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

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »...This sucks

Author Topic: ...This sucks (23 messages, Page 1 of 1)
Moderators: Dennis

I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Sep 18, 2007 09:34 PM    Msg. 1 of 23       
Its me..

I've been trying to make maps. Each time something goes wrong. A tool error, sapien not working, etc.. etc.. .... etc... I REAAAAALLLY want my map to work now.. And i want to see if im doing everything properly; or at least for the modeling part.

[X] Create a box, name it "skybox" and give it a length and width of 20 000 for a big map, and hight of 5000. Then, give it 50 length and width segs.

[X] Select the whole box, and flip it, then select the top, and hide it, so that you only see the bottom

[X] Select that bottom, and go to modifier list>displace, then use your heightmap for the form, and give it a strength of 2500 for a large map.

[X] Re-select the whole map, and un-hide it. Select the sky, and go to the thing that puts textures on thing =P. Select new, standard, and name it +sky. Chose a color for it in the difuse thing. Click apply, close it, and then hide the sky again.

[X] Flatten the floor's vertices's, so that when you put a skin on the ground, youl select all of the polygons, and you wont have any un-textured spots.

[X] Select all the cliff polygons, and click on that texturing thing again. Go to new, standard, and
temporarily name it "cliff". Go to defiuse, and hit the little box beside the big rectangle. Select "Bitmap" and navigate to the bitmap you want for the cliffs, copy the name of it, and open it.

[X] Paste the copied name into the name box, and then hit the blue and white box beside the name box, and then click "go to parent".

[X] Paste the new name again, and again, hit that blue box thingy, and hit apply, then close it.

[X] Do the same for the ground.

[X] Stretch the skins till they look good. and select "box"

[X] Go to editable mesh, hit the vertices's button, and make some hills.

[X] Un-hide the sky, and select all the vertices's in it, and bring them down to stop people from flying out of the map, and to make the map smaller.

[X] Make a box of any size beside your map, and name it "frame" Select your map, then select the link button, and link your map to the frame.

[X] Then, you go to MAX script, and click "Run Script" Select chimp, and make sure Write debug info, and listener window are checked, then export the halo structure.

[X] Once it has finished exporting, hit F11 to bring up the listener window.

[X] Find your grab listener program, and save it as the same name of your map, in your models folder, but with the ending .jms

[X] Go to your halo ce directory, and open your map's folder, go to models, and open the .jms thing in word pad.

[X] Delete everything before, and including the line, *****Begin jms***** then scroll to the end, and delte everythign after, and including the line *****End jms*****, then , save it and close it.

[X] Open the cmd (tool) thing, and type in this-- tool bitmaps levels\(insert map name here)\bitmaps

[X] If you used Danger canyons ground bitmap, fix it (i know how, and i always do)



And thats as far as im gonna go, because thats the end of the modeling part.

I know that was allot to read, but i dont want any of my maps to go down the tubes anymore.. If you can tell me ANYTHING ANYTHING That im missing, doing wrong, etc.
PLZ TELL ME!@

......

~I Love Grunts





Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Sep 18, 2007 09:47 PM    Msg. 2 of 23       
making maps is frustrating and it's not an easy process to get good. Thats why alot of people do give up as it takes alot of time and energy. Thats why i quit trying to make maps as i just did not have the energy to really keep at it. But you can still have fun with the HEK without mapping. You just got to keep at it, eventually it all sorts of falls in place. Once you get how to fix errors you will get alot better. You really have not even been trying all that long.


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Sep 18, 2007 09:53 PM    Msg. 3 of 23       
i see alot of people having problems trying to "install" bluestreak


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Sep 18, 2007 09:58 PM    Msg. 4 of 23       
over the time i have been here (longer then you) i have seen countless topics on it. I have never used bluestreak as i liked chimp but i do see people having trouble. Lately though i have not see any topics on it.


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Sep 18, 2007 10:27 PM    Msg. 5 of 23       
so, from what your saying, what im doing so far is ok? other then the multi thing, and btw, how do u use a multi?


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Sep 19, 2007 10:29 PM    Msg. 6 of 23       
Quote: --- Original message by: Tarzan
it doesn't matter with chimp. I don't use bluestreak because it tends to FUBAR max 9. It didn't matter using chimp with gmax either as long as you have your material ID's set up right


Hmm.. there seems to be a debate about chimp or bluestreak... which is better?


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 19, 2007 11:04 PM    Msg. 7 of 23       
For me bluestreak doesn't work, so I kinda have to choose Chimp over it in this case. :/


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Sep 19, 2007 11:20 PM    Msg. 8 of 23       
by looking at the specs on the ghosts site all data points to bluestreak being better, though i seemed like chimp better. It's really just depends oh whice you like i guess and what works out for you best


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Sep 20, 2007 03:53 PM    Msg. 9 of 23       
Quote: --- Original message by: selentic
Always use multi materials, never use standards.


actually.....i use standards.....theres no real problem


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Sep 21, 2007 08:32 PM    Msg. 10 of 23       
uugh.. standard and multi.. which one!!!


squeaky
Joined: May 31, 2007


Posted: Sep 21, 2007 08:40 PM    Msg. 11 of 23       
u decide.... theres no "better" one.... standard and multi give same result


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Sep 21, 2007 08:53 PM    Msg. 12 of 23       
standards are good if you dont feel like setting up your material IDs. which is what i do most of the time.


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 22, 2007 12:36 PM    Msg. 13 of 23       
I would use Multi's though... Much less clutter.... And basically all a multimaterial is, is a bunch of standards in a digital container of sorts lol.


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Sep 22, 2007 01:20 PM    Msg. 14 of 23       
Quote: --- Original message by: selentic
Quote: --- Original message by: squeaky
u decide.... theres no "better" one.... standard and multi give same result


No multis are better, because they allow you to keep everything in one piece, and makes life easier overall, AND if you use bluestreak to export STANDARDS MAKE TOOL CRASH.


i see...


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Sep 22, 2007 09:24 PM    Msg. 15 of 23       
it doesnt make it crash.....or atleast ur pc.......i use standards all the time for weapons and whatever....mat IDs make me sick, cuze if i mistake on something......the grass texture ends on the base texture and its a mess.....its better just to select faces and drag the texture....done.....not to set each number.....and make sure each thing has the number u want.........................

oh btw

i use [TSL] Udies tool (yay it rocks!)


Nugga117
Joined: Nov 14, 2005


Posted: Sep 23, 2007 12:11 AM    Msg. 16 of 23       
Quote: --- Original message by: _TheArbiter_
it doesnt make it crash.....or atleast ur pc.......i use standards all the time for weapons and whatever....mat IDs make me sick, cuze if i mistake on something......the grass texture ends on the base texture and its a mess.....its better just to select faces and drag the texture....done.....not to set each number.....and make sure each thing has the number u want.........................

That's what I do, it works 99% of the time. The other 1% is user error.


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Sep 23, 2007 11:38 AM    Msg. 17 of 23       
Quote: --- Original message by: Nugga117
Quote: --- Original message by: _TheArbiter_
it doesnt make it crash.....or atleast ur pc.......i use standards all the time for weapons and whatever....mat IDs make me sick, cuze if i mistake on something......the grass texture ends on the base texture and its a mess.....its better just to select faces and drag the texture....done.....not to set each number.....and make sure each thing has the number u want.........................

That's what I do, it works 99% of the time. The other 1% is user error.


mmmk.. i think im gonna stick with standards.. but this ID thing.. in yayaps tutorial, it sais make the sky Id of 1, the cliffs Id of 2 and the ground Id of 3, is this true?


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Sep 23, 2007 02:58 PM    Msg. 18 of 23       
then u end with like 59 IDs......and u forget wich is the metal material u want....


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 23, 2007 03:37 PM    Msg. 19 of 23       
If you end up with 59 ID's, chances are, the map is gonna lag...


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Sep 24, 2007 08:43 PM    Msg. 20 of 23       
also...uhm..nvm.........standards rock! :D


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Sep 24, 2007 09:36 PM    Msg. 21 of 23       
Quote: --- Original message by: Caboose117
If you end up with 59 ID's, chances are, the map is gonna lag...



Ah.. cause i was wondering, in maps such as...Extinction, he has to texture many things, the bridge, the ground, the walls, maybe some of the vehicles, so i was like.. how do they do that?

Multis.. right..

Now then.. How do i use em? lol


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 24, 2007 09:40 PM    Msg. 22 of 23       
Well even 59 materials, standard or 59 multimaterial parts, are gonna make some lag. Anyways, hit where it sez standard, and go to multi/sub object. Then you have 10 standards grouped into one. Each has a specific material id, which is set in editable mesh/poly


I Love Grunts
Joined: Aug 27, 2007

GrUnTs FTW!


Posted: Sep 27, 2007 07:44 PM    Msg. 23 of 23       
Post closed, plz post on Project: Beanbean Valley

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 11:04 AM 156 ms.
A Halo Maps Website