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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Using SketchUp to Model a Map (lengthy)

Author Topic: Using SketchUp to Model a Map (lengthy) (32 messages, Page 1 of 1)
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mikedestef
Joined: Mar 27, 2010

i'm wicked new.


Posted: Mar 27, 2010 01:46 AM    Msg. 1 of 32       
First and foremost, I am extremely new to ALL of this. Huge n00b. I have absolutely zero experience in this field, and very minimal technical/technological knowledge in general.
However, my creativity is by no means at short supply, and often exceeds my abilities. This is where you, Halo Maps community, will eventually (and hopefully) come into play.


Now, with that out of the way...


As mentioned, my technical and technological abilities, especially when it comes to using 3D modeling software, are extremely limited. But with creativity out the wazoo, I had to find an easy outlet -- something simple to get the image in my head to an.. image on the computer.

And here is where SketchUp comes into play.

SketchUp has a very shallow learning curve, which appeals to my sometimes-easily-overwhelmed-by-complicated-things brain. Using the program has become a relative breeze for me. More on that in a bit.




Pt 1, the backstory

For the past few years, I've had an idea brewing in my noggin.
Halo 2's Coagulation was, to date, one of my all-time favorite Halo multiplayer maps. That being said, you can imagine my disappointment when the map was not brought back for Halo 3. Some may argue that Valhalla fills the void, but I disagree.

Since the launch of Halo 3, I've been, slowly, working on an idea for a (true, not spiritual) successor to Coagulation.
Only recently, however, have I truly put my imagination to work.
For the past week or so, I have been working on modeling said Coag Successor, temporarily entitled Artery


I started off by downloading the Blood Gulch map model from this lovely site, along with the Coagulation base model. I imported both of the .3ds files into Google SketchUp, because, like I said, I basically can't use anything any more complicated.

From there, I got to work on altering the terrain and bases to fit the general idea I concocted several years back.



Pt. 2, the reason I'm here

The reason I say any of this is because, should it be possible, I would like to get my map out there into the Halo CE world. I can't personally play it, as I don't own Halo CE or even a Windows PC that can handle it, but I feel as if I would be blessing the world with my incredible gift. (sarcasm!)

I just want it to exist. In my opinion, the idea is too good to just sit up in my head. My entire life I have loved creating things. When I have an idea, and I really like it, I almost always end up with some form tangible (be it visual or otherwise) object to represent the idea.



Pt. 3, the INQUISITION (see title)

A big part of this whole jig is whether or not it would be possible to make a Halo CE map using a model built in SketchUp.

I've read a little bit on here about importing, exporting, errors, "just model it in gmax in the first place" -- and such as. (anyone get the reference?)

Basically, can it be done?



Pt. 4, the PROPOSITION

Simply put, I come to you, Halo Maps community, asking for your collective efforts to make this map a reality.

Due to lack of sk1llz, and resources, my hope (and only option, really) is to hand over the SketchUp model to some helpful and willing soul, and leave the rest in their hands.

The only request would be that who ever ends up with the workload, defer from altering any major features in the map.



TL;DR
I've got an idea for a map. I can provide a SketchUp model of the map geometry, full creative and artistic direction, and absolutely nothing else.
Who wants to help me?




For pictures of the map, as of wednesday march 30th, see post#6
For pictures as of thursday april 1st, see post#12


Edited by mikedestef on Apr 2, 2010 at 04:56 PM


mikedestef
Joined: Mar 27, 2010

i'm wicked new.


Posted: Mar 27, 2010 02:44 PM    Msg. 2 of 32       
Yeah, I figured. I don't have access to the computer I'm doing the work on, so I can't provide anything at the moment. But later today I'll be able to. I'll edit the main post and add some pictures in.


mikedestef
Joined: Mar 27, 2010

i'm wicked new.


Posted: Apr 1, 2010 08:01 PM    Msg. 3 of 32       
Thanks man. I've done a bit more on the model since the first picture I posted.

http://img532.imageshack.us/img532/6492/picture1op.png overview
http://img180.imageshack.us/img180/248/picture5j.png x-ray overview, so you can see the back hallway and cave tunnels
http://img109.imageshack.us/img109/822/picture71.png entrance to the back hallway
http://img31.imageshack.us/img31/4387/picture6bu.png entrance to back hallway on opposite base, along with cave tunnel leading up from ground-level

or just see main post.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 1, 2010 08:59 PM    Msg. 4 of 32       
Quote: --- Original message by: mikedestef
Thanks man. I've done a bit more on the model since the first picture I posted.

http://img532.imageshack.us/img532/6492/picture1op.png overview
http://img180.imageshack.us/img180/248/picture5j.png x-ray overview, so you can see the back hallway and cave tunnels
http://img109.imageshack.us/img109/822/picture71.png entrance to the back hallway
http://img31.imageshack.us/img31/4387/picture6bu.png entrance to back hallway on opposite base, along with cave tunnel leading up from ground-level

or just see main post.

Those all give no page errors.





ftfy
Edited by Maniac1000 on Apr 1, 2010 at 09:00 PM


mikedestef
Joined: Mar 27, 2010

i'm wicked new.


Posted: Apr 2, 2010 12:18 AM    Msg. 5 of 32       
Oh, my bad. Not really sure how that happened. But thanks for fixing it!


Also, progress report:
Added a little bit of flair to the four spires on the bases, just to make it my own.
Also, added a small cliff/walkway thing leading from the ground in front of the base, up and to the right, to the side entrance, then back up over to the front entrance. I really like it, it looks good, and I think it's necessary in order to direct player flow.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 2, 2010 12:41 AM    Msg. 6 of 32       
I actually think it looks really cool.
Nice work.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Apr 2, 2010 06:28 AM    Msg. 7 of 32       
Quote: --- Original message by: Maniac1000
I actually think it looks really cool.
Nice work.

i like that fact even though most n00bs use bloodgulch as their preferred choice for a 1st project, this guy: took it out of context & instead of just population & tag modding, he used a completely new model :D


crimsonshadow117
Joined: Sep 15, 2009

Xfire: crimsonshadow117


Posted: Apr 2, 2010 08:55 AM    Msg. 8 of 32       
I can convert it for u because I can import it to 3ds max using connection extension and then export it as another format.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 2, 2010 11:50 AM    Msg. 9 of 32       
Importing and fixing a sketchup model is a pain in the but.
But it can be done.


mikedestef
Joined: Mar 27, 2010

i'm wicked new.


Posted: Apr 2, 2010 04:47 PM    Msg. 10 of 32       
Ahh, so good to get positive feedback! :D

Now, in regards to fixing errors, why exactly are there so many in the first place? Would me trying to not have any gaps between faces lower the possibility for errors?


Also, here's what I got done last night -- what I said in my last post: additions to the spires, and a walkway in the fronts of the bases.




Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 2, 2010 04:55 PM    Msg. 11 of 32       
I have never imported a sketchup model, so i dont know the errors, but yes for sure if you can make it "sealed", with no gaps or holes, then greater the chances of fewer errors.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 3, 2010 01:38 AM    Msg. 12 of 32       
This is actually pretty cool. I'd love to see it ingame.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 3, 2010 01:44 AM    Msg. 13 of 32       
Yea the forerunner design is dead on.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Apr 3, 2010 02:38 AM    Msg. 14 of 32       
Quote: --- Original message by: Maniac1000
I have never imported a sketchup model, so i dont know the errors, but yes for sure if you can make it "sealed", with no gaps or holes, then greater the chances of fewer errors.


when you import a sketch up model in to 3ds maya or gmax. It will have around 100,200,144 errors trust me i have tried


mikedestef
Joined: Mar 27, 2010

i'm wicked new.


Posted: Apr 3, 2010 03:13 AM    Msg. 15 of 32       
Quote: This is actually pretty cool. I'd love to see it ingame.

Right on, man. Thanks! That's the ideal outcome.



And as for that ridiculously large number of errors upon import... jeeeez. Any way to remedy that?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 3, 2010 03:14 AM    Msg. 16 of 32       
I bet if its made right a simple weld will vastly reduce that number.
Edited by Maniac1000 on Apr 3, 2010 at 03:14 AM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Apr 3, 2010 01:23 PM    Msg. 17 of 32       
I don;t know sketchup, but the best bsp advice I can give joo is to make a sealed world. Like, a perfect mesh. A box with no holes. No overlapping faces. Everything is just a one-sided paper mache. Then you will have a halo-able bsp.


mikedestef
Joined: Mar 27, 2010

i'm wicked new.


Posted: Apr 5, 2010 10:58 PM    Msg. 18 of 32       
That's what I'm trying to do. It's just easier to do that anyway, too.


PROGRESS:
walls!




Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 5, 2010 11:08 PM    Msg. 19 of 32       
If and when the time comes , i will help you put that in game, or help fix errors or w/e. If you need.
I think this is definitely worth the effort.


Old Gregg
Joined: Apr 5, 2010

I love Hardcore Corn.


Posted: Apr 6, 2010 01:27 AM    Msg. 20 of 32       
Dude, this is really nice. I like it a lot, but from the screen shots, I can't really tell the angles and stuff. Is there a render button in sketch up and/or a source of light where you could put from what point of view you may want the sun to be at so we can see it even better?


mikedestef
Joined: Mar 27, 2010

i'm wicked new.


Posted: Apr 6, 2010 02:54 AM    Msg. 21 of 32       
OLD GREG'S GOT A MANNNGIIINAAHH!
Hahah, solid show. That's by far my favorite episode. Well, that one, and Nanageddon.


But to answer your question...
Yeah, I realize it's tough to see some stuff in the pictures. Unfortunately though, I'm pretty sure that's the best I'm gonna get out of sketchup.


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: Apr 6, 2010 07:32 PM    Msg. 22 of 32       
I'd stop there and learn modeling in 3ds max, because that's going to take as long as you made it in sketchup to fix the errors that's going to have trying to get it in-game.


barrettrouton
Joined: Nov 15, 2008


Posted: Apr 7, 2010 02:50 PM    Msg. 23 of 32       
Give us a link to the sketchup model and I'll see what I can do. I converted a sketchup model once before and it did have errors which I fixed (almost). I really like the map concept and if it takes reimporting/modeling the map in 3ds I'd still like to see it done. You've done a super fine job.


mikedestef
Joined: Mar 27, 2010

i'm wicked new.


Posted: Apr 7, 2010 09:38 PM    Msg. 24 of 32       
Quote: Give us a link to the sketchup model and I'll see what I can do. I converted a sketchup model once before and it did have errors which I fixed (almost). I really like the map concept and if it takes reimporting/modeling the map in 3ds I'd still like to see it done. You've done a super fine job.


Fantastic! And thanks, always nice to hear someone likes my work.
For sure, when I finish up the model, I'll post a DL link for whoever wants to take on the error-fest they will inevitably face.


barrettrouton
Joined: Nov 15, 2008


Posted: Apr 7, 2010 10:57 PM    Msg. 25 of 32       
You may want to consider starting over in 3ds anything done in sketchup will likely have to be redone manually in 3ds. If you need a copy of 3ds max I actually have an extra copy I could mail you or something. You would still need access to a PC though.


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: Apr 8, 2010 01:52 AM    Msg. 26 of 32       
Just googled around and figured out you need Boot Camp if you want to run 3ds max. And here's a link to versions of max:
http://files.modacity.net/software/3dsmax/
Best one to get is 8, because you can run blitzkreig with it. It's also a 30 day trial.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Apr 8, 2010 02:03 AM    Msg. 27 of 32       
ya get 8


mikedestef
Joined: Mar 27, 2010

i'm wicked new.


Posted: Apr 11, 2010 12:11 AM    Msg. 28 of 32       
Doing my work over in 3ds is unlikely to happen. If my model is un-usable for a map, then I've just made a cool proof-of-concept. Haha.


Anyway, this is the progress I've made. I added a... thing behind the bases. A non-grass floor, part of the base structures. It's sort of like a courtyard.
http://img541.imageshack.us/i/86670823.png/
http://img684.imageshack.us/i/81339324.png/
http://img26.imageshack.us/i/37520440.png/
http://img15.imageshack.us/i/86595611.png/

--okay, for the life of me, I can't figure out why in the sam hell it isn't letting me imbed the pictures. So for the time being, they're just links.
Edited by mikedestef on Apr 11, 2010 at 12:36 AM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 11, 2010 02:26 PM    Msg. 29 of 32       


deadlyfighter1000
Joined: Jan 11, 2009

Constantly a threat.


Posted: Apr 12, 2010 07:35 PM    Msg. 30 of 32       

Good luck on your map, It would be awesome if you got it in-game. Those bases look epic, like IMO the best bases ever created.
Edited by deadlyfighter1000 on Apr 12, 2010 at 07:35 PM


mikedestef
Joined: Mar 27, 2010

i'm wicked new.


Posted: Apr 21, 2010 01:29 AM    Msg. 31 of 32       
It's been quiet in here for a while. Thought I'd give a tiny update... haven't done much on the map for a few weeks other than this:
http://img707.imageshack.us/i/75158507r.png/ (and still, it's not letting me imbed pics. dunno what's up.)
Added a cliff walkway to that upper cliff. Felt like not enough players would be inclined to walk ALL the way around to get back there.

Edited by mikedestef on Apr 21, 2010 at 01:30 AM


ptowery
Joined: Aug 28, 2007

oify


Posted: Apr 23, 2010 08:29 PM    Msg. 32 of 32       
I've gotten a sketchup model ingame before
Edited by ptowery on Apr 23, 2010 at 08:30 PM

 

 
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