A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
Viewing User Profile for: SixthCandle
About Contact
Joined: Jun 19, 2021 03:36 PM
Last Post: Nov 26, 2021 12:26 PM
Last Visit: Feb 7, 2022 08:57 PM
Location:
Occupation:
Interests:
Your Age:
What Games do you play:
Avatar:
Always customizing, despite the time.


Send Private Message
Post Statistics
SixthCandle has contributed to 6 posts out of 465278 total posts (0.00%) in 579 days (.01 posts per day).

20 Most recent posts:

Answering the question anyway, there are a few ways people have actually been able to make flyable Spirit dropship. I'll list them easiest to hardest:

- Remove the turret. Your character is on a different team than the turret. If the dropship flips, the turret will fall off, allowing you to enter the vehicle since it's a W-driver animation label for the driver.

- Change the team of the turret. You can't enter enemy vehicles, which the dropship is considered an enemy vehicle thanks to the turret. Set the team of the turret to either "player" (red team) or "human" (blue team) in the biped tag and you should be able to fly it.

- Implement the turret into the model. This is a much harder way to make a flyable Spirit, but the maker of the map "apocalypsehugeass" made a Spirit dropship with the aforementioned alternate model.

I hope this helps you out if you're looking for ways to make one flyable. I know you already found a way, but I listed some other ways to do so.

Halo CE General Discussion » Current State? Jul 25, 2021 06:28 PM (Total replies: 6)

I'm currently an active HCE modder, and I've already made lots of stuff that I released on here and on the Discord, and actively making lots more. If you want in the Discord, here's an invite link: https://discord.gg/mfeP68NF .


Sorry for the late reply, but to everyone who is dealing with this same error, "name" in undefined means that there are parts of the model that are using incorrect material IDs (material IDs that are not in the multimaterial). The best way to deal with this is to go through each face of the model and check its material ID. If its ID is a number not found in the mutlimaterial (for example, if you have four materials, which are IDs of 1, 2, 3, and 4, in your multimaterial and the face's material ID is 5, it is incorrect) change it to its correct ID. As long as the model uses the correct material IDs, it should export.

I hope this helps some people out!

Halo CE General Discussion » [Release] Halo Reach Longsword Jul 8, 2021 08:07 PM (Total replies: 0)

Here's another one of my projects that I've been talking about. This time, it is the Longsword from Halo Reach. Please read the included README.txt file for more information. https://www.mediafire.com/file/i6nrz1tl26yu1om/Halo_Reach_Longsword_Release_Tags.zip/file


Enjoy!

Halo CE General Discussion » [Release] Halo Reach Seraph Jun 20, 2021 04:34 PM (Total replies: 4)

Well, they used shaders from the Space Banshee. In the next release, that will be addressed.

Speaking of that, here's the fixed release tags: https://www.mediafire.com/file/32szwyv6msndekw/Halo+Reach+Seraph+Release+tags+fixed+v1.zip/file

And to answer the question of if I'm porting more things over, I actually have fully-working Halo 4 Tracer Turret vehicle and biped tags that I will release in the near future. I could keep going on how much I've ported over because I've ported over so much stuff from Halo Reach, Halo 3, and Halo 4.

Halo CE General Discussion » [Release] Halo Reach Seraph Jun 19, 2021 03:51 PM (Total replies: 4)

So, what we have here is my version of the Seraph from Halo Reach. Download link is below:https://www.mediafire.com/file/umhnalgsxgean8r/Halo_Reach_Seraph_Release_tags.zip/file

I couldn't post an image because this is my very first post.

See the "readme.txt" file for more information.


Time: Wed January 18, 2023 11:36 PM 343 ms.
A Halo Maps Website