Charged_Buffalo has contributed to 30 posts out of 465278 total posts
(.01%) in 4,107 days (.01 posts per day).
20 Most recent posts:
Long time, no n00by post. I am having difficulty skinning the Asgard Base model. I am using 3DS Max 2012 and I am having difficulty trying to skin the entire object. Can anybody help me with making a skin? I have decent knowledge of 3DS Max and Photoshop, just not the texturing aspect.
Asgard Base model: http://hce.halomaps.org/index.cfm?fid=3334
Any help would be greatly appreciated!
They work absolutely perfectly, thanks for your help ally!
I seem to be missing vital tags.
12.20.11 15:12:55 sapien pc 01.00.00.0609 ---------------------------------------------- 12.20.11 15:12:55 reference function: _write_to_error_file 12.20.11 15:12:55 reference address: 401b13 12.20.11 15:12:55 Couldn't read map file './sapienbeta.map' 12.20.11 15:12:56 CreateDevice succeeded with refresh rate = 0 12.20.11 15:12:57 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 12.20.11 15:13:01 Increasing sound decompression buffer size to 1048576 bytes 12.20.11 15:14:10 file_open('tags\sound\sfx\ui\flag_failure.sound') error 0x00000002 'The system cannot find the file specified. ' 12.20.11 15:14:10 couldn't open sound tag 'flag_failure.sound'. 12.20.11 15:14:11 file_open('tags\sound\sfx\impulse\melee\melee_water.sound') error 0x00000002 'The system cannot find the file specified. ' 12.20.11 15:14:11 couldn't open sound tag 'melee_water.sound'. 12.20.11 15:14:12 file_open('tags\sound\sfx\impulse\melee\melee_grass.sound') error 0x00000002 'The system cannot find the file specified. ' 12.20.11 15:14:12 couldn't open sound tag 'melee_grass.sound'. 12.20.11 15:14:12 failed to load globals tag 'globals\globals' 12.20.11 15:14:12 couldn't load game globals (get new tags) 12.20.11 15:14:12 need to get the following tags: 12.20.11 15:14:12 sound\sfx\ui\flag_failure.sound 12.20.11 15:14:12 sound\sfx\impulse\melee\melee_water.sound 12.20.11 15:14:12 sound\sfx\impulse\melee\melee_grass.sound 12.20.11 15:14:13 12.20.11 15:14:13 game_load() failed.
Can someone please upload the 3 missing tags, as I have tried adding placeholders and have also tried to extract them from existing maps without success? Speedy replies will be very welcome.
Once again, the resident n00b cries for help. I have encountered the same error again, like in my last textures post (concerning GMax). However, I am not familiar with applying textures in 3DS Max 2012. Could someone please upload screenshots? In a step-by-step way would be helpful! Thanks guys and gals! 
EDIT: Sorry, my bad. I realised that I was being stupid.  Edited by Charged_Buffalo on Dec 18, 2011 at 04:38 PM
I have been using Standard materials, but I do not understand how Multi-Materials should be named. When opening up the material browser, there are my materials, which have been given proper names to link it when compiling in Tool.
Picture: http://twitpic.com/7td5gs
Does there have to be a special name for the text highlighted? I do not know what to put if there is meant to be.
Hey there, resident n00b speaking. I am having trouble compiling some maps. When the command is inputed to Tool.exe, it generates this error:
Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. All rights reserved.
C:\Program Files\Microsoft Games\Halo Custom Edition>tool structure levels\mapname mapname Couldn't read map file './toolbeta.map' building intermediate geometry... EAX: 0xFFFFFFFE EBX: 0x0036C901 ECX: 0x0012F298 EDX: 0x000002CC EDI: 0x0012F298 ESI: 0x00000000 EBP: 0x0012F170 ESP: 0x0012F160 EIP: 0x77AB70B4, C3 8D A4 24 ????? EXCEPTION halt in .\intermediate_geometry.c,#444: triangle->material_index>=0 && triangle->material_index<old_material_count
I think this may be a materials problem. I have also observed that the BlueStreak Exporter (v1.01) creates an unnaturally small .jms file. My previous map was well over 2Mb and was, statistically, twice as small as my new map. I think this may have something to do with the textures, but I cannot be sure.
Can anybody help with this?
Thanks for all your messages! Does anybody know how to create JMS data with Blender, such as an exporter?
Hi there, me again. I was just wondering whether using Blender as an alternative to GMax would work. I am getting a bit bored of using outdated tech to power 3D modelling. Any links to tutorials or any tips and suggestions would be very helpful!
Thanks, this community has been very helpful with my previous attempts at creating things in Halo Custom Edition!
Sorry, but HEK does not come with .scenario files on it's own. You have to create a custom map OR use HEK+ to obtain one. I think that creating one would be ideal, it gives you a learning curve.
My tip:
Look for Yayap's tutorial PDF on the Tutorials section of the website.
It's 1:45 in the morning where I am, so if you need help, I'll respond after about 12 hours.
Yep. I have the giblets that they create when shot, I just need the sound.
I'm not sure which sound pack to download in order to make the Flood possess sound. I have tried extracting from the original map files, but that does not work.
Any speedy help or guidance would be greatly appreciated!
I have worked out a way to solve this. Basically, use the Coldsnap map and extract the tags via HEK+. Then extract everything that refers to the 'swarthog'. This should be enough to get started from.
If skinning, you need to change the shader_model to point to your skin. That way, you can make the Warthog in a custom colour and detail you want. warthog_hull_double refers to the gull-wing doors found. Also, in order to drive the vehicle, you will need to change the Animations in tags to refer to W-passenger instead of SW-passenger. I could not find the proper animations, so the W-passenger are the ones that work properly. There is no passenger seat or gunner seat on the 'swarthog' though. You also might want to change the speed in the .vehicle, so that it does not go extremely fast in a straight line when on a small map.
Whew, that was a lot to write. I hope this helps someone! 
@test01 Is it a custom d40, or the stock Halo PC map?
OK. I thought there may be an easier way of changing the skins, like the presets found when setting up a Profile in the Main Menu. Editing in Photoshop is fine, if anything a little time-consuming to get the effects that I want to have.
I would prefer logging the tutorials on the forum, so that if a fellow n00b happens to need help on the same subjects, it would be easier to find. The tutorials in the Downloads directory is quite misleading, though there are a few good tutorials available, such as Yayap's. That started me off on creating maps and even scenery. Maybe one day I will create a compendium, like the worn-out Ghost tutorial archive.
Thanks for the reply!
Me again, n00by as ever. Just wondering which HEK+ to use as there are a number available in the Downloads section.
Also, are there any special perquisites (i.e. In Windows 7, you must run this program under Compatibility Mode, Windows XP Service Pack 3) for people running Windows 7 x32?
Help would be greatly appreciated!
Neither work, sorry! The Police Hog needs the lighting and functions changed, and the Civihog just won't appear in the map (it also appears to have softened suspension, which I do not want).
I may end up uploading the Coldsnap Warthog. Does anybody know what I would need to extract from Coldsnap in order for the Warthog to work properly? I understand it is a little more than just extracting the tags, as I have tried using the Hypothermia v0.2 tags and they do not seem to work on their own.
@OrangeJuice Thanks for the speedy reply! I appreciate it! :¬)
I know this may sound simple, but I was wondering whether I could remove the Warthog's turret. I would prefer editing the tags in Guerilla, but I fear that it may need to use GMax in order to do this.
Please may can someone help me with this issue?
@drillinstructor
Thanks! This seems to have worked. However, I am still struggling slightly. How do I change the colour of the Friendly AI, and does it require a separate actor_variant?
Also, just for reference, here is a step-by-step:
Quote:
Step-by-step to adding 'Friendly' AI units
1. Add AI to map (look in the tutorials section of the downloads page)
2. In Sapien, change the AI's team to 0 (defined by unit) for 'Red Team' or 1 for 'Blue Team'
3. Compile and done! The AI should jump into the vehicle next to you if you drive close-by. The AI's strength (health and shield values) can be changed via Guerilla by opening up the selected actor_variant file.
Thanks jawa, but this is the same resource I used. It does not detail how to add 'Friendly' (i.e. that doesn't shoot on first sight) AI to a map. Thanks for the speedy reply though!
Hey there, me again. I have been tweaking around with the AI of Halo, and I am struggling on how to stop units specifically defined as 'player' or 'human' to stop being volatile. Your forums and tutorial guides are lacking in this. I SHOULD BE ABLE TO CONTROL THEM!
Aside from that, I have been able to make enemy AI from actor_variants and Sapien, as well as create 'dummy' bipeds.
So, what am I requesting? A worded step-by-step on creating a friendly AI team, please! Speedy replies will be appreciated!
Cool. My internet is shoddily bad, so deciding what to do software-wise is crucial!
300 KB/s download, 400 KB/s upload...
15 KB/s per download, 20 KB/s per upload...

Thanks for the speedy reply by the way!
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