
JustNano
Joined: Oct 28, 2013
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Posted: Apr 11, 2014 10:00 AM
Msg. 1 of 12
So, me and a friend are thinking about porting one of the Halo 3 MP maps using the updated Adjutant BSP exporter.
We're somewhat proficient with 3DS Max but before we begin, what would we need to do in order to make this map work CE? (We're going to be using OS.)
We know that we need to add a frame and a level node but what kinda work needs to be done to the map? We're assuming we'l need to do something to the materials in Max that will most likely take us a long ass time. xD
(Map in question is either Guardian, The Pit or some other close quarters map like that.)
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Apr 11, 2014 10:09 AM
Msg. 2 of 12
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JustNano
Joined: Oct 28, 2013
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Posted: Apr 11, 2014 10:12 AM
Msg. 3 of 12
Huh! Bigger maps being easier to port, Who'd of thought it.
Alright, we'l see what we can do with Snowbound then.
Also: We do have some experience, we've created basic ass maps in Halo CE before but that's not on the level of PORTING maps, which is what we're trying to learn.
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JustNano
Joined: Oct 28, 2013
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Posted: Apr 11, 2014 10:16 AM
Msg. 4 of 12
So, what do you mean we should port as scenery?
I'm assuming we can't export it all as one map.
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JustNano
Joined: Oct 28, 2013
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Posted: Apr 11, 2014 10:28 AM
Msg. 5 of 12
So, how would we go about exporting the Cluster geometry separately from the IG in max?
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JustNano
Joined: Oct 28, 2013
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Posted: Apr 11, 2014 10:44 AM
Msg. 6 of 12
Hrm, it really seems like the CE engine is gonna struggle with these incoming Halo 3 ports. Even with people who know what they are doing.
Reckon we'l be seeing any actual ports anytime soon?
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JustNano
Joined: Oct 28, 2013
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Posted: Apr 11, 2014 10:54 AM
Msg. 7 of 12
So I assume, by making good use of portals, we can still have a map that surpasses the limit of polys the Halo CE engine can have? Or does the mapper actually have to lower the polycount in Max?
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Apr 11, 2014 10:58 AM
Msg. 8 of 12
Quote: --- Original message by: JustNano So I assume, by making good use of portals, we can still have a map that surpasses the limit of polys the Halo CE engine can have? Or does the mapper actually have to lower the polycount in Max? .yelo maps extend the policount limites Halo CE blam engine has.
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JustNano
Joined: Oct 28, 2013
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Posted: Apr 11, 2014 11:07 AM
Msg. 9 of 12
Well, we're pretty experienced Source engine mappers and that engine uses a very similar portal system to the Halo engine to carry out the same function. We could try and dabble with the portal system to see what we can do. Only annoying thing is the compile times for such a map take about 10 minutes. Meaning if we screw up our portals in game, we'll need to go all the way back and compile again. xD
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JustNano
Joined: Oct 28, 2013
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Posted: Apr 11, 2014 02:06 PM
Msg. 10 of 12
Sorry, I meant saving the file as JMS, not compiling.
We haven't even GOT to the stage of compiling with tool yet. xD
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 11, 2014 05:11 PM
Msg. 11 of 12
Are you using Blitzkreig?
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JustNano
Joined: Oct 28, 2013
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Posted: Apr 11, 2014 06:44 PM
Msg. 12 of 12
Nope, Bluestreak JMS exporter. We can't use blitzkrieg as we are using Max 2012.
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