1 peli_gb_1_spawn) (recording_play_and_delete peli_bg_1 peli_bg_1_ra) (sleep (recording_time peli_bg_1 )) (sleep (30 * 10)) )
Script static voids also let you run a series of commands a script itself
(script static void pelican_flyby (object_create_anew peli_bg_1) (object_teleport peli_bg_1 peli_gb_1_spawn) (recording_play_and_delete peli_bg_1 peli_bg_1_ra) (sleep (recording_time peli_bg_1 )) (sleep (30 * 10)) )
(script startup start_me_up_baybee (Zhu Li, do the thing (sleep 30) (pelican_flyby) (sleep 90) (more scripts (pelican_flyby) )
Quote: --- Original message by: PabeungQuote: --- Original message by: MatthewDratt How about tools where I don't have to get constantly reminded that the creator is jealous over the fact their mods aren't as popular as others? It's not jealousy and I mean when you cater to retards and kids that have no sense on what's actually good or not then your popularity is cheap. If something was actually good and was popular we would praise and respect it but something like SPV3 which only got popular cause of hivemind kids that can't do thinking for themselves and just chimes in on what every retard is following then that's a bit annoying and you get frustrated on how dumb people are and why the creators can't see the flaws in their mods and use jealousy as their defense mechanism when someone actually gave them criticism cause they can't accept the fact they are so bad cause of their ego. Takedown is cringe and horrible and Planet Flood looks 100x better than crap.
You say it's not jealousy and then go on about how you don't like how it's popular lol
How about tools where I don't have to get constantly reminded that the creator is jealous over the fact their mods aren't as popular as others?
Part 1 of Takedown: Extermination has been released in early access.
I am using early access as a form of stress test on the tagset and each update will be changed across all maps. Please report any major issues here so they can be fixed with the final release on March 28th along with the final part.
Takedown: Extermination spoilers may follow below... Edited by MatthewDratt on Mar 22, 2020 at 03:48 AM
Quote: --- Original message by: Halo CE Noob Modder117https://i.imgur.com/vbxc1xR.jpg This is what I'm talking about, you cannot change the elite's colour. I take it that it has something to do with the Bitmap? But it just makes no sense because the biped cannot match say the major elite's colour. It will be a different shade. The actor variants cannot change colour either- How are the current in-game tags even working in the first place? This is an absolute mystery...
Have you checked to make sure there isnt more than 1 color change?
It's happening...
tomorrow
Part 1 Release Trailer
Just in case anyone is wondering, the release won't be at midnight but probably sometime mid day. Check between 12-6pm EST. Been working non stop this last week getting Part 1 fixed and cleaned up and just a couple last touches Edited by MatthewDratt on Mar 20, 2020 at 04:55 PM
It's still coming...Had to rerun lightmaps twice now... sigh. Literally just waiting on those. Once its done and not messed up Ill get it up asap Edited by MatthewDratt on Mar 21, 2020 at 09:44 PM
in the elite shader_model it states which color (a,b,c,d) will change the color of the elite. This is how you have multiple color changes. Set your shoulders to a, body to b, and lights to c, etc. Make sure you are changing the correct one.
It was popular and people don't like what's popular. The people that hated is just because it was popular drowned out the people that actually had real criticisms (no like seriously, the people that got all pissy about it when it was released didn't even play it).
Takedown: Extermination is the final level in the Operation Takedown series. Go after Patriarchus and find the forerunner weapon. Extermination features 8 mini-levels, all that bring their own refreshing style of gameplay, including a rainy forest, a city island, and a snowy plateau.
Trailers! Takedown: Extermination - Launch Trailer Takedown: Extermination (Part 1) - Release Trailer Takedown: Extermination (Part 2) - Release Trailer
Along with Extermination, both The Introduction & Project Lawson have been integrated into the Extermination tagset. You will be able to download all these levels in a single download.
Download will be here!
Currently available for download:
-------------------------------------------- Is Open Sauce required? Yes, Open Sauce 4.0 is required.
Will you release a non-OS version? Probably not. Unfortunately there is quite a lot locked in with OS at this point.
Can I use other mods such as Chimera, etc while playing Takedown? Overall, the use of other mods during your play through is unsupported. However, during testing, many have tried to use additional mods and have found both success and issues. Use at your own risk and understand if you are having issues, it may be the additional mods and not the map itself.
Will Takedown: Extermination use data-files? Yes. A lot of the tools to bypass data-files have come out far too late in this production to make it worth going back and putting it all back together. Extermination is so large that is spans 7 yelo files. Without data files, the amount of space required for this level would be massive.
Wait, what are data-files? Data files are just .map files that pool the main resources of the level into, such as bitmaps and sound files. Instead of each yelo file being 400-500mb each, it makes each yelo file under 100mb and includes a few extra larger map files that contain the bitmaps and sounds for each level. These MUST be installed into your Halo: Custom Edition maps directory as will be laid out in the download. If the data files are not in the correct location, the levels will not load.
Will I need to re-download all files during early access? Yes! Please drop everything into your maps folder as is and replace any files.
Why is Extermination in two parts? Extermination was so massive during the script writing process, I decided from the start that Extermination (story wise) would be split into two halves. When Part 1 ends, you will have come to a defined story end point (not just a random mid-point to cut off the level). Part 1 consists of the first four rally points (Alpha, Bravo, Charlie, Delta). Part 2 consists of the last four rally points (Echo, Foxtrot, Gamma, Iota). The trailers have been using a mix of scenes from both parts, so some things you may have seen in the trailers may not be present until Part 2 is released.
Will you release this for MCC? I do not believe that is currently possible at this time.
Will there be a sequel? At this time, Takedown: Extermination is the ending of the series and I have no plans to continue it in any fashion.
How long is Takedown: Extermination? This solely depends on your style of gameplay. I would say give yourself 1-2 hours for Part 1 and 3-4 hours for Part 2, but this all just depends on how you play. Part 1 is probably just as long/slightly longer than Project Lawson while Part 2 is around double as long. When Part 1 ends, it offers a good stopping point if you need to take a break or go do something else for a while.
Will you release a Spanish or subtitled version? At this time I have no plans to do so, however I am not opposed to work on this with someone once released if I can get the help required. Subtitles are tricky as onscreen cinematic titles have a limit and the debug on-screen text changes how long it appears on screen depending on the frame-rate you are running the game at.
How often will this be updated post-release? If any issues that are major or bother me are found at or shortly after release, I will update them as soon as I can. Once the dust settles, there will probably be limited support after the first month or two.
Will you release a version without data-files? Yes. I am going to give the release a week or so and then do any last minute updates before compiling out separate builds. Edited by MatthewDratt on Mar 28, 2020 at 02:03 AM
Screenshot Monday? 
Part 1 launches THIS SATURDAY!
Since we're so close I'm going to move this off the WIP thread and onto a release thread Edited by MatthewDratt on Mar 16, 2020 at 09:25 PM
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