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Viewing User Profile for: UnevenElefant5
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Joined: May 3, 2008 03:45 PM
Last Post: Yesterday @ 01:49 PM
Last Visit: Yesterday @ 04:16 PM
Location: home
Occupation: living well
Interests: love
Your Age: 69
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its been fun yall, i'll never forget this site :')


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UnevenElefant5 has contributed to 6258 posts out of 465278 total posts (1.35%) in 5,374 days (1.16 posts per day).

20 Most recent posts:
Halo CE General Discussion » Forums to be shut down Feb 1, 2023 Yesterday @ 01:49 PM (Total replies: 13)

Donut's right, this place was a digital home to a lot of us, and it had an indescribable impact. This place and community were a catalyst to foster creative and technical passions that we're still pursuing to this day. I'll never forget the friends, the game nights and beta tests, or the innumerable conversations into the early-morning hours that grew from this community. I think it's hard to overstate, even if it sounds corny, that this place really did affect the trajectory of people's lives. I know it did for mine. It enriched my adolescence during a time when I really, really needed it. This place was lightning in a bottle for me.

I think about all the art that got made, mediocre and great - simply because people realized that it was within their power to do so after seeing others like themselves do it here - and it honestly gets me emotional. That's the legacy this place has in my heart; that it added something positive to people's lives, and to the world. Yes it's "just" a site centered on modding a military shooter. But beneath the surface was a group of people driven to create for the love of creating.

Dennis, I'll always be grateful for what you did for us, and I'll always remember that this place grew out of a desire to give your nephew and kids like 'em a place to find maps to play around in. I hope that you've found some peace knowing you did something really special for a lot of people. I hope you're doing well these days.

To me, Halomaps will never be dead, just missing in action.

o7


shout out to everybody still carrying the torch. feels nice to know this community is still alive and kicking in some form or another

thanks for all the good times yall


http://www.mediafire.com/file/1oxgcrbnow6bvq1/2-14-19-elefant.rar/file

hey whats up its ya b!tch elefant and i'm back after uhhhhhhh like 5 years to release all the stuff i promised i would before i turned into a tranny dyke and ghosted this community. anyway here we go. they're all unprotected (or uhhh they should be) because i got over myself.

everything's released as-is, so expect a few minor glitches (HUD conflicts, a few bsp quirks, etc) but they should all be playable and the UMP maps are set up for ffa, tdm, oddball, ctf, and a few for race even

this release is the good ump maps, innie/deimos incident, a few misc unfinished SP maps, and my testmap which has a lot of decent misc tags. feel free to comb thru all the scenarios in hek+ and rip whatever. credit me if u want but i'm not going to keep tabs on anyone here so who cares. go nuts.

ump:
advantage - small ffa
assault - large canyon map for teams
divide - small ffa / team
legend - medium ffa layout modelled after h3 construct
mirror - 4 way symmetrical ffa
purity - small 4 way symmetrical ffa
sanctity - large bridge map for teams

innie - stealth SP map versus insurrectionists

misc:
gamma - medium ffa, named gamma cause it was his layout originally
freeze - unfinished SP map, supposed to heavily feature new sentinel enemies
breach n clear - unfinished SP map
b30_elefant - b30 but with lots of tweaks. kinda hectic
testmap4 - (sp map use map_name to load it) contains tags for: ambient wildlife bipeds, foliage scenery, all innie variants, several sentinel variants, human flying drones, warthog variants, lots of WIP tags

none of this would be possible without help from a few ppl in no particular order
gamma
mythril
higuy
lone warrior
l28
odx
sry if i forgot u but it's been half a decade lol


anyway. enjoy and remember:


TRANS RIGHTS, OK!https://www.youtube.com/watch?v=t0H3JkpxWbw
be gay
do crimes
acab
eat the rich
kill nazis


happy valentines day to queers only
Edited by UnevenElefant5 on Feb 14, 2019 at 10:30 PM

Halo CE General Discussion » I have returned Jun 25, 2017 09:49 PM (Total replies: 75)

Ahh! Same here, lots of fun chats and late night games. Honestly, I can't sugarcoat it, it was pretty hellish at times, and it'll never be "over", but hey. Still here, finally wanna be alive. Finally know who I am. Feels rad.

Nice to see there's still a bunch of oldies kickin' around here still.
Edited by UnevenElefant5 on Jun 25, 2017 at 09:50 PM

Halo CE General Discussion » I have returned Jun 25, 2017 09:16 PM (Total replies: 75)

Oh yeah! I definitely remember you, I'm pretty sure you were there for some of either the insurrection of uneven map pack betas. I know you helped me with rigging at least once or twice too.

Halo CE General Discussion » I have returned Jun 25, 2017 08:52 PM (Total replies: 75)

I cut ties with everyone. Gamma, Mythril, Jesse, MoooseGuy, Advancebo, Lone Warrior, Higuy, Lodex. Sorry, it wasn't personal, but it was the wrong way to do it. I wasn't in a position where I knew how to do it right, because I was so FUBAR so I just unfriended everyone and dropped out. I needed time and privacy while I figured things out. Gamma hit me up on Steam as recently as a few months ago but I didn't know how to respond. It had been so long and I'd changed so much.

I'd had one foot out the door in this community since 2013-2014 and once I realized who I was there just wasn't much tying me here. Do you have any other handles that you go by or used to go by? "not giraffe" isn't ringing any bells. But then again, I haven't kept up on this community for the past 3 years or so.
Edited by UnevenElefant5 on Jun 25, 2017 at 09:01 PM

Halo CE General Discussion » I have returned Jun 25, 2017 04:56 PM (Total replies: 75)

Quote: --- Original message by: MEGA_VKNG
Quote: --- Original message by: FtDSpartn
Hmm, what about UnevenElefant? I used to see them a lot a few years back.


Last I heard she was transgender but whatever happened after didn't seem to be good.

https://i.imgur.com/Y9x3xcL.png


Hello! Thank you for this! Wow. was this seriously posted only 4 days ago? Talk about coincidence. You are correct, I am a transgender woman. I go by Danielle. I'm still alive, though I had some rough times for a really long while. But I'm better now. I go by a different online handle nowadays and am actually doing alright! Been on HRT and living openly for about 7 months now (after many awful years in the closet) and got the court to issue an order for my new name too. I stumbled on this while I was lurking today and had to log back in to say something. Appreciate u makin' a point to set the record straight with regards to my gender :) and I'm floored that people still even remember my old name. I was 14 when I joined this site and I'm 23 now. So much can change in 9 years, damn. Any other queer halomaps vets, send me a PM if you're still around

Edited by UnevenElefant5 on Jun 25, 2017 at 05:20 PM
Edited by UnevenElefant5 on Jun 25, 2017 at 05:37 PM
Edited by UnevenElefant5 on Jun 25, 2017 at 07:12 PM

Halo CE General Discussion » Weapons - Works in Process thread [WIP] Jan 12, 2016 05:41 AM (Total replies: 15008)

from the side you have a lot of straight horizontals and verticals (front, muzzle, details on bottom of receiver, even those 10 circular indentations simplify into a larger rectangular shape) that are stagnating the "flow" of the design? if that makes sense? they're sectioning the weapon in very flat, regular, and obstructive ways. then u have this one diagonal piece that juts out all akimbo with no/few other matching design elements, making the grip feel a little out of place (i know grips are generally diagonal i'm saying you should introduce more diagonality to the gun overall)



this is my stab at a variation on your design, trying to illustrate the changes i talked about above

it might also just be that your pistol is short (front to back)? or tall.. the proportions look a little iffy but i guess that's fine if it's an energy pistol or something that isn't used by humans or w/e but just comparing it to other pistols i've seen it looks tall and stubby (and i dont mean that disparagingly, just cant think of any other words haha)

that said though your edges look pretty good, and the geo of the grip itself seems to be handled well (hard to tell without an isoline wireframe but i don't see any errors so that's a good sign) although the front of the muzzle "housing" (?) and the front of the clip hatch cover look like they might be a little too tight (its usually better to make your high poly stuff softer than harder, the tighter your support edges are, the less pixels of normal info each corner gets, meaning tighter edges = less resolution for your engine to work off of as it calculates the lighting n stuff)

i think there should be a transitional piece (just something to bridge the gap) between the bottom of the grip and the "magazine cover", since they just kind of stick into each other right now, also try to keep in mind how the pieces themselves are fabricated, right now it looks like the grip and the receiver are all one big object, when in reality they'd have been machined separately and assembled. that piece with the X on it also has some smoothing issues on the side, try reassessing your control edges in that area, you might need some extra ones

i recognize a lot of this design feedback is a little late now that you're already into high poly but i wrote it all out so i might as well post it, hope it helps somewhat.
Edited by UnevenElefant5 on Jan 12, 2016 at 05:45 AM

Halo CE Technical / Map Design » Common Debug.txt errors. May 15, 2015 08:10 PM (Total replies: 71)

Yeah it's a problem with your materials in max. Could be your Mat IDs are like 1, 3, 4, 5, or the material is just bad.

first check that each face has the correct material id, if you find a face with no ID, that could be the issue.

If all the faces have IDs, just remake the material and see what that does.

also do you have any special materials in your multimaterial (fogplanes, water, breakable surfaces, etc)?


Quote: --- Original message by: thellt






this is an update to my thellt works in progress thread. if dennis could combine the threads that would be great. but if not hey this is something new to see.... im working on fixing the nodes of blue team..... i know. anyways check it out! :)

i added teams and variants. assassin, minor, and major, are the 3 variants for each team.
Edited by thellt on Jan 14, 2015 at 07:41 PM
Edited by thellt on Jan 14, 2015 at 07:42 PM
Edited by thellt on Jan 14, 2015 at 07:43 PM
Edited by thellt on Jan 14, 2015 at 07:45 PM
edited 5 times because apparently tif files are not allowed????
Edited by thellt on Jan 14, 2015 at 07:45 PM


There you go

Halo CE General Discussion » Vehicles - Works in Process thread [WIP] Jan 13, 2015 09:45 PM (Total replies: 4996)

Is the Covenant destroyer based off an existing Concept? I think the shape is really interesting and has a lot of promise if you scaled it down into a more Scarab-sized craft. It might not even need to be a flyer, you could make it some kind of Covie tank and the flat top carries troops like the Scorpion treads.

Hope that design gets used for something, it's rare we see good Covie stuff around here and even rarer that it gets finished.

Halo CE Technical / Map Design » Textures not popping up on map?! Jan 13, 2015 09:42 PM (Total replies: 5)

It sounds like your shaders aren't referencing the bitmap properly. Can you open and see the .bitmap tag in Guerilla? If you can open it in Guerilla but can't see it in Sapien or Halo the problem is probably a shader thing. Is the texture pure white instead of the texture? If so that also points to a shader problem.

Remember, in Halo, you don't assign bitmaps to your bsp. You compile bitmaps, then reference them in /shaders/, which you then apply to your bsp. When you're in the material editor in max and you type out "metal flat generic" that's /actually/ a shader you're referencing, even though the bitmap has the same name.

Halo CE Technical / Map Design » Sound Manager.c #3304 Jan 13, 2015 09:39 PM (Total replies: 7)

Well only sound related tags have gain values so just think back to the last couple sound tags you modified or compiled and that should be where your problem is.

Halo CE General Discussion » Read this! The fate of Halo:CE depends on it! Jan 13, 2015 09:38 PM (Total replies: 12)

Well the AR already has a compass on it, so you could always add a blank plane to the FP arms gbxmodel and make it just face the screen and never move. Then just try assigning the AR compass shader to that plane. You could even add N E S W markers this way.

Halo CE General Discussion » Need help with scripting Jan 12, 2015 10:06 PM (Total replies: 9)

This line is your problem:
(= (unit_get_health player0 0)) 0.001)

It should look like this:
(= (unit_get_health (list_get (players) 0)) 0.001)

At least that's my guess. I'm not actually compiling or testing these scripts but I /believe/ this should fix it.


Yeah I believe they are all stored in tag files called .string_lists or .unicode_string_lists

Man it's been a long time since I've needed to work with those I'm almost positive they're under \ui\ folder though. Anyway there's a unicode string list editor on this site (don't get E3p0's one, it's messed up) where you can go in and edit all these strings.

Then you just compile a map with these new strings and when you kill someone in that map, your new message will appear.

Hopefully someone else can come along with more specific information about the string lists and where they are, it's been a while and I'm not even on my desktop right now.

Hope that helps


One thing you might try is to purposely break tag references that you know the scenario needs.

Like, rename "\weapons" to "\weapons2" so now the scenario /can't/ load those tags. Maybe that will make it small enough to open in guerilla? Cause guerilla can open tags with missing references, so then you can then go in and pick and choose stuff to remove from the scenario.

Dunno, this is just a shot in the dark since I've never seen this before.

One other thing you might try is to replace the script file it's referencing with a completely blank .hsc. Then you can manually add in parts of the script until it gets too big.

Halo CE Technical / Map Design » Halo CE will not work properly Jan 10, 2015 08:00 PM (Total replies: 12)

Honestly it sounds like a hardware problem. It could be tags related but I doubt it unless it only happens on recently compiled maps with specific weapons/vehicles/whatever you know?

Try downloading one of the stock maps from this site, Dennis hosts all the maps that come with CE by default. Load up that map in Halo and if you still get these problems then you know your tagset isn't at fault, because the tagset is really only accessed by HEK. Once it's compiled into a .map file, halo takes everything from that map file, so even if your tagset is completely borked the map will still run fine.

I dunno how much I've helped but I would bet money that it's a hardware thing and not a tagset thing.

Halo CE Technical / Map Design » Topology optimization Jan 10, 2015 07:56 PM (Total replies: 5)

Also if we're talking about saving files, you can set up max to autosave your file as well. I believe it's under preferences -> file handling. You can set the interval (in minutes) between backups as well as the number of incremental backups to store


you're gonna act like I'm from tumblr so I might as well roll with it


Time: Wed January 18, 2023 11:35 PM 141 ms.
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