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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Scenery request / question on making it

Author Topic: Scenery request / question on making it (7 messages, Page 1 of 1)
Moderators: Dennis

Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Nov 3, 2008 11:03 PM    Msg. 1 of 7       
could someone get a gravity lift, like from a50, as a scenery file, it would be cool.

I would try to make my own, if 3ds stopped screwing up...anywho, given the situation I can actually export, would it be possible to just make a big cylinder? I'm not sure if those would work.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Nov 4, 2008 01:08 AM    Msg. 2 of 7       
The grav lift was part of the BSP with a shader attached to it. It should be better making the grav lift part of the BSP, because otherwise it might not be the correct length.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Nov 4, 2008 11:48 AM    Msg. 3 of 7       
Every time I import a bsp into 3ds, it looks all multicolored and screwed up :/


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Nov 4, 2008 05:17 PM    Msg. 4 of 7       
what converter do you use? I use "BSP Tag Converter V2.5" and it works great. You could import the bsp, cut out the grav lift, and merge it into your map.
http://hce.halomaps.org/index.cfm?fid=2029
linky

I think that the cylinder that goes from the grav lift to the ship is just a portal or fog plane that contains the grav lift particles whether system. It might also have a texture applied, I don't know.
Edited by Vick Jr on Nov 4, 2008 at 05:20 PM


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Nov 4, 2008 08:27 PM    Msg. 5 of 7       
How do I fuse two objects in 3ds?


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Nov 5, 2008 07:31 PM    Msg. 6 of 7       
Quote: --- Original message by: l283023
1.) Select your object

2.) Under the pull-down menu that says "Standard Primitives", choose Compound objects.

3.) Under Object Type choose Boolean

4.) Scroll down to Operations, and choose Union

5.) Scroll back up, and click "Pick Operand B"

6.) Now select your other object, and both of them shall merge, deleting overlapping faces

7.) Convert your map back to Editable Mesh so that when you export your map it shall work smoothly.


Holy -blam- you can do that automatically? I love the things I don't know about max! lol
What happens if part of the object fuse but there are still open edges, you can close them manually?
Dang, I'm saving this post.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Nov 5, 2008 11:46 PM    Msg. 7 of 7       
Quote: --- Original message by: l283023
1.) Select your object

2.) Under the pull-down menu that says "Standard Primitives", choose Compound objects.

3.) Under Object Type choose Boolean

4.) Scroll down to Operations, and choose Union

5.) Scroll back up, and click "Pick Operand B"

6.) Now select your other object, and both of them shall merge, deleting overlapping faces

7.) Convert your map back to Editable Mesh so that when you export your map it shall work smoothly.

Thanks!

 

 
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