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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Understanding Permutations

Author Topic: Understanding Permutations (4 messages, Page 1 of 1)
Moderators: Dennis

servprosam
Joined: Mar 15, 2013


Posted: Mar 15, 2013 05:04 PM    Msg. 1 of 4       
i have a scenery tag that has 4 permutations. it uses 2 bitmaps and 2 shaders. what i want is 4 scenery tag not one with 4 permutatuions. so i copied it and removed 3 of the permutations. just trying to understand any technical help would be great.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Mar 15, 2013 06:40 PM    Msg. 2 of 4       
copy the .gbx model tag 4 times and on each keep a different permutation and delete the rest, then copy the scenery 4 times and have each one referance a different .gbx model

did you compile the model?, in order to compile the model seperately you need to make multiple different folders for each different version, or else any .jms files that are in the same directory will be compiled as one single .gbx
Edited by killzone64 on Mar 15, 2013 at 06:42 PM


servprosam
Joined: Mar 15, 2013


Posted: Mar 16, 2013 04:35 AM    Msg. 3 of 4       
thanx that was very helpful for finishing my project.. still wsh i understood permutations better..


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Mar 16, 2013 05:49 AM    Msg. 4 of 4       
There are LOD permutations and... Variant permutations as I call them. To compile LOD models, just compile your JMS as

yourname.jms

And your first LOD model as

Yourname high.jms

Second LOD as

Yourname medium.jms

And compile them with tool. Set the LOD cutoffs (amount of pixels used by the model in the screen) which are located at the very top of the GBX model.

 

 
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