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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Dimensions

Author Topic: Dimensions (5 messages, Page 1 of 1)
Moderators: Dennis

CAptDumB
Joined: Aug 7, 2008

Iceman


Posted: Aug 14, 2008 02:39 PM    Msg. 1 of 5       
I would like to know dimensions of a good large map without it looking really bad but i cant seem to know how to properly import something into my map so i can get everything right (btw I'm using 3ds)

also i need help finding an interior model of the piller of autumn i would like the original interior and the hanger (literally the whole ship)

also any ideas would be nice or anyone who would like to help just contact my xfire at ha10guru
thats H-A-(One)-(Zero)-G-U-R-U (for people who are incapable of copying and pasting)

This is to "D Salimander" what does saying and I quote "This thread, like many others, screams "KIDD WAS HERE!"." Have to do with solving my problem. You are technically harrassing me and well any other posts that, that quote was pointed to. Think before you post.


Thank you Vick Jr (Love the name btw) I figured it out I'm about to throw up a thread that shows how much I've done.


Edited by CAptDumB on Aug 14, 2008 at 05:48 PM
Edited by CAptDumB on Aug 14, 2008 at 06:48 PM
Edited by CAptDumB on Aug 14, 2008 at 07:26 PM


H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!


Posted: Aug 14, 2008 03:44 PM    Msg. 2 of 5       
Nice name


CAptDumB
Joined: Aug 7, 2008

Iceman


Posted: Aug 14, 2008 05:47 PM    Msg. 3 of 5       
lets try and stop our selves from laughing to hard when i'm asking for help that may seem obvious to some others

i'm kinda new to 3ds and ive learned a lot in the past two days of using it im just offering a chance for people to be a part of what i think to be a long and tough map process i have one other making the sacrifice but he is having trouble with his computer so any help will suffice
Edited by CAptDumB on Aug 14, 2008 at 05:50 PM


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Aug 14, 2008 07:06 PM    Msg. 4 of 5       
It is a long tough process to learn all here is in halo odding.
Ok, now, the HEK tutorial contains a section called "halo player statistics". That has the dimentions of all the player and vehicles and stuff. Just round that out abit, and a small hallway would be 75 tall, 25 wide, at the least. But that's very rough. There are a bunch of reference models you can get from this site (search "refeence models"), and the one that came with HEK. To mport them to your project, click file>merge>find the reference models, click OK or open, and select whatever' there (it gives you a list of objects in the scene, sometimes they are name, sometimes, if the creator was sloppy, they ar not.), and open. It'l import it to 0,0,0 and from there you can move it where you like.

And Salimander look who's talking lol (looks at avitar).
As for getting the original geometry for a map, like the hanger, if you ever figure that out, please tell me! I think there are way's to do it, but i don't know them. Getting things like hallways, intersections, and rooms from maps would be awsome. Most sp maps were built by just reusing geometry. getting that geometry would be great!
Edited by Vick Jr on Aug 14, 2008 at 07:07 PM
Edited by Vick Jr on Aug 14, 2008 at 07:07 PM
Edited by Vick Jr on Aug 14, 2008 at 07:12 PM
Edited by Vick Jr on Aug 14, 2008 at 07:13 PM


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 15, 2008 01:16 AM    Msg. 5 of 5       
go to your files for HEK. look for a file called HEK Tutorial. within there is some basics for map making, as well as much reference for sizes, distances, and speeds in general map making. did you know that standard human vehicle design is using 30 - 45 degree angles with a Olive Drab color scheme.

it all depends on what you want. for example, if you are like me, you jump alot while walking. so i would make celings high enough to jump, while confined spaces would lack this feature.

width of hallways, height of surfaces, angles of floors, and the like play a large part in design.

for example. a player cannot walk up any surface at an angle higher than 45 degrees. but you would want an angle most likely much smaller. maybe 30? 35? 40? maybe you wan a bare tempature change. try a discreet angle of 10 degrees of lower. people might not even know its there.

and as for Salimander, i think we need to get Dennis down here, because i believe KIDD is right in the trajectory of the Banhammer's swing.

 

 
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