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spaceboy221 has contributed to 19 posts out of 465278 total posts (0.00%) in 5,110 days (0.00 posts per day).

20 Most recent posts:
Halo CE General Discussion » CMT SPV2 A10 Public Beta Aug 6, 2009 10:51 PM (Total replies: 786)

Two things, first of all, the honeycomb texture that replaced teh fire direction arrows (the red arrows that appeared when you were shot), does not match. If more then one activate, they do not overlap well at all.

Second, the third person alignment of the fuel rod gun is off. I tried shooting, and hit my foot. So I aimed at the ceiling and hit the target.



Halo CE General Discussion » CMT SPV2 A10 Public Beta Aug 6, 2009 07:28 PM (Total replies: 786)

I just ran through it, I won't bug you with the pros, since it will take to long anyway.

Texturing needs a bit of a tweaking when you first get to the damaged area, its much to obvious of a transition. Try making the transition in a small, dimly lit service corridor.

Lighting I think needs the biggest adjustment. Several insets were pitch black, and could only be lit by the flashlight. One of these was in the middle of a brightly lit hallway. Damaged corridors need to be dim and dark, and have a type of emergency lighting (i favor bluish).

Blue brutes look an awful lot from and decent range like hunters, especially with some orange grunts running around.

What's with the Chiron area? It doesn't fit in. What is it used for? Vehicle storage? If so, try sticking in a few destroyed tanks.

The new sections just don't feel like the inside of a ship anymore.

Seemed a bit drawn out, try adding gradually more covenant weapons like carbines and brute shots as you advance, to stall that feeling, like Brutes in Boarding Craft bring bruteshots to knock down doors.

Several areas were quite large, and would have been good for vehicle combat. I would like to see some ghosts like in the tunnels near the hog bay, maybe a shade or two on the elevator.

Speaking of the elevator, for such a critical node, why is there so few guards?

That's about all the new cons I could find. I was thinking, though, how about an area thats exposed to space, but instead of a "clean" and open side like in Boarding action, make it have a jagged wall and such, like a round blew a hole into the armor and breached that section?

Halo CE Technical / Map Design » Tool Error Mar 19, 2009 09:07 PM (Total replies: 14)

First, I'm not using Chimp. I'm using Bluestreak. I thought that was a necessary thing to list so its in my first post(no offense or rudeness intended).

Second, I went through Gmax and selected every face of every visible (non-hidden) object. I tried it and it still doesn't want to work. Will I have to Un-hide all the geometry in order to get it through tool?

Halo CE Technical / Map Design » Tool Error Mar 19, 2009 06:30 PM (Total replies: 14)

I'm using a single Standard Material for all faces of the two models. This is just a test map, to figure out how to get something from Gmax to Halo. From there, I will star work on an actual map.

Halo CE Technical / Map Design » Tool Error Mar 19, 2009 06:06 PM (Total replies: 14)

*sigh* Now I'm really confused... Now I'm getting the error:
### ERROR model file has the wrong version number.


EDIT: Fixed that by adding 8200 for the first line. I'm getting the material error again. I'm only using one material. What am I doing wrong?
For anyone who wants to know... here is the line directly before the material error.
EIP: 0x77341626, C2 08 00 8D ?????

Edited by spaceboy221 on Mar 19, 2009 at 07:33 PM

Halo CE Technical / Map Design » Tool Error Mar 19, 2009 01:45 PM (Total replies: 14)

If its out of order, what section would it be in? And where would I find it? Also, this may be a problem, but I'm not experienced with Gmax, I hid the top 5 parts of the cube that made the main level box. I added the materials just before I exported and after I hid those sections. Would that cause any problem now or down the road? I'm semi-experienced in modeling, since I've fiddled with modeling in Animator for Orbiter and other things...

And here is the first 50 lines...

*Removed to reduce space since it is no longer needed*
Edited by spaceboy221 on Mar 19, 2009 at 01:47 PM
Edited by spaceboy221 on Mar 19, 2009 at 07:33 PM

Halo CE Technical / Map Design » Tool Error Mar 16, 2009 05:35 PM (Total replies: 14)

I exported a test map from Gmax using Bluestreak. I got an error when i put it through Tool.

Exception halt in .\intermediate_geometry.c,#444: triangle->material_index>=0 && triangle->material_index<old_material_count

Halo CE Technical / Map Design » Bluestreak Export Problem Mar 15, 2009 04:43 PM (Total replies: 4)

That fixed it.
Edited by spaceboy221 on Mar 16, 2009 at 05:34 PM

Halo CE Technical / Map Design » Bluestreak Export Problem Mar 15, 2009 04:06 PM (Total replies: 4)

How do you set a model's parent?

EDIT: N\m, figured it out. But now it says "No "get" function for undefined".
Edited by spaceboy221 on Mar 15, 2009 at 04:15 PM

Halo CE Technical / Map Design » Bluestreak Export Problem Mar 15, 2009 01:17 PM (Total replies: 4)

I just started making maps with Gmax. Anyway, I'm using Bluestreak found on this site. Everytime I have told it to export, I get the error "There are no actors to export". Then "Export Module Failure". I don't know what I need to change\add to get it to export...

Halo CE General Discussion » My guide to Halo ground vehicles Feb 16, 2009 01:13 PM (Total replies: 23)

I couldn't resist the urge to necropost, I guess I killed a cat(a joke from another forum)...

Anyway, that was my point. You made a point.

Must... resist... necroposting... in my own topic...

Halo CE General Discussion » My guide to Halo ground vehicles Feb 15, 2009 06:47 PM (Total replies: 23)

First, sillyvilian is a joke about civilians in a military setting.

Second, the the mythos is capable of taking out a scarab. Usually without trouble from the sides or rear, and depending on the scarab pilot, from the front also. An example is when the mythos fires, the scarab pilot looks for a second to find it, but by that time, its over. The scarab take about two seconds to fire and its beam goes just slow enough that the mythos can take a scarab with it. I have done it a few times. Of course, if the scarab sees the mythos first...

Third, the gun trucks are prominent in the map Ambush. I'm not sure if they are in any other maps. I listed them as gun trucks because that is what they are, and the list would be to long to list them individually.(Counting everything else I need to add.)

And to answer an earlier question, the vulnerability to obstacles was about the scarab not having the ability to go over them easily(It kinda climbs trees). Although that is a very good point about vulnerabilities.
Edited by spaceboy221 on Feb 15, 2009 at 07:01 PM
Edited by spaceboy221 on Feb 15, 2009 at 10:07 PM

Halo CE General Discussion » My guide to Halo ground vehicles Feb 15, 2009 12:29 AM (Total replies: 23)

Not every ground vehicles, there are too many varients of the same thing. But could people please post a list of custom ground vehicles? There are so many I know I couldn't remember them all.

Halo CE General Discussion » My guide to Halo ground vehicles Feb 15, 2009 12:25 AM (Total replies: 23)

I got the main idea from Jhtpo, but when I thought about it, I thought this was needed. Also, I'm compiling a list of vehicles to add. I want to add as many as I can.(Although I may have to leave out some, such as the missile hog chaingun varient)

Halo CE General Discussion » My guide to Halo ground vehicles Feb 15, 2009 12:13 AM (Total replies: 23)

I have been to many games, and it always strikes me as odd that people seem to always take the wrong vehicle for a job. I wanted to write a quick list of ground vehicles and their capabilities to try and remedy this.

Human Vehicles:

Scorpion Main Battle Tank
This is the hard hitter of the human forces. Slow, so not very good for reinforcements of a heavy firefight unless its really close or already en route. Great for taking out light to medium vehicles. It can hold its own versus heavy vehicles. Although its anti-armor power is something to be admired, it lacks in the anti-infantry role. If going into an infantry fight, have a LAAG hog for support or troops riding on the treads. Also very good for arty support, just be sure to have the front pointed AWAY from where you want to shell to prevent sniper shots in the canopy.

Heavy Scorpion
Now this is a nightmare for about anything. Quad 90mm cannons. Two SAM missile pods. Smoke grenade launchers. Double machine guns. And what I call the "Flaming tailpipes of doom"(which aren't that good because of the difficulty of hitting anything with them). If you are in a vehicle, or on foot too far away to get in its dead zone, I hope you have a will. It is very well armored. It has only two problems that I am aware of; the smoke grenades might cause lag on some systems and aren't that effective, and this tank is not for a new pilot near a wall. A misaimed shot with either the Quad cannon or SAM missile pods start a match of tank pinball.

LAAG Warthog
A small troop transport with a chain gun on the back. Very versatile as well. In standard configuration(driver and gunner), it is good for taking out pesky ghosts. Can hold its own against specters or banshees. The main versatility of the hog is the passenger. He can hold a shotgun for a base invasion, rocket launcher for an anti-vehicle role, or an assault rifle or other main weapon for anti-infantry. Fast, so great for a quick surgical strike or reinforcements into a battle. Also excellent for retreat.

Gauss Warthog
The same as a LAAG Warthog except with a railgun on the back. The railgun subtracts from its anti-infantry role, but makes it better against vehicles.

Missile Warthog
The LAAG turret is replace by a quad missile launcher. Ok for phantoms, but it is hard to get a bead on seraphs. Also capable against banshees because of their lower speed and maneuverability.

Transport Warthog
Can carry a lot of troops. Best for lightning deployment in combat, setting up perimeters, or transporting reinforcements close to the battlefield.

Bulldog
A motorcycle with machine guns and a rocket launcher. Fast but prone to rollovers and unstable. It can hold its own against ghosts, but is primarily used in an anti-infantry role. Great for a strike raid.

Mongoose
A two person transport. That's it. The driver can't use his weapons, but a passenger can only shoot backwards. Speed makes it decent for a raid on the flag in an open area or recon.

Mythos
The human Scarab analog. Fires a powerful plasma shell. Is excellent at taking out medium and heavy vehicles, but not so good at light vehicles because of their speed. Is more of an artillery vehicle, with the legs just to get into position. Depending on who sees who first, the mythos is capable of taking out a scarab.

Gun Turret
A lightly armored machine gun turret. Only good against foot soldiers. And remember this "If a vehicle stay, run and fight another day". In other words, hide if you see a vehicle.


Covenant Vehicles:

Ghost
Fast and maneuverable in a loose sense, it can hold its own against a warthog and can take out a bulldog. Useful for knocking out troops or just running them over. Can launch a strike raid, but poor maneuverability leaves it vulnerable for a few seconds when turning around.

Brute Ghost
Slower and less maneuverable than the standard Ghost, it makes up for it with a more powerful armament. It is now capable of knocking out hogs and holding off medium heavy vehicles for a short time(depending on the pilot).

Fuel Rod Ghost
Replaces the Plasma cannons with a fuel rod cannon. Loses anti-infantry capability, but is more capable against vehicles, especially the warthogs, because of the explosive nature of the projectile.

Specter
Slow but can carry two passengers, the analog of the Warthog. Basically the same in every respect except the two troops make it even more versatile and powerful, and boost makes it faster over even terrain.

Wraith
The analog of the Scorpion. Slow, high silhouette, and horrible at turning. If an infantryman gets up close, might want to say goodbye. It is also vulnerable to fast vehicles, but can fend off attacks from anything slow. Some models have two plasma cannons mounted on the nose, and they can be decent(like the scorpion's coaxial turret), or bad(as seen in Downflow).

Scarab
Huge. Huge. Huge. Its that simple. Anything that big has to have tough armor and a really big gun. Aim it at something, charge for a few seconds, let it go, and everything in the immediate area is fried. Its secondary plasma cannon is good for fending off aerial assaults or faster ground vehicles. Its primary function is a base buster. But if someone happens to get around behind, above, below, or on board, it might be the end. Also, very vulnerable to trees and other obstacles.

Plasma Turret
An even less shielded version of the human turret, same rules apply.

Shielded Plasma Gun
A heavier version of the plasma turret, it boast stronger defense and better offense. It can now hold its own against light vehicles.


Miscellaneous
Sillyvilian Warthog
Faster than a normal warthog due to the removal of the gun. Only use as an escape vehicle. DO NOT USE FOR COMBAT!

Cars
Drivable cars that basically are good for zipping around in style. Or painting a big shiny target.

Gun Trucks
Basically any type of sillyvilian truck modified with a gun. Depending on the gun, its primary role can change. Versatile because of the passenger only in open top models.

Tachikoma
Small, with a low silhouette, and good weapons for its size, this is about the ultimate weapon for lightning raids. Machine guns make quick work of infantry, and its rocket launcher make it able to knock out vehicles. Its speed and maneuverability let it stay safe and cause mayhem.

KagoTank
Heavier than a Tachikoma, it still has good anti-infantry capabilities while packing a heavier punch against vehicles. Speed can come in handy when you need reinforcements to take out enemy vehicles that have your troops pinned down.

Please give me feedback on whether this was any good or if I need to add more vehicles to the list.
Edited by spaceboy221 on Feb 16, 2009 at 01:20 PM

Halo CE General Discussion » The Official Sandtrap HCE Remake Jan 23, 2009 05:01 PM (Total replies: 405)

What i meant was to have these objects attached on a bone\invisible polygon away from the elephant a few feet(behind preferably) so that they still get the advantage of spawning where the elephant is and not get run over :( .

Edit: I also have another idea. If it is a solid piece of geometry, shouldnt it still be possible to add turrets and guns on it that u can man? So then it would be an immobile fortress.
Edited by spaceboy221 on Jan 23, 2009 at 05:02 PM

Halo CE General Discussion » The Official Sandtrap HCE Remake Jan 23, 2009 03:00 PM (Total replies: 405)

I'm not sure if these ideas are even plausible, but i have come up with two about the elephant.

1. Is it possible to attach the respawn point to a bone or polygon?
2. Is it possible to attach a teleporter to a bone or polygon?

Not sure if either of these are even possible, but it's my two cents.


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