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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »A whole bunch of questions from a complete newbie.

Author Topic: A whole bunch of questions from a complete newbie. (8 messages, Page 1 of 1)
Moderators: Dennis

Merkatroyd
Joined: Feb 4, 2009


Posted: Feb 4, 2009 10:47 PM    Msg. 1 of 8       
How do you create scenery that rotates or moves?

How do you make textures scroll like on a river or a stream?

What is the best way to create a shader?

Does scenery have to be part of the level's geometry? lets say I take a tree for example. do I weld it directly to the level, so it's part of the level's mesh, or do I just drag and drop it into the ground? Wouldn't that create a "geometry collision?" (which means what?)

Can I make textures partially transparent, (dirty glass) by adding an alpha map?

I want to make a level that has invisible walls on the edges, but no cheap cliffs or mountains. I want to create a view that goes on forever, like the edges of death island. How do I do this?

Is there a maximum amount of polygons? when is the point where the average computer begins to slow down?

How do you add AI to a map?

Is it possible to create scenery that could be damaged? (like making a small tree snap from the force of a warthog?)

Is it possible to modify skies? I want to create a dusk-like scene, with a giant orange sun low
on the horizon, rather than the traditional white speck in the sky with a lens flare.

Can vehicles sustain damage during multiplayer gameplay? I noticed that banshees and ghosts during the campaign recieved damage, and eventually exploded, while the multiplayer versions did not. Is there a reason for this?

Hope you guys can help me, I have a ton of great ideas for a map.


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Feb 5, 2009 02:57 AM    Msg. 2 of 8       
For polys, i think at above 50k tool will start to complain


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 5, 2009 07:35 PM    Msg. 3 of 8       
AI is fun. First you have to have actor varients. Add those into the map the same way you add scenery. Tell us when done.


xXKrenof EVILXx
Joined: Sep 15, 2008

I choose what I like.


Posted: Feb 5, 2009 08:46 PM    Msg. 4 of 8       
It is possible to make trees snap in half you just need to make the model of the tree broken and make a model of the tree healthy and use a script

If)unit_get_health)0
change model Or something like that or use Gorilla

PS: I no very good scripter.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Feb 5, 2009 09:32 PM    Msg. 5 of 8       
Quote: --- Original message by: jacknme
For polys, i think at above 50k tool will start to complain


30k to high...

Although it may work, older computers and non-portaled maps will have trouble playing it.

Edit: Most of those questions can be answered by reading the HEK tutorial.
Edited by chrisk123999 on Feb 5, 2009 at 09:33 PM


Nexus Halo
Joined: Feb 24, 2007

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


Posted: Feb 6, 2009 02:08 AM    Msg. 6 of 8       
A lot of the stuff you asked can be answered through a couple tutorials.


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 6, 2009 04:48 AM    Msg. 7 of 8       
TheGhost's tutorials index:
http://ghost.halomaps.org/tutorials/

Links to programs, tutorials, articles, downloads, its worth checking out:
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=1023


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 7, 2009 12:14 AM    Msg. 8 of 8       

 

 
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