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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »big 'ol question 'bout bsp converters

Author Topic: big 'ol question 'bout bsp converters (7 messages, Page 1 of 1)
Moderators: Dennis

randomteddybear
Joined: Jul 14, 2008


Posted: Nov 12, 2008 04:27 PM    Msg. 1 of 7       
why do bsp coverters make an .obj file with a bunch of fillped faces and also is there any way fix this


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Nov 12, 2008 07:08 PM    Msg. 2 of 7       
Yea, flip the flipped faces.


randomteddybear
Joined: Jul 14, 2008


Posted: Nov 12, 2008 08:08 PM    Msg. 3 of 7       
yeah but that would take three days


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Nov 12, 2008 09:02 PM    Msg. 4 of 7       
That's the way you have to do it. People who rip maps don't make them in a day. It takes them weeks or months even.


Mythril
-
Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Nov 13, 2008 01:11 AM    Msg. 5 of 7       
Actually, no. In the download for the BSP converter, there is this picture which shows you the correct .obj importing options. It comes out perfectly.


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Nov 13, 2008 02:11 PM    Msg. 6 of 7       
Ya. My bsp tag converter works fine. Everything is imported correctly, and once I run the maxscript it came with, I can see the textures as well. if you go the materials editor, and choose "pick from object", then pick the map object (assuming you imported and did not separate by material), then it'l automatically create and name all the right multi-sub objects.
But you have to make the importer settings exactly what they said to.

The only problem is that it doesn't import the sky and it makes 2 sided surfaces out of 2 individual polys.


Advancebo
Joined: Jan 14, 2008


Posted: Nov 13, 2008 02:41 PM    Msg. 7 of 7       
Quote: --- Original message by: Vick Jr
Ya. My bsp tag converter works fine. Everything is imported correctly, and once I run the maxscript it came with, I can see the textures as well. if you go the materials editor, and choose "pick from object", then pick the map object (assuming you imported and did not separate by material), then it'l automatically create and name all the right multi-sub objects.
But you have to make the importer settings exactly what they said to.

The only problem is that it doesn't import the sky and it makes 2 sided surfaces out of 2 individual polys.


Use the recent one created by FireDragon, it has options to extract sky and portals also

 

 
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