
ElijahB1
Joined: Nov 25, 2012
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Posted: Apr 12, 2014 02:46 PM
Msg. 71 of 117
Quote: --- Original message by: killzone64 Thanks mootjuh. I will swap to an older version of max. The only reason I was using that is because its the only one I have legibly bought. I'll go snag a copy of 2012 off the student site Adjutants AMF scripts were designed with 2013 in mind, idk if that will affect what you do, just tossing that out there.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Apr 12, 2014 03:17 PM
Msg. 72 of 117
doesn't matter. if it causes trouble i can just import the model with 2014 then save it as 2012 format.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 12, 2014 05:58 PM
Msg. 73 of 117
2014 takes forever to load files with AMF. 2012 works fine
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Apr 12, 2014 11:45 PM
Msg. 74 of 117
amf works better in 2012 but my .jms export script works waaay better in 2014. its a difference of almost 10 minutes +i have to close max 2012 before it will compile the .jms
Edited by killzone64 on Apr 12, 2014 at 11:47 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 13, 2014 02:44 AM
Msg. 75 of 117
It takes me about a 2 minutes to export a JMS. 30 - 45 seconds to select a file to export, and another minute or so to actually export it.
It also takes me about a minute to import BSPs with the AMF importer in 2014.
3ds 8 takes about 2 seconds to complete a JMS export.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Apr 13, 2014 03:53 AM
Msg. 76 of 117
More things you have in your map, the longer it will take to export.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 13, 2014 05:25 AM
Msg. 77 of 117
Of course, but with the same map (pit) there is a huge difference in exporting times between 3ds8 and max 2014.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Apr 13, 2014 09:58 AM
Msg. 78 of 117
ok so now, after all that setup for the render only material and applying it to every instance i imported i get a whole bunch of open edge errors. and the wrl points to every one of the lights that i have set to the render only material -_- welding round 2....
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Apr 13, 2014 10:35 AM
Msg. 79 of 117
i did. still open edges. is this being caused by the intersecting geometry?. i have all the pieces seperate from the bsp (still linked to the frame) and they have the duped material applied to them. but i am still getting open edges and in the same spots. its almsot as if the materials aren't named properly
i found the issue. just as i suspected, i renamed the materials improperly. the ! is supposed to go in the sub material name not the name box in the multi sub object -_- Edited by killzone64 on Apr 13, 2014 at 10:46 AM
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Apr 13, 2014 10:49 AM
Msg. 80 of 117
yea, after the name in the sub material box, here. also anytime i have used a texture twice in a bsp, if once is for a decal, light etc, then i just rename the texture and use it that way, and make a separate shader for that.
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Twinreaper
Joined: Jun 5, 2010
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Posted: Apr 14, 2014 12:09 AM
Msg. 81 of 117
Did you run an STL check on the bsp and instanced objects? Are the instance objects like lights, done as "instances" or "copies"?
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Apr 27, 2014 08:02 PM
Msg. 82 of 117
bump a update wood be nice
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 27, 2014 08:07 PM
Msg. 83 of 117
Killzone is busy being lazy and not working on rats nest.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 27, 2014 08:07 PM
Msg. 84 of 117
i dont think you get the purpose of a bump...
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Apr 27, 2014 08:24 PM
Msg. 85 of 117
Quote: --- Original message by: altis94 Killzone is busy being lazy and not working on rats nest. and your being lazy to for not giving bigass map of yours a update :[] Edited by DOOM899 on Apr 27, 2014 at 08:27 PM
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General_101
Joined: Dec 23, 2013
Apparently all I post is spam.
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Posted: Apr 27, 2014 08:34 PM
Msg. 86 of 117
Someone should get some dramatic sound effects for these edgy posts. I can see it now so clearly, "Halo maps forums: The soap opera"
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 27, 2014 08:43 PM
Msg. 87 of 117
Quote: --- Original message by: DOOM899Quote: --- Original message by: altis94 Killzone is busy being lazy and not working on rats nest. and your being lazy to for not giving bigass map of yours a update :[] Edited by DOOM899 on Apr 27, 2014 at 08:27 PM bigass is in private beta last i heard, even if they had updates they wouldnt be allowed to show. also theyve been working on that dmr, happy? for rats nest, ripz.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Apr 27, 2014 08:58 PM
Msg. 88 of 117
it dose not take so much time to work on the DMR but for now that well do now we need a update for this »Halo 3 "Rats nest plezz
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 28, 2014 02:52 AM
Msg. 89 of 117
Don't make the lights a part of the BSP, that will just eat up yor triangle counts. Make them scenery (or device_machines for future mods if applicable).
Remember to make the lights actually emit light, but not until you're near to running final lightmaps or making betas, otherwise running test lightmaps will take longer than necessary. As for that pelican landing bay, you could delete the faces that aren't visible from the play area to save polies. If you make it render only, grenades might go through it, ruining any sense of realism that part might have, so model a very low poly collision model for it in the BSP that's invisible but collidable.
For the piping near the roofs, I'd suggest making t scenery, and anything that a player might hide behind should be BSP (so explosive damages won't bleed through). If it must be scenery, then keep the object where it is at, model a basic collision model and do like I said for the pelican dock.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 28, 2014 04:35 AM
Msg. 90 of 117
Quote: --- Original message by: Mootjuh It takes a while to perfect a weapon.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Apr 28, 2014 05:01 AM
Msg. 91 of 117
Quote: --- Original message by: MootjuhQuote: --- Original message by: DOOM899 it dose not take so much time to work on the DMR but for now that well do now we need a update for this »Halo 3 "Rats nest plezz It takes a while to perfect a weapon. not as much time as you think if you no what your doing tho then again It dose take some time just like the toothbrush dose Edited by DOOM899 on Apr 28, 2014 at 05:01 AM
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Apr 28, 2014 06:14 AM
Msg. 92 of 117
Quote: --- Original message by: Mootjuh It actually takes time BECAUSE one knows what he's doing. One has to input values, let people beta test, and optimize the values according to the feedback of the beta test. This will go on a cycle which could take weeks. yeah I no just like the toothbrush does Edited by DOOM899 on Apr 28, 2014 at 06:14 AM
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Apr 28, 2014 07:18 PM
Msg. 93 of 117
Quote: --- Original message by: DOOM899Quote: --- Original message by: Mootjuh It actually takes time BECAUSE one knows what he's doing. One has to input values, let people beta test, and optimize the values according to the feedback of the beta test. This will go on a cycle which could take weeks. yeah I no just like the toothbrush does Edited by DOOM899 on Apr 28, 2014 at 06:14 AM I brush my teeth for weeks... Any ways. Rats nest is looking smexy! nice job Killzone :D
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 28, 2014 07:24 PM
Msg. 94 of 117
Stop watching too much SBB.
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StormUndBlackbird
Joined: Oct 27, 2011
https://youtube.com/StormUndBlackbird
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Posted: Apr 29, 2014 02:29 AM
Msg. 95 of 117
Quote: --- Original message by: MEGASEAN2812 Stop watching too much SBB. Not like I invented it. I just watched a Halo 3 MLG match and one team decided to call the gravity hammer "toothbrush" to confuse the other team into thinking they were going for the flag. Ever since then, I kept using it lol, but overusage will take away its worth D:
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Apr 30, 2014 05:35 AM
Msg. 96 of 117
Quote: --- Original message by: MEGASEAN2812 Stop watching too much SBB. you cannot stop me form seeing them haha there soooo funny well most of them and thanks to them and I got some more players into liking halo ce StormUndBlackbird / the bag man you like fun things yes take a look at this https://www.youtube.com/watch?v=u8ECa0p8Rso&feature=autoshare it's something you did not see yes I have been working on the gravity hammer to get it just like halo 3 it is hard but fun Edited by DOOM899 on Apr 30, 2014 at 07:34 AM
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TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
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Posted: Apr 30, 2014 07:31 AM
Msg. 97 of 117
Quote: --- Original message by: DOOM899Quote: --- Original message by: MEGASEAN2812 Stop watching too much SBB. you cannot stop me form seeing them haha there soooo funny well most of them and thank to them and I got some more players into liking halo ce StormUndBlackbird / the bag man you like fun things yes take a look at this https://www.youtube.com/watch?v=u8ECa0p8Rso&feature=autoshare it's something you did not see yes I have been working on the gravity hammer to get it just like halo 3 it is hard but fun Edited by DOOM899 on Apr 30, 2014 at 06:03 AM Most of them....??
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Apr 30, 2014 02:55 PM
Msg. 98 of 117
Quote: --- Original message by: TheChunkierBeanQuote: --- Original message by: DOOM899 haha there soooo funny well most of them Edited by DOOM899 on Apr 30, 2014 at 06:03 AM Most of them....?? yeah you need to work on your humor more bean [laughs]
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: May 6, 2014 02:10 AM
Msg. 99 of 117
UPDATES 5/5/14 10:54 PM i though i might sneak in something on custom editions 10th anniversary, and i'm finally updating this thread! its has been a while but college takes a lot of time from my hobbies. plus i have also been hanging around with SBB a bit too much recently. tbh i picked the biggest pain in the blam halo 3 map to port. the base bsp is 20,000 polys. then there is 620,000 polys worth of instanced geometry............. 100,000 of that is just the lights, yes you read correctly, just the lights. currently i have the base bsp ingame, portaled, and ready for more instances. i am currently working on fixing up all the instanced geometry that is needed in order to play the map properly. once that is done you can expect to see some footage from SBB (AKA internal testing footage +random shenanigans and glitches that we happen to find) bsp progress as of recent i just today began working on a sky for rats nest. and i am quite happy with the progress that i am making on it so far. its my first time messing with a sky so i am learning the do's and dont's as i go. still wip but its getting there. that's all for tonight but expect a bunch more updates scattered throughout the next two weeks. Edited by killzone64 on May 6, 2014 at 02:18 AM
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: May 6, 2014 09:26 AM
Msg. 100 of 117
Looking good, keep it up
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Ubergoober
Joined: Oct 11, 2010
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Posted: May 6, 2014 11:23 AM
Msg. 101 of 117
very excited about this, i think rats nest is a great multi-player map
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: May 7, 2014 01:24 AM
Msg. 102 of 117
i need some with stairs, i remember there being a certain method for making stairs smoother to climb. but i cant remember how to set it up. (my thought was to make the stairs render only and have a ramp collision in its place)
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 7, 2014 01:42 AM
Msg. 103 of 117
Im getting really excited now. I should try porting a h3 map lel.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 7, 2014 04:26 AM
Msg. 104 of 117
DO NOT make the lights a part of the BSP, even if they are render-only. Make them scenery, give them proper LODs and cutoff values, then they won't be a big pain (also, you probably won't be able to copy Halo 3ms lighting anyway.)
Make sure you optimize the model for CE. The map models have some vertices in the middle of things that can be removed (Kirby said they were for portaling purposes)
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: May 19, 2014 09:22 AM
Msg. 105 of 117
OK so a quick update, the map is now in a playable state. it doesn't look pretty, but its playable. so i am now doing the first weapon balancing pass with the SBB guys. all the lights are in-gamed and all the necessary geometry to play the map is in place as well. once i get more details ingame i will show more pictures. you can also expect a public beta By CE3.
thats all for today. ill hopefully have more updates for you guys later on this week Edited by killzone64 on May 19, 2014 at 01:34 PM
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