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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[HELP] BSP Won't Show Up Properly After Exporting.

Author Topic: [HELP] BSP Won't Show Up Properly After Exporting. (9 messages, Page 1 of 1)
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Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 17, 2013 09:42 PM    Msg. 1 of 9       
I can't get my very basic box BSP to show up properly ingame.

I have proper skies, proper BSP, proper materials and such, but my skies are always missing and all I see is their fog effects and monotone backgrounds, and my BSP is very very dark, like so:


Kirby mentioned setting the sky and fog tab in the BSP file to 0, as opposed to -1, but this seems to cause exceptions when loading the map in Sapien or HCE.

I have OS installed and use the os_tool commands to complete my processes.
Edited by Jesse on Aug 17, 2013 at 09:43 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 17, 2013 09:43 PM    Msg. 2 of 9       
You don't have +sky material.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Aug 17, 2013 09:47 PM    Msg. 3 of 9       
I had only said sky, I never said anything about fog. Setting the clusters sky index to 0 in the BSP tag will be the same as you having +sky in the BSP, it just associates that cluster with the sky index 0 (while the +sky also makes the area transparent. Its basically +seamsealer with setting the 0 sky index)


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 17, 2013 09:58 PM    Msg. 4 of 9       
Thanks Higuy.

I do have a few more questions though, like what if this were an interior BSP, one which didn't need a +sky material because there are no windows\skylights? Do you mean there has to be a +sky material somewhere, even if it's not really used or necessary?



Also, your tip worked:

Edited by Jesse on Aug 17, 2013 at 09:59 PM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Aug 18, 2013 12:57 AM    Msg. 5 of 9       
Foundry 2.0


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Aug 18, 2013 06:39 AM    Msg. 6 of 9       
Quote: --- Original message by: Jesse
Do you mean there has to be a +sky material somewhere, even if it's not really used or necessary?


No, so long as you have some lights somewhere to provide lighting you don't need +sky.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 18, 2013 09:02 AM    Msg. 7 of 9       
Quote: --- Original message by: Koo294
Quote: --- Original message by: Jesse
Do you mean there has to be a +sky material somewhere, even if it's not really used or necessary?


No, so long as you have some lights somewhere to provide lighting you don't need +sky.


^^^

The reason you didn't see anything was because there was simply no light sources. I gave you the sun by adding +sky material.

In the future you could also keep it the way it was, and go in and make some lights through 3ds Max (you can do it through shaders) or through scenery objects. I believe theres also a way to control ambient lighting through whichever sky tag you use so that could also lighten it too.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 18, 2013 10:42 PM    Msg. 8 of 9       
I hit a roadblock a few months ago when I was working on my HALO 4 UI, which was that my render-only BSP Forward Unto Dawn model wasn't lighting properly.

Still having some odd lighting issues, but I'll figure it out.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 20, 2013 01:14 AM    Msg. 9 of 9       
Loljesse

 

 
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