InfernoBrand(tm) Cursed Halo 3 is gonna have a weapon that just fires Rick Astley projectiles that play bits of the video and sound of the actual song. Calling it now
When I get a job again I am 100% subbing to your Patreon… fun little rewards or not, you make amazing stuff and reinvigorate my love for Halo (and other games) without fail. The things you make are as golden and timeless as the games you make them for. I mean it.
11:08 You actually can turn off that antialiasing. You wanna go to "Adjust the appearance and performance of Windows" in control panel and then uncheck "Smooth edges of screen fonts." You might need to restart some programs or your computer but I've been using windows with that setting turned off for years because for some reason antialiasing looks really gross on my monitor. Anyway I look forward to you rebuilding this mod from scratch now that you know the secret!
This might just be changing the same setting, but On Windows 11 (and probably 10?) you can search "Cleartype" and it will take you to the "ClearType Text Tuner", the first option of which is to turn it off. That's the coloured anti-aliasing bit.
Actually, on the style of the font for the HTML, you can assign font-smooth: never; -webkit-font-smoothing : none; and that should fix it in the browser, heh.
11:33 You can turn it off. Search for "cleartype" in the Windows search and you'll get an option "Adjust ClearType text" under Control Panel. Open that and there's a checkbox to turn it on and off. I prefer it on but for screenshots it's absolutely better off.
This is insane for a first project in H3 tools. Great job as always, it will be interesting too look at your source files. Its also pretty cool to finally see another person use 3Ds for modding as opposed to Blender with community addon's. also cant wait for Cursed Halo 3, It will be awesome. i'm sure you have some crazy stuff planned. How was the learning curve switching between H1EK to H3EK? in my opinion its work flow is way better while staying familiar to HCE and H2 Tools. Keep up the hard work!
Is 3Ds Max better than Blender? I'm curious, I don't have experience with either though Inferno has definitely made me want to start modding Halo 3 now. All I know is that 3Ds Max is subscription based (and extremely expensive to boot) and that older versions are discontinued whereas Blender is free on Steam
@@Sunny_Haven Lets put it this way, Bungie used 3ds max for all the halo games they developed, so if you want to develop stuff for halo the "Bungie way" then 3ds max is they way to go, but there are con's to 3ds. First thing is the price, its a Pro tool so it's similar to adobe programs where you pay a monthly fee. You can get it for free if you are a student, another con is that there isnt alot of documentation on how to use 3ds for halo. so if you have the money, or get 3ds some other way. and you are good at teaching yourself without reference then 3ds max is the best way to go. Bungie way is the best way... if you can.. Obtain A older version of 3ds that would work perfectly fine, what ever game your modding think about the release date of the halo games, oldest id go is 2007-2011, But the best is 2016-2022 versions. On the other hand you can use blender, it is way more limited than 3ds in terms of what you can do. but there is ton's of documentation on how to use blender for mod tools. on top of that it is a free software not a pro tool, so it is more acquirable. though if you choose blender you need multiple community tools in order to use HEK extracted model/bsp/animation files. and there are some features that just dont work in blender, such as IK movement for animations among other things. all in all they are both solid choices. I started using blender then moved to 3ds, though the software's arnt the same, luckily there are some great 3ds tutorials on how to generally use the program and do basic stuff TL;DR: Blender has less features and is more limited, but free, with alot of tutorials and info - 3DS Max is the bungie program of choice, alot more features - accepts all halo files off the bat, but it cost's money and there is less info and tutorials for halo modding.
@@I_SEV_I Alright, thank you! I think I'll go with Blender then as I don't have experience with 3D modelling software - I've actually tried Call of Duty: World at War modding for zombies recently but I've been hesitant to continue as there isn't much up-to-date documentation on how to mod for that game, and I needed Maya to do stuff like import guns from future COD games. Plus I don't feel like figuring out how to pirate an older version of 3Ds Max, even if it does work better with Halo.
@@Sunny_Haven yea thats understandable, just know that the learning curve with blender and 3ds are almost identical. its hard at first but the more you use the software the better you get. again id recommend 3ds but blender is perfectly usable. its great that new people are getting into modding. Not to mention the fact that if you make projects on par with inferno and other popular modders, you can put that on you're resume. some of the modders in the community now work at 343 on the MCC etc. also, the halo mods discord. and the halo reclaimers discord are full of people willing to answer any questions you have. there are also websites like the halo c20 archive, that keeps up to date records on modding info for halo. what ever software you use, there is alot of info you can find if you look in the right places or ask the right people.
I didn't know I needed Minecraft in Halo 'til I ran across these videos. Brilliant work! Will be getting friends together to try it out. Also: Can't have enough versions of cursed Halo. I look forward to seeing what hilarious nonsense you come up with!
oh boy it is him ... I always enjoy these talking videos, lot of cool stuff I am probably never going to use in my life, but its really interesting to listen to
Gotta be honest, I wouldn't mind some more maps based on biomes like Badlands/Jungle, the Nether/End, large structures like the recently-added Ancient Cities, and mods like StoneBlock or Sky Island. But what holds me back from explicitly asking for them, is that I wouldn't want the effort to be spent on that over any other mod unless each one had something interesting about it (set up for one specific game mode, harder-to-destroy terrain on larger maps intended for more people at once, lava traps, etcetera).
11:08 Yep, that was added back in... I wanna say Windows XP? It was meant to make it so text would look smoother on LCD monitors with their fixed subpixel panels, you'd even have the ability to tune it so it'd work with RGB and BGR arranged subpixels. With the earlier CRT monitors, an aliased font wasn't that big a deal due to the inherant softness of CRTs. You used to have to turn it on explicitly in XP, but as more and more people switched to LCD displays, in later versions of Windows it ended up on by default.
Yea, we spent 3 months away from this mod. 😂 Maybe I can make a breakdown video about the map and troubles I had, but you covered it, mostly. Basically any issues I had, you solved. 😂 Except the lightmapping. Nobody can solve the lightmappers issues. 😂 Edit: video is up on my channel.
For “rendering HTML pages to large scale images”, Firefox has a builtin screenshot tool that lets you take screenshots bigger than your screen, that might’ve been a good option for this?
Man I love your work... but if you ever need to do more automated image generation, you should look into Python and Pillow. Generating a webpage then manually compositing the screen-captured result into an image is a bit of a cursed workflow. You would also save on time spent, I replicated the sign image generation you had in under 30 lines of code.
Hey Inferno, what's your thoughts on the recent development with DS1 Prepare to Die getting it's online canned? Does that affect the Remastest mod, or can you still play with people?
Would it be possible to achieve destruction on the level of older battlefield games, such as bad company 2? You wouldn't have to worry about destructible terrain.
Possibly. It gets more difficult when you try to factor in structural weakness but it's not impossible. The limit is basically just the number of destructible pieces you want. It can't exceed more than 1000ish
@AnotherPlus can you talk about how you dealth with the overlapping dynamic shadow issue that you mentioned writing a special shader for in the main video?
Oh yeah. I forgot about that. It's a hlsl shader edit and it's only a few lines. Basically just a texture sample and then a pixel discard in the albedo iirc
Are you able to create or manipulate shaders in H3 mod tools? And by edit, I mean be able to do something as simple as changing the colour of the energy shield shader on the deployable cover, add a ripple effect to the invisibility shader, or lerp between 2 or more colours like the glowy bit on Halo 2's honour guard armour.
i have no knowledge of how to make a mod for a game like halo. I know how to install and tweak some settings in mods for several games, and with that limited knowledge, i am afraid of what a new d20 grenade could do with these tools.
Can anyone now make a map for this mod or is it a bit too technical for that sort of thing? Also you CAN turn ClearTypeText off with a checkbox bit I don't recall where.
Is there no way to set the random seed for sign picking randomness to a value that everyone will share, so that the random sequences will be the same? Or are these coming from the GPU or something where it would be harder to sync things? Also for the weapon spawning, can the gun not just have a property that tracks the last player who interacted with it or even just a has_been_interacted_with bool? (rather than using whether its at its spawn as an indicator for this)
Halo script mostly does not sync online. Since the random value for the sign text is generated by a script it ends up different for every player. Now there is a way I could sync it by well... basically unrolling a random value generator... but that would have been cursed beyond reality. Like it would have been 800 functions that all looked exactly the same but with different values set. So yeah lol
@@anotherplus I'm guessing "Wake MP Script" can't send a variable along with its target? Cause thats my first thought, just have the rand script feed its variable to Wake MP Script and then have a version of the script for client-side that uses the provided variable instead of its own rand
Gonna leave a comment here then go watch the main video then come back and watch this one because I am mentally ill.
Ok
Hey guys look, illness!
dad left for milk and never came back :(
I need to know did you come back?
InfernoBrand(tm) Cursed Halo 3 is gonna have a weapon that just fires Rick Astley projectiles that play bits of the video and sound of the actual song. Calling it now
When I get a job again I am 100% subbing to your Patreon… fun little rewards or not, you make amazing stuff and reinvigorate my love for Halo (and other games) without fail. The things you make are as golden and timeless as the games you make them for. I mean it.
11:08 You actually can turn off that antialiasing. You wanna go to "Adjust the appearance and performance of Windows" in control panel and then uncheck "Smooth edges of screen fonts."
You might need to restart some programs or your computer but I've been using windows with that setting turned off for years because for some reason antialiasing looks really gross on my monitor.
Anyway I look forward to you rebuilding this mod from scratch now that you know the secret!
Is your monitor Not LCD-like?
This might just be changing the same setting, but On Windows 11 (and probably 10?) you can search "Cleartype" and it will take you to the "ClearType Text Tuner", the first option of which is to turn it off. That's the coloured anti-aliasing bit.
@@daveface69 Can confirm it's also on 10
Actually, on the style of the font for the HTML, you can assign
font-smooth: never;
-webkit-font-smoothing : none;
and that should fix it in the browser, heh.
"Welcome my fellow huge rat enthusiasts."
You've been hanging out with Criken too much.
Hey inferno. Love your cursed halo mod. It's very cool to see the passion that went into it, and I'm very excited to play the heck out of this map!
11:33 You can turn it off. Search for "cleartype" in the Windows search and you'll get an option "Adjust ClearType text" under Control Panel. Open that and there's a checkbox to turn it on and off. I prefer it on but for screenshots it's absolutely better off.
This is insane for a first project in H3 tools. Great job as always, it will be interesting too look at your source files. Its also pretty cool to finally see another person use 3Ds for modding as opposed to Blender with community addon's. also cant wait for Cursed Halo 3, It will be awesome. i'm sure you have some crazy stuff planned. How was the learning curve switching between H1EK to H3EK? in my opinion its work flow is way better while staying familiar to HCE and H2 Tools. Keep up the hard work!
Is 3Ds Max better than Blender? I'm curious, I don't have experience with either though Inferno has definitely made me want to start modding Halo 3 now. All I know is that 3Ds Max is subscription based (and extremely expensive to boot) and that older versions are discontinued whereas Blender is free on Steam
@@Sunny_Haven Lets put it this way, Bungie used 3ds max for all the halo games they developed, so if you want to develop stuff for halo the "Bungie way" then 3ds max is they way to go, but there are con's to 3ds. First thing is the price, its a Pro tool so it's similar to adobe programs where you pay a monthly fee. You can get it for free if you are a student, another con is that there isnt alot of documentation on how to use 3ds for halo. so if you have the money, or get 3ds some other way. and you are good at teaching yourself without reference then 3ds max is the best way to go. Bungie way is the best way... if you can.. Obtain A older version of 3ds that would work perfectly fine, what ever game your modding think about the release date of the halo games, oldest id go is 2007-2011, But the best is 2016-2022 versions.
On the other hand you can use blender, it is way more limited than 3ds in terms of what you can do. but there is ton's of documentation on how to use blender for mod tools. on top of that it is a free software not a pro tool, so it is more acquirable. though if you choose blender you need multiple community tools in order to use HEK extracted model/bsp/animation files. and there are some features that just dont work in blender, such as IK movement for animations among other things. all in all they are both solid choices. I started using blender then moved to 3ds, though the software's arnt the same, luckily there are some great 3ds tutorials on how to generally use the program and do basic stuff
TL;DR: Blender has less features and is more limited, but free, with alot of tutorials and info - 3DS Max is the bungie program of choice, alot more features - accepts all halo files off the bat, but it cost's money and there is less info and tutorials for halo modding.
@@I_SEV_I Alright, thank you! I think I'll go with Blender then as I don't have experience with 3D modelling software - I've actually tried Call of Duty: World at War modding for zombies recently but I've been hesitant to continue as there isn't much up-to-date documentation on how to mod for that game, and I needed Maya to do stuff like import guns from future COD games. Plus I don't feel like figuring out how to pirate an older version of 3Ds Max, even if it does work better with Halo.
@@Sunny_Haven yea thats understandable, just know that the learning curve with blender and 3ds are almost identical. its hard at first but the more you use the software the better you get. again id recommend 3ds but blender is perfectly usable. its great that new people are getting into modding. Not to mention the fact that if you make projects on par with inferno and other popular modders, you can put that on you're resume. some of the modders in the community now work at 343 on the MCC etc. also, the halo mods discord. and the halo reclaimers discord are full of people willing to answer any questions you have. there are also websites like the halo c20 archive, that keeps up to date records on modding info for halo. what ever software you use, there is alot of info you can find if you look in the right places or ask the right people.
@@I_SEV_I Alright, thank you so much for the info!
I didn't know I needed Minecraft in Halo 'til I ran across these videos. Brilliant work! Will be getting friends together to try it out.
Also: Can't have enough versions of cursed Halo. I look forward to seeing what hilarious nonsense you come up with!
I love the tech vids alot since I like to learn about different types of niche programming
oh boy it is him ... I always enjoy these talking videos, lot of cool stuff I am probably never going to use in my life, but its really interesting to listen to
These are by far my favorite videos of yours
You get my like for having a tower of pimps in the distance!
These are my favourite bits of when you upload, these rants are great
PLEASE make the tags and assets available so that the community can make more maps w/ this concept.
6:00 oh... whyy thank you!
Gotta be honest, I wouldn't mind some more maps based on biomes like Badlands/Jungle, the Nether/End, large structures like the recently-added Ancient Cities, and mods like StoneBlock or Sky Island. But what holds me back from explicitly asking for them, is that I wouldn't want the effort to be spent on that over any other mod unless each one had something interesting about it (set up for one specific game mode, harder-to-destroy terrain on larger maps intended for more people at once, lava traps, etcetera).
i don't have 50 minutes to spare but this mod goes hard
Oh dear fucking god, this looks amazing I can't wait to play this with the boys
“They didn’t do it how I’m gonna do it” very VERY true.
So happy to hear that the mod tools are good after all the wait to get them
I didn't understand like 90% of what was happening but it kept me entertained for 50 minutes
11:08 Yep, that was added back in... I wanna say Windows XP? It was meant to make it so text would look smoother on LCD monitors with their fixed subpixel panels, you'd even have the ability to tune it so it'd work with RGB and BGR arranged subpixels. With the earlier CRT monitors, an aliased font wasn't that big a deal due to the inherant softness of CRTs. You used to have to turn it on explicitly in XP, but as more and more people switched to LCD displays, in later versions of Windows it ended up on by default.
The grav lift -> slime block is just 👌🏻
Man really announced Cursed Halo 3, and said the others aren't gonna do it like he is. Damn.
Meanwhile in mass effect modding land we have to build all the tools ourselves, I'm jealous :(
This deserves more than anything to be officially integrated into mcc
Yea, we spent 3 months away from this mod. 😂
Maybe I can make a breakdown video about the map and troubles I had, but you covered it, mostly. Basically any issues I had, you solved. 😂 Except the lightmapping. Nobody can solve the lightmappers issues. 😂
Edit: video is up on my channel.
😂
All praise the Rat King covenant. Praise the filth! :p
For “rendering HTML pages to large scale images”, Firefox has a builtin screenshot tool that lets you take screenshots bigger than your screen, that might’ve been a good option for this?
bruh you mentioned the capture the flag putting it to 1 flag to win and it reminded me of like a 6 hour session of just halo reach castlewars
Have a good breakfast, good night. -Fetterman.
Another banger
"Master Chief, mind telling why you're just standing around?" "Sir, Minecraft stair."
Oh, nice! I think I'm putting this one on the fridge!
I wish that source had halo-like tools, they’re the best imo
"Videos from a bitmap sequence"
Oh no.
I don't speak this language but inferno helps me fall asleep so Ima watch this
I want to play around with this, would love to build a map for this!
Kinda sad that most of the text in the video got a bit messed up. Still a really good video, thanks for uploading it.
A Rick Roll Fire Grenade…. The cursed possibilities for Cursed Halo 3…
Man I love your work... but if you ever need to do more automated image generation, you should look into Python and Pillow. Generating a webpage then manually compositing the screen-captured result into an image is a bit of a cursed workflow.
You would also save on time spent, I replicated the sign image generation you had in under 30 lines of code.
1:08 - "Too many errors to print"
doesn't that just sum up coding perfectly? :)
It’s the guy
The fella
It's always a good day when I notice there is an inferno video I haven't watched
For the AA'd text, I usually manage Clear
Type using BetterClearTypeTuner. Had to mess with it when I got a BGR monitor.
the books look like ice cream sandwiches :)
Keep making more vids like this explaining I like learning 🤓
Hey Inferno, what's your thoughts on the recent development with DS1 Prepare to Die getting it's online canned? Does that affect the Remastest mod, or can you still play with people?
Won't affect my mod so it's fine.
the fact you used javascript to solve such an issue shows youre already too far gone
No idea
thats pretty cool
Would it be possible to achieve destruction on the level of older battlefield games, such as bad company 2? You wouldn't have to worry about destructible terrain.
Possibly. It gets more difficult when you try to factor in structural weakness but it's not impossible. The limit is basically just the number of destructible pieces you want. It can't exceed more than 1000ish
Just started the video- is the "Bonus Soda" a reference to Soda Drinker Pro?
I did not expect anyone to know that reference. Yeah. It lives in my head rent free.
I'm hyped
12:03 oh shiiittt
Did you include minecraft weapons like cursed halo?
oh no i didn't mean to click this but here i am
You need to make lighthouse map from gmod ttt because
Woo
That's so cool
I gotta get better with computers so I can understand these videos better
@AnotherPlus can you talk about how you dealth with the overlapping dynamic shadow issue that you mentioned writing a special shader for in the main video?
Oh yeah. I forgot about that. It's a hlsl shader edit and it's only a few lines. Basically just a texture sample and then a pixel discard in the albedo iirc
@@anotherplus thanks for replying, I would love to see you or some materials that go into more details about how to do that in the blam engine.
Are you able to create or manipulate shaders in H3 mod tools? And by edit, I mean be able to do something as simple as changing the colour of the energy shield shader on the deployable cover, add a ripple effect to the invisibility shader, or lerp between 2 or more colours like the glowy bit on Halo 2's honour guard armour.
Yeah easily. The Halo 3 shaders are very flexible.
Inferno, I wanna see your comparisons between modding on Skyrim, Kenshi, Minecraft, Halo 3, and Darksouls. lol
Молодчина.
I found it! 🥰😁🔥
Hello I am watching the video goodbye
algorithm fighting comment
i have no knowledge of how to make a mod for a game like halo. I know how to install and tweak some settings in mods for several games, and with that limited knowledge, i am afraid of what a new d20 grenade could do with these tools.
Some of the things that you said at the beginning makes me think that custom edition modding was just pain. Like no live updates for tags?
i would like the green screen so i can live out my spartan vtuber fantasy.
42:20 pogu
Let’s goo another video
blocks
i farted
What windows OS do you use, and why?
Yo
Can anyone now make a map for this mod or is it a bit too technical for that sort of thing?
Also you CAN turn ClearTypeText off with a checkbox bit I don't recall where.
I wonder why use windows 7?
why do you still use notepad++ as your ide ?
Oh don't worry, I also use regular notepad sometimes.
So, with the destructive environments... could we get something like Rainbow 6: Siege in Halo 3?
Thatd be sick as hell I think.
Dude I got a fresh pot of coffee and nothing to do til I stream... Time to watch "Tech Bullshit"
A lot of the 343 devs seem to do a lot of cool work. It's a shame 343 industries itself is the worst thing to happen to Halo ever...
Is there no way to set the random seed for sign picking randomness to a value that everyone will share, so that the random sequences will be the same? Or are these coming from the GPU or something where it would be harder to sync things? Also for the weapon spawning, can the gun not just have a property that tracks the last player who interacted with it or even just a has_been_interacted_with bool? (rather than using whether its at its spawn as an indicator for this)
Halo script mostly does not sync online. Since the random value for the sign text is generated by a script it ends up different for every player.
Now there is a way I could sync it by well... basically unrolling a random value generator... but that would have been cursed beyond reality. Like it would have been 800 functions that all looked exactly the same but with different values set.
So yeah lol
@@anotherplus I'm guessing "Wake MP Script" can't send a variable along with its target? Cause thats my first thought, just have the rand script feed its variable to Wake MP Script and then have a version of the script for client-side that uses the provided variable instead of its own rand
I dont understand a anything your saying in this video
what is Wrong with you
Genuine joy 🙌