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»Forums Index »Halo 2 Vista Forum (Bungie/Microsoft) »Halo 2 Vista Map Design / Technical »Breakthrough of map making convinience

Author Topic: Breakthrough of map making convinience (13 messages, Page 1 of 1)
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Connorcpu
Joined: May 27, 2009

Go ahead, take a penny, no one will judge


Posted: Sep 5, 2009 12:38 AM    Msg. 1 of 13       
As a general rule of halo 2 map making, the BSP part of the map falls under the sealed volume rule. Instanced geometry, on the other hand, does not. You could make the BSP a giant box around your map, with the map it's self instanced, meaning everything doesn't have to be stiched together, making everyone's lives easier. Look up Instanced geometry in the H2EK help file for help doing this.


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Sep 5, 2009 10:23 AM    Msg. 2 of 13       
I've been experimenting with this but what I don't get is if the original object that the clones are instanced from is not sealed itself then it throws a few errors itself right?...Or say you had the entire map (besides skybox) as an instance, then how is it an instance if no other original exists? I tried hiding the original and only having instanced walls but then the next clone in line becomes the original and that one throws errors, so perhaps I am not implementing them in the correct way? Not looking at the max file right now but I believe the instanced label was %wall01 (just like glass?).

Either way I need to figure this out because far to often I try to "stitch" some polys around an object and then max complains when I run STL Check and its really annoying because I swear I'm doing it the right way, I weld whats open if need be and yet I still have far too many errors. I mean stitching polys together is not difficult, so what am I doing wrong....its driving me crazy.


Connorcpu
Joined: May 27, 2009

Go ahead, take a penny, no one will judge


Posted: Sep 8, 2009 06:07 AM    Msg. 3 of 13       
at least with with what I've been doing, which isn't very complex yet, the instancing hasn't been giving me any errors. although my entire map is pretty much just 6 sided bosex so far, I don't have any errors. all i do to make a second of you know, do the shift-move thing, make sure instance is selected, and I got a copy. also, make sure EVERY object is connected to the b_levelroot. I spent like a half hour trying to figure out why the objects were not apearing, until I finally figured that ont out. I hope I helped ya


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Sep 8, 2009 08:30 PM    Msg. 4 of 13       
Whoa, I think you guys have something confused here. Instanced geometry in max is not the same thing they are talking about in H2V map editing.

Instanced geometry is a clone of another object meaning if you have two boxes and sub-divide one they both will under go the same modification. With H2V instanced geometry is just a way of creating scenery that is not part of the overall BSP, you could have one object and it's considered instanced geometry make sure you give it the percent (%) sign in it's name.


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Sep 8, 2009 09:26 PM    Msg. 5 of 13       
Yeah I agree that instancing (in H2V) is mostly for scenery as I made some instanced walls and jumps which work fine enough, but because they are instanced your bullets and grenades go right through them.


johnnyblaz20
Joined: Jan 19, 2008

wuzzup


Posted: Sep 16, 2009 04:30 AM    Msg. 6 of 13       
Instanced BSP. I'm sorry but ROFL.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Sep 16, 2009 11:11 PM    Msg. 7 of 13       
Quote: --- Original message by: Kills_Alone
Yeah I agree that instancing (in H2V) is mostly for scenery as I made some instanced walls and jumps which work fine enough, but because they are instanced your bullets and grenades go right through them.


That's because something is wrong, if you create the instanced geometry properly it will have collisions. You may have an open edge or something, I forget what caused this when I was working in H2V.

Also instanced geometry is supposed to be used for scenery only not for building entire levels.
Edited by YakZSmelk on Sep 16, 2009 at 11:13 PM


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Sep 17, 2009 09:15 AM    Msg. 8 of 13       
Okay that makes sense as I did have an open edge on the bottom of my wall and on second thought I have seen instanced geometry work with proper collision, but if I close that section, won't it throw an error if the bottom of the wall exists in the same area as the ground, or should it be just above the ground (if it where a wall like in my example)?


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Sep 18, 2009 02:09 AM    Msg. 9 of 13       
In theory it shouldn't, but through experience if something is passing through the BSP too much it's going to create and error. It sorta hit or miss with the instanced geometry. :\


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Sep 18, 2009 03:38 AM    Msg. 10 of 13       
Thank you for the clarification.


canichols2
Joined: May 7, 2009

I kill you


Posted: Nov 14, 2009 07:35 PM    Msg. 11 of 13       
what if you built the main level as like the ground and some easy stuff like that. then built the building like an instance. would that work or would this cause problems.


Kills_Alone
Joined: Jun 17, 2009

I ain't got no candy for you, NO CANDY


Posted: Nov 15, 2009 06:35 PM    Msg. 12 of 13       
Yeah it should work as long as the building is not too advanced, the H2EK recommends against it, but like I said just keep it simple. I've been using the instancing mostly for props and details such as pipes, walls, solar panels, rocks, palm trees, lily-pads, and other shapes to hide behind.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Nov 25, 2009 09:55 AM    Msg. 13 of 13       
Quote: --- Original message by: Kills_Alone
Yeah it should work as long as the building is not too advanced, the H2EK recommends against it, but like I said just keep it simple. I've been using the instancing mostly for props and details such as pipes, walls, solar panels, rocks, palm trees, lily-pads, and other shapes to hide behind.


That's what it is for, instanced geometry sort of took the place of scenery with H2V.

 

 
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