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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »inside out maps

Author Topic: inside out maps (2 messages, Page 1 of 1)
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Blackshakes
Joined: Mar 4, 2012

I'll take that off your hands...


Posted: Mar 4, 2012 12:33 PM    Msg. 1 of 2       
hi, i am not really new to this forum i have been coming to halomaps for a while, but i have a really retarded question... dont say anything till you see it.... i have a new map that i made trying to do a bsp switch test and anyway i ran into a pretty stupid problem i have had a couple times before and i can't remember how to fix it... my map was inside out... lol...
i had made a simple little map to do this for and i cant get to the inside of the map only on the outside... if u try and go to the inside of the map in sapien\hobo you cant see the walls, and if u try to put scenery then it goes to the top of the map instead of on the floor like i want it too... ill try to post a screenshot to show...
where i am looking in the shots is where the sky polys are. pretty much the map is 2 squares same size with one having 4 smaller rectangular hallways, one on each side, one hallway connected to the other square next bsp is the same thing only 90 degrees to the side.
Edited by Blackshakes on Mar 4, 2012 at 12:36 PM


Blackshakes
Joined: Mar 4, 2012

I'll take that off your hands...


Posted: Mar 8, 2012 08:56 AM    Msg. 2 of 2       
i figured that out... lol bout 5 min after i posted that last comment.. its kinda wierd, i didnt have to do that on my first map i made (cave_madness) i also figured out that when i was texturing it in max i looked on the outside and it looked fine.. but the inside was invisible... so i flipped the bsp inside out... now the outside is invisible and the inside is textured!! yay!! but that still doesnt explain y it didnt texture the inside, and the oudside of the map...

i was trying to do my own remake of halo 3 ODST's new mombasa, and having a bunch of bsps interconnected... that was a disaster... i put scenery on the bsps independently of each other and the scenery didn't switch like i wanted it to... for example i had small red beacons at the entrance of 3 of the bsps that were blocked off by walls till you walk through trigger volume to switch to that bsp, and blue beacons on the entrance of the bsp that is loaded currently... i walked through a T.V and all the scenery stays the same... the blue beacons are at an entrance that is walled off, and 2 red beacons are at the entrance of the bsp u can now enter... and the scenery i put in that bsp aren't there... and i cant walk through another bspT.V switch bec they wont load the other bsps... like the T.Vs dissapeared...

the bsps overlap in a central square room with a hallway on each side, when one bsp loads the central room has 3 dead end hallways and 1 that leads to another square room. when u walk through a trigger volume to switch bsps the hall with a square room becomes a dead end and the hall you are walking through magiclly pops up an identical square room to the first, but with different stuff in it, like one has buncha decals on the walls (quarintine) and also has flood infection bipeds, another has 3 couches and the captain walking around, when he sees u he goes "good to see you master chief", another has 3 odst bipeds with assault rifles looking at an engineer encased in 4 glass walls, and the first bsp has weapons in the side room.
Edited by Blackshakes on Mar 8, 2012 at 09:07 AM

 

 
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