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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Map help, underground

Author Topic: Map help, underground (9 messages, Page 1 of 1)
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Huchia
Joined: Jan 4, 2010

Blue flames? Wad the- AdsKB:s;.zmvMB:ds;kmS:VLKMA


Posted: Jan 8, 2010 03:00 PM    Msg. 1 of 9       
ok, I haven't seen any tutorials around (may have missed one tho ._.) but, when I play on downloading the map generators, I was going to make a 99.99% underground tunnel/cave map.
btw, I play on my map being, in general, this:

..............................__________________________________
l.......____...............l------------------------------------------------l............._____........l
\___/____\______...\_.......................(tunnels)..................__/..._____/_____\___/
..........................\__ ......(tunnels)(open area)(tunnels).....___/
............................................(tunnels)(pit)(tunnels)



you get the idea ._.
So, any suggestions on how to make the twisting and turning and basically labyrinth of paths?


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Jan 8, 2010 03:09 PM    Msg. 2 of 9       
Ok there is an entire tutorials section on Halo maps go there now. I'm not sure what a map generator is but I'm gonna assume you think Guerilla and Sapien are the tools for creating a BSP.

That's not the case at all you need to get a copy of Max or Gmax (or any other 3d program), you model in a standard 3dmodeling package then import the model in Sapien with shaders to create a level.

3DS Max is a 3D modeling program, this is where you model a map or weapon or character. In your case this is where you would create the tunnels.

Sapien is where you populate a map (spawn points, weapons, etc).

Guerilla is where you create shaders (and much much more).
Edited by YakZSmelk on Jan 8, 2010 at 03:12 PM


Huchia
Joined: Jan 4, 2010

Blue flames? Wad the- AdsKB:s;.zmvMB:ds;kmS:VLKMA


Posted: Jan 8, 2010 03:34 PM    Msg. 3 of 9       
what I ment by generators (supposed to have an s x_x) was the multiple programs to create the map (ie. hek, Blitz, and like you said, Sapien and Guerilla).

Also, I was more or less asking for layouts of tunnels. (ie. pictures of a model of a tunnel plan)

Just skimmed the tut's and I didn't see anything that talked about tunnels ._.


Advancebo
Joined: Jan 14, 2008


Posted: Jan 8, 2010 03:38 PM    Msg. 4 of 9       
Just shift and drag edges.
Or create a cylinder, and twist it up a bit, then attach it to the main geometry.


Huchia
Joined: Jan 4, 2010

Blue flames? Wad the- AdsKB:s;.zmvMB:ds;kmS:VLKMA


Posted: Jan 8, 2010 03:55 PM    Msg. 5 of 9       
cool,and I just found vids on HM, ._. I hate downloads tho lol.

So know I have the know how, I ask again, anybody have a labyrinth idea? ._. or should I just make random shapes in random directions? ._.


Advancebo
Joined: Jan 14, 2008


Posted: Jan 8, 2010 04:13 PM    Msg. 6 of 9       
Do whatever design your mind wants.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jan 8, 2010 05:42 PM    Msg. 7 of 9       
not to be rude but try stuff on your own or search on halomaps first to find tutorials


Vastanus neshtrog
Joined: Aug 5, 2009


Posted: Jan 10, 2010 02:00 AM    Msg. 8 of 9       
hm... Interesting idea..

I'd be cool if you could get some of the lights to "malfunction" with the lights turning on and off periodically, some times turning off for 5 mins, and some of them just blinking on and off. Or like whole sections of the map "black out" etc.

Then you would hafta use ur flashlight. (or just sneak up on people)

that would add to the gameplay, imo


AHS_SONIC
Joined: Dec 9, 2006

mmm toasty


Posted: Jan 10, 2010 04:15 AM    Msg. 9 of 9       
ive made a few maps with what youre describing and its more difficultthan it sounds, especially if you want at least a small ammount of above ground space

first, you basically create a box in 3ds max, then select some polygons and protrude them out or whatever. i dont remember because i havnt used it in a long ass time.

second, when you create the bsp, 90% of the time i have found that the light map WILL NOT apply to the inner workings of the tunnel. you must place lights as scenery objects (refer to Coluseum II, this is a great example) and then re-render the map in sapien

third, as the tunnel gets longer, you will notice massive white planes that will sporatically appear and dissapear as you walk closer to them, assuming you added terrain portals. just move them outside of the tunnels in max and that will fix the problem.

if you know how to use 3ds max, this info will help. if not, keyboards can be used for head bashing as well.

 

 
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