
Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Jul 8, 2008 05:13 PM
Msg. 1 of 25
1:When getting a custom vehicle in a map in game, I can just change the "Vehicles" section in globals.globals in guerilla to include a custom vehicle, place said vehicle in sapien, make sure it spawns for all games, have tool make the map in my maps folder, change globals back to the original, and the custom vehicle should still appear in game?
2: Does anyone know a really good, long range, powerful, accurate turret vehicle to use? Right now I have TheGhosts turrets.
3:Do those round blue covenant energy barriers have health and can be destroyed like the ones in campaign? If not, how do I make them?
4: How do I make everyone in the game have no shields and infinite ammo?
5: Say I wanted to tweak the geometry of a map but not have to redo all the stuff I did in sapien. Is there a way to update the existing scenario to use the new geometry?
6: What is the easyest way to evenly devide a polygon into 3 even sections? Like to make a wall have a rectangular hole in it, but ulike with unset, the bottom of the hole is fluch with the bottom edge of the polygon. Inset works, but you have to meticulesly delet and remake to bottom of it to be flat. And it leads to open edges and stuff.
7: is there any easy way to measure the angle of a face in 3ds max to see if it's above or below 45 degrees?
8: would it be possible to create a scenario file out of an existing one that has pallets set up with all the weapons, vehicles, scenery etc, but nothing placed, then use that with different BSPs to make maps. (saveing time because you don't have to go through and get everything in the pallets) Thank You!
Edited by Vick Jr on Jul 19, 2008 at 01:07 PM Edited by Vick Jr on Jul 20, 2008 at 06:23 PM
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jul 8, 2008 05:25 PM
Msg. 2 of 25
@3
yes, they work just like the campaign.
@5
i believe this should work:
-create a new bsp with the tweaked geometry. -go into guerilla and look down at the bottom -change the bsp to the new on
now everything should be in the same place, but with the different bsp.
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Jul 8, 2008 10:22 PM
Msg. 3 of 25
@3 Are you sure, because mine won't die no matter what i throw at them.
@5 So..the bsp scenario is the one that has the geometry? And by changing that, but not the regular sceneario, it changes the geometry? Will that work in sapien?
Also, what direction do players come out of tellaporters, because no matter what i do I can't get my 2 way tellaporters to not send people faceing a wall.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Jul 8, 2008 10:48 PM
Msg. 4 of 25
isnt thr like an arrow that points wer the tele will face u?
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MechWarrior001
Joined: Mar 13, 2007
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Posted: Jul 9, 2008 01:33 AM
Msg. 5 of 25
Unlike in SparkEdit, Sapien is more complex. Instead of 1 arrow, you have 3. I'm not sure but either Blue or Green Dictates the direction the object is facing.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jul 9, 2008 02:14 AM
Msg. 6 of 25
Quote: --- Original message by: MechWarrior001 Unlike in SparkEdit, Sapien is more complex. Instead of 1 arrow, you have 3. I'm not sure but either Blue or Green Dictates the direction the object is facing. Green is the yaw, Blue is the pitch, and Red is the roll. In other words, Green is the one used to show where the object is facing, but only left to right (on the x-axis). Blue is used to set where the object is facing, but only up and down (the y axis). Red is used to set which direction the object is leaning - and uses both the x- and y-axes to do so. That may not be the exact explanation. It was the best way I could explain it though.
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jul 9, 2008 08:34 AM
Msg. 7 of 25
i thought it was blue is the xy-axis, yellow is yz-axis, and red is xz-axis
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Jul 9, 2008 11:50 AM
Msg. 8 of 25
I know that for spawn points, players spawn faceing the same direction as the green arrow. I have my out telleporters with green arrows faceing away from the wall, but does the angle you go into the "In" telleporter affect how you come out of the "out" telleporter?
And can anyone answer any of the other questions? Edited by Vick Jr on Jul 9, 2008 at 11:51 AM
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Jul 9, 2008 02:15 PM
Msg. 9 of 25
yea ur rite i was thinking about sparkedit.
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Jul 10, 2008 12:33 PM
Msg. 10 of 25
What is spark edit? Is it like sapien?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Jul 10, 2008 03:35 PM
Msg. 11 of 25
its sapiens baby ,so they say, its for modding halo pc. u can move around scenery, vehicles, bipeds, weapons, swithces, etc.
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jul 10, 2008 05:24 PM
Msg. 12 of 25
@1 yes
@4 with scripting probably. I haven't had much luck with that.
Consequently, i need help. Sapien is not reading my scripts. whenever i go to compile the scripts it says 'scripts compiled successfully' or whatever, but when i ask for script syntax it says there is none. I placed my script, a .hsc file, in a 'scripts' folder in the correct level folder and named it script. Why is it not working?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Jul 11, 2008 11:50 PM
Msg. 13 of 25
dont be mean man.
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Jul 13, 2008 01:02 PM
Msg. 14 of 25
OK. nvm 1 and 2. But does anyone have any advice for the other questions please?
One thing I'm still not getting is shaders. I know that the shader that is applied to a surface in halo is determined by the name of the material that was applied to the surface in 3ds max. They must have the same name. And the texture coordinates are the same. (You use the base bitmap of the shader in your material in 3ds max to get the texture mapping right). But I don't get how you find the names of the shaders and their bitmaps. Say i wanted a map with the ice and snow in it. Maybe I know the name of levels that contain the snow and ice (b40), but if I look in the shaders for those levels, there's no ice or snow. In the bitmaps there's ice ans snow I think. Are the bitmaps names the same as the shaders that use them, so i can just use the bitmaps name in 3ds max and the bitmap for texture mapping (It's a bitmap so I'd have to extract it with halo bitmap extractor then use it) and it will work? If not, how do I find the actual shader? Please help! Right now all i know how to use are the shaders given in the tutorial, and those are really hard to work with.
P.S. What should I do if I'm missing d20 in tags\levels? Edited by Vick Jr on Jul 13, 2008 at 01:09 PM Edited by Vick Jr on Jul 13, 2008 at 01:14 PM
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MechWarrior001
Joined: Mar 13, 2007
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Posted: Jul 13, 2008 01:30 PM
Msg. 15 of 25
Shaders aren't the actual textures. They just make references to them and they modify how the textures looks in game, how it effects lightmaps, and other various settings.
but for example say you want to make a human model. When texturing, just put the material name as "panel scuff". (without quotes) This is the name of a pre-made shader that comes with HEK. Since its already setup, you dpn't have to set all the reflection properties, diffuse maps, details, bumps, etc. Also, if you type the name of a pre-made shader for the material, not only will tool not ask you to make a new one, it will also automatically select the pre-made one for you, so as soon as you run lightmaps, your good t go.
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Jul 13, 2008 01:42 PM
Msg. 16 of 25
Ya. I know shaders reference a bunch of bitmaps and other info so that in the game they look good with lighting and have effects and stuff. I'm trying to figure out how one would find the name of a shader they want want to use. Like I play a level in the game and see something on truth and reconcilliation and say "hay, i want to make my map with whatever that material is". How do I find it's name so I can name a material afer it in 3ds max?
Also, when nameing a material, it has a regular name, then when you click on the box next to diffuse to put in a bitmap image, it has another name like "Map 34" or something. Do both those name have to be changed? I've successfully made maps with only the first one changed.
One more thing. Why aren't my multi sub materials appearing in 3ds max? In the tutorial everything worked fine. I could click on a surv=face that had the multi sub material applied to it, and enter different material id and it would show different materials and it would even have their names in the field. Now it has "no name" for everything and none of the materials show. And yes I did click "Show in standard viewpoer" for all of them. I named everything in them. WTF? Edited by Vick Jr on Jul 13, 2008 at 02:02 PM Edited by Vick Jr on Jul 13, 2008 at 02:57 PM
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Jul 14, 2008 05:38 PM
Msg. 17 of 25
omg i dont understand any thing u just sed lol. som thin about shaders. 'argh' *mind scrambled cant think straight*
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Jul 15, 2008 03:15 PM
Msg. 18 of 25
OK. You are supposed to make a multi sub/object with abunch of sub materials. Those sub materials have the names of the shaders that they reference in the tags directory. You can make it display the base bitmaps of those shaders so you can texture map (UVW map) it correctly.
My multi sub object materials aren't showing. WTF?
How do you find what shaders you want to use, what their names are, what their base bitmaps are, and how to use those base bitmaps in 3ds max?
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jul 15, 2008 03:44 PM
Msg. 19 of 25
Quote: --- Original message by: Vick Jr My multi sub object materials aren't showing You gotta Apply the multi/sub to the object. Also, for each standard material in the multi/sub, click the blue/white checkered box (Show Map In Viewport)
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Jul 16, 2008 11:31 PM
Msg. 20 of 25
yea that'll help. and to apply u simply drag and drop lol
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Jul 17, 2008 10:50 AM
Msg. 21 of 25
Ya I know all that, but it stil won't show. I select the entire object, apply the multi/sub material, and then I should be able to have different faces have different material IDs and therefor different materials but I can't. And can someone help me with shaders please?
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bobbysoon
Joined: Feb 1, 2007
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Posted: Jul 17, 2008 02:18 PM
Msg. 22 of 25
Apply the multi/sub to the whole object. Deselect any active sub geometry mode, such as faces, verts, etc. Show map in viewport, for each sub material If it still won't show, try applying a uvw mapping modifier and here's a basic outline of the map creation process: 
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MechWarrior001
Joined: Mar 13, 2007
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Posted: Jul 17, 2008 03:18 PM
Msg. 23 of 25
use .shader_environment for your BSP, they have basic texture animation & illumination settings Edited by MechWarrior001 on Jul 17, 2008 at 03:20 PM
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Jul 17, 2008 09:00 PM
Msg. 24 of 25
hmmmm. yea i was gonna suggest the uvw map modifier too lol
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Jul 18, 2008 03:09 PM
Msg. 25 of 25
In the original official tutorial it applies a +sky and a ground texture to the same box, so it must be possible.
Answer some other questions anyone?
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