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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Scenario Files.

Author Topic: Scenario Files. (7 messages, Page 1 of 1)
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Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Mar 6, 2008 03:05 PM    Msg. 1 of 7       
Is It Possible (Pretend i ripped hugeass's tags) to use the maps ripped scenario tag?


bobbysoon
Joined: Feb 1, 2007


Posted: Mar 6, 2008 03:47 PM    Msg. 2 of 7       
That was more answer than he asked for. It's enough to rip the bsp. You don't have to bring it into max. Thats almost as hard as making a whole new map


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Mar 6, 2008 04:38 PM    Msg. 3 of 7       
i just want to modify the BSP.


bobbysoon
Joined: Feb 1, 2007


Posted: Mar 7, 2008 03:52 PM    Msg. 4 of 7       
Once you get it in max, select all vertices and weld
Select all edges and make them Invisable
Select Open edges and make those visable.
Those will be lights (render only, not bsp collision), and where the +sky material should start

First detach the render only materials to a seperate object

Render only materials will be grouped together after collision materials.
Add "!" to the render materials names.
You can tell which materials are the render materials by their geometry.
They aren't part of the collision geometry.
They're usually just squares not attached to the bsp. There may be exceptions to that, but their being grouped together in the multimaterial should help you figure out which they are

Ladders will be duplicate faces, facing in opposite directions. The front facing ladder is render ("!"), the back facing is collision.
Duplicate the ladder material, name as what you copied (probably beaver creek ladder), and add "^" (climbable) and "*" (collision only) to the 2nd ladder material's name

might want to detach the ladder geometry too

also detach portals, the cookie-cutter looking geometry with an unnamed material

with render geometry detached, when you select open edges, the only selected edges should be where the sky should start

to make a simply sky and seal the thing so it can be exported, extrude the open edges to zero, then move them straight up to however high you want it
Press T for top view
click View Align
extrude to zero again
click Collapse
select the vertices in the middle of the sky's roof and collapse those
select the extruded geometry
make a new material named "+sky"
give the selected sky geometry the +sky material ID

if all materials are set up correctly - render and ladder have their symbols in their names, and a bitmap is assigned to each diffuse, it should export and build just fine

Some maps don't let you have their texture coordinates, though. If the texturing is screwed, you gotta uv map the whole thing before it will build


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Mar 9, 2008 05:21 PM    Msg. 5 of 7       
Quote: --- Original message by: bobbysoon
Once you get it in max, select all vertices and weld
Select all edges and make them Invisable
Select Open edges and make those visable.
Those will be lights (render only, not bsp collision), and where the +sky material should start

First detach the render only materials to a seperate object

Render only materials will be grouped together after collision materials.
Add "!" to the render materials names.
You can tell which materials are the render materials by their geometry.
They aren't part of the collision geometry.
They're usually just squares not attached to the bsp. There may be exceptions to that, but their being grouped together in the multimaterial should help you figure out which they are

Ladders will be duplicate faces, facing in opposite directions. The front facing ladder is render ("!"), the back facing is collision.
Duplicate the ladder material, name as what you copied (probably beaver creek ladder), and add "^" (climbable) and "*" (collision only) to the 2nd ladder material's name

might want to detach the ladder geometry too

also detach portals, the cookie-cutter looking geometry with an unnamed material

with render geometry detached, when you select open edges, the only selected edges should be where the sky should start

to make a simply sky and seal the thing so it can be exported, extrude the open edges to zero, then move them straight up to however high you want it
Press T for top view
click View Align
extrude to zero again
click Collapse
select the vertices in the middle of the sky's roof and collapse those
select the extruded geometry
make a new material named "+sky"
give the selected sky geometry the +sky material ID

if all materials are set up correctly - render and ladder have their symbols in their names, and a bitmap is assigned to each diffuse, it should export and build just fine

Some maps don't let you have their texture coordinates, though. If the texturing is screwed, you gotta uv map the whole thing before it will build

is there an easier way to explain that?


bobbysoon
Joined: Feb 1, 2007


Posted: Mar 9, 2008 06:08 PM    Msg. 6 of 7       
Here's what you do:
rip the bsp with HEK+
use the BSP Tag Converter to make an OBJ from the bsp
import the OBJ into Max
fix the materials and geometry

when you get to the fixing-it part, refer to my previous post for tips on fixing it


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Mar 10, 2008 01:08 PM    Msg. 7 of 7       
Quote: --- Original message by: bobbysoon

import the OBJ into Max


i get this when i try to import it.

no appropriate import module found

then it says

improper file format.

wth does that mean!?!

i use gmax btw, does it have to be in 3DS Max?
Edited by Half Jaw on Mar 10, 2008 at 01:18 PM

 

 
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