
SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Sep 20, 2014 06:53 PM
Msg. 1 of 28
Edited by SciFi on Mar 28, 2015 at 06:30 AM
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RabbitFood
Joined: Aug 9, 2014
tripping a path through an internship
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Posted: Sep 20, 2014 07:18 PM
Msg. 2 of 28
Just so I'm clear, what you're trying to do is create a set of pre-made mini structures that people can download and use to create their own maps? If so, sounds like a pretty cool idea that a lot of beginner map-makers can use.
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Sep 20, 2014 08:14 PM
Msg. 3 of 28
So essentially like Forge, but with totally custom assets? Interesting concept, I'd love to see how this goes and how versatile it could be :3
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austen1000
Joined: Sep 4, 2012
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Posted: Sep 20, 2014 08:24 PM
Msg. 4 of 28
As someone who doesn't have a steady hand when drawing stuff or stuff like that, i am interested in this.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Sep 20, 2014 08:45 PM
Msg. 5 of 28
cool
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Sep 20, 2014 11:30 PM
Msg. 6 of 28
models could be a bit more detailed but the concept is pretty good. Maybe we can get some people here to contribute their skills to make more modular pieces?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 21, 2014 01:31 AM
Msg. 7 of 28
You can see how there would be issues with sealed world rules, however, I think that if a modeler has the knowledge to delete the faces where the sections connect, you can use vertex snaps to move pieces into place. Then if you made something really different, you can use the Boolean tool to connect pieces (might affect uvs, but it's fixed easy enough).
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Sep 21, 2014 03:23 AM
Msg. 8 of 28
It would be cool if these had multiple texture variations.
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Sep 21, 2014 04:00 AM
Msg. 9 of 28
Edited by SciFi on Mar 28, 2015 at 06:27 AM
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MosesofEgypt
Joined: Apr 3, 2013
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Posted: Sep 21, 2014 01:32 PM
Msg. 10 of 28
My only comment on this is that if these are going to be small pieces that you re-use a lot then you need to make them as low poly as possible. I see that you've got an extra edge loop running along the center of that concrete road piece. That would be fine if you intended to mirror a texture across the seam for like road markings, but looking at the texture that's applied to it I see that you don't seem to intend for it to be a mirroring seam. I may be wrong about that since you say these are just temporary textures, but I make it a point to over-evaluate things.
You could make two sets of these; one as OBJ models for use in 3ds max for BSP's, and one as compiled scenery with collision. For the compiled scenery one you could also supply a simple empty box map for people to place the pieces in. I say this because it will be so much easier to rapidly test a map configuration without having to go through the map compilation process, errors and all.
I personally think this is a really good idea since most of the available stuff on halomaps seems to be just assorted scenery. People new to Halo modding will also hit a brick wall when making their first map if they don't know 3DS Max. Having these as scenery will be a great way to allow them to try their ideas without having to get frustrated with 3ds max first. I really approve of this.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 21, 2014 01:47 PM
Msg. 11 of 28
Quote: --- Original message by: SciFiRabbitFood, that is exactly what I want to do. So if anyone has an idea of something modular (like a wall) that would be used a lot, I will add it to the collection of parts. I want to make a collection of parts that is useful to most everyone. ------- renegade343, the difference from this and Forge is you will have to use a program like 3ds max to place each object/part where you want it. I use Ligntwave and a snap to grid setting. I assume that 3ds max and other programs do the same. -------- austen1000, I am glad to here that. When I get the modular parts cleaned up a bit I will put up a link where you can download and test out the pre-beta non-UV parts (for lack of a better description). -------- UHWArby, thanks -------- R93_Sniper, there are a lot of ideas I have to add detail (I want this to look really good) but for now, until I know the basic concept is sound I will keep it simple. If someone wants to contribute their skills to make more modular pieces, that would great. --------- Jesse, I am not sure what you mean by "sealed world rules". I will, however delete the end faces and make a separate end cap part you can add if needed. http://i1144.photobucket.com/albums/o491/calihanman/End_Caps_zpsb6e14445.jpg--------- altis94, I would be ok with that. If you have some texture ideas, just show me some images. Edited by SciFi on Sep 21, 2014 at 04:29 AM All Halo ce BSP's must conform to the sealed world rules. The rules in question are as follows: 1. Your bps, must have no overlapping, intersecting or illegal faces. 2. Every BSP must be a sealed mesh, meaning it should have no holes of any kind regardless of how small or wide your holes are. 3. It is possible to compile your bsp even if it has holes, by assigning special material symbols to the geometry within the standard shader roll out. This can be particularly useful of geo which has been intended to be unsealed. I.E A piece of glass, a decal, or plane which has been designed to use no collision. 4. The whole point of adhering to "the sealed world rules" is to incorporate physics/collision into your game level since both the collision and the aesthetic model are compiled within one entity you must conform to these rules in order to end up with a successful level export. Note: Models such as, vehicles, weapons, scenery pieces, e.t.c do not require you to seal every piece of mesh, however if you need said item to have collision you can twin your aesthetic model with a separate collision model or use your aesthetic model as your collision model. Edited by SS Flanker on Sep 21, 2014 at 01:48 PM
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MosesofEgypt
Joined: Apr 3, 2013
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Posted: Sep 21, 2014 02:32 PM
Msg. 12 of 28
Quote: --- Original message by: SS Flanker
All Halo ce BSP's must conform to the sealed world rules.
The rules in question are as follows:
1. Your bps, must have no overlapping, intersecting or illegal faces.
2. Every BSP must be a sealed mesh, meaning it should have no holes of any kind regardless of how small or wide your holes are.
3. It is possible to compile your bsp even if it has holes, by assigning special material symbols to the geometry within the standard shader roll out. This can be particularly useful of geo which has been intended to be unsealed.
I.E A piece of glass, a decal, or plane which has been designed to use no collision.
4. The whole point of adhering to "the sealed world rules" is to incorporate physics/collision into your game level since both the collision and the aesthetic model are compiled within one entity you must conform to these rules in order to end up with a successful level export.
Note: Models such as, vehicles, weapons, scenery pieces, e.t.c do not require you to seal every piece of mesh, however if you need said item to have collision you can twin your aesthetic model with a separate collision model or use your aesthetic model as your collision model. Edited by SS Flanker on Sep 21, 2014 at 01:48 PM Just to make sure you don't confuse him, you can actually have multiple SEPARATE BSP's intersect each other in level geometry, just make sure they are each linked to a different node. Like, if you wanted a rock to stick through the ground and be part of the BSP instead of scenery, but you don't want it to be sealed to the floor and cost a lot of triangles. What you do is you make another node(bone/frame/node w/e you want to call it) and name it something like "frame misc", link that frame to the level's root frame, and link the rock to the "frame misc". This doesn't cause issues and is the best way to do certain things. This is ALSO why you are able to have intersecting collision geometry on bipeds/weapons/vehicles/scenery, cause they are linked to separate frames. Edited by MosesofEgypt on Sep 21, 2014 at 02:33 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 21, 2014 03:38 PM
Msg. 13 of 28
Quote: --- Original message by: MosesofEgyptQuote: --- Original message by: SS Flanker
All Halo ce BSP's must conform to the sealed world rules.
The rules in question are as follows:
1. Your bps, must have no overlapping, intersecting or illegal faces.
2. Every BSP must be a sealed mesh, meaning it should have no holes of any kind regardless of how small or wide your holes are.
3. It is possible to compile your bsp even if it has holes, by assigning special material symbols to the geometry within the standard shader roll out. This can be particularly useful of geo which has been intended to be unsealed.
I.E A piece of glass, a decal, or plane which has been designed to use no collision.
4. The whole point of adhering to "the sealed world rules" is to incorporate physics/collision into your game level since both the collision and the aesthetic model are compiled within one entity you must conform to these rules in order to end up with a successful level export.
Note: Models such as, vehicles, weapons, scenery pieces, e.t.c do not require you to seal every piece of mesh, however if you need said item to have collision you can twin your aesthetic model with a separate collision model or use your aesthetic model as your collision model. Edited by SS Flanker on Sep 21, 2014 at 01:48 PM Just to make sure you don't confuse him, you can actually have multiple SEPARATE BSP's intersect each other in level geometry, just make sure they are each linked to a different node. Like, if you wanted a rock to stick through the ground and be part of the BSP instead of scenery, but you don't want it to be sealed to the floor and cost a lot of triangles. What you do is you make another node(bone/frame/node w/e you want to call it) and name it something like "frame misc", link that frame to the level's root frame, and link the rock to the "frame misc". This doesn't cause issues and is the best way to do certain things. This is ALSO why you are able to have intersecting collision geometry on bipeds/weapons/vehicles/scenery, cause they are linked to separate frames. Edited by MosesofEgypt on Sep 21, 2014 at 02:33 PM You just link all sealed objects to "frame"
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Sep 21, 2014 04:59 PM
Msg. 14 of 28
Edited by SciFi on Mar 28, 2015 at 06:24 AM
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MosesofEgypt
Joined: Apr 3, 2013
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Posted: Sep 21, 2014 06:07 PM
Msg. 15 of 28
You seem to be missing the point. The end result of what can be made with these isn't meant to be a finished level. The point of all this is to make it easier for people to test their level layout ideas before starting on it in 3DS Max. This is especially true for people new to the HEK who don't know how to make new levels from scratch or in 3DS Max. Think of it like rapid prototyping. Edited by MosesofEgypt on Sep 21, 2014 at 06:08 PM
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Sep 21, 2014 08:53 PM
Msg. 16 of 28
I believe you may be misunderstanding Jesse. I think what he meant was that were these pieces to be used in 3DS it would be a simple matter to connect them using the Vertex function, were the ends open for such a thing to be applicable. If you're just creating scenery there's no need; end users can just delete the faces themselves. Nothing's free ;o
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Sep 21, 2014 10:58 PM
Msg. 17 of 28
Edited by SciFi on Mar 28, 2015 at 06:23 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 22, 2014 05:46 AM
Msg. 18 of 28
Quote: --- Original message by: Maniac1000Quote: --- Original message by: MosesofEgyptQuote: --- Original message by: SS Flanker
All Halo ce BSP's must conform to the sealed world rules.
The rules in question are as follows:
1. Your bps, must have no overlapping, intersecting or illegal faces.
2. Every BSP must be a sealed mesh, meaning it should have no holes of any kind regardless of how small or wide your holes are.
3. It is possible to compile your bsp even if it has holes, by assigning special material symbols to the geometry within the standard shader roll out. This can be particularly useful of geo which has been intended to be unsealed.
I.E A piece of glass, a decal, or plane which has been designed to use no collision.
4. The whole point of adhering to "the sealed world rules" is to incorporate physics/collision into your game level since both the collision and the aesthetic model are compiled within one entity you must conform to these rules in order to end up with a successful level export.
Note: Models such as, vehicles, weapons, scenery pieces, e.t.c do not require you to seal every piece of mesh, however if you need said item to have collision you can twin your aesthetic model with a separate collision model or use your aesthetic model as your collision model. Edited by SS Flanker on Sep 21, 2014 at 01:48 PM Just to make sure you don't confuse him, you can actually have multiple SEPARATE BSP's intersect each other in level geometry, just make sure they are each linked to a different node. Like, if you wanted a rock to stick through the ground and be part of the BSP instead of scenery, but you don't want it to be sealed to the floor and cost a lot of triangles. What you do is you make another node(bone/frame/node w/e you want to call it) and name it something like "frame misc", link that frame to the level's root frame, and link the rock to the "frame misc". This doesn't cause issues and is the best way to do certain things. This is ALSO why you are able to have intersecting collision geometry on bipeds/weapons/vehicles/scenery, cause they are linked to separate frames. Edited by MosesofEgypt on Sep 21, 2014 at 02:33 PM You just link all sealed objects to "frame" Credit to maniac, alits94 and ally for originally teaching me all this.
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Sep 22, 2014 09:33 PM
Msg. 19 of 28
Edited by SciFi on Mar 28, 2015 at 06:21 AM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Sep 23, 2014 02:43 AM
Msg. 20 of 28
Maybe you should make longer variants of the same pars?
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 24, 2014 07:10 AM
Msg. 21 of 28
Quote: --- Original message by: altis94 Maybe you should make longer variants of the same pars? I agree. Btw, decided to eye ball model your art work sci-fi picture thingy. It is crap, because I am used to blue prints, not rough averages. 
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Sep 24, 2014 12:46 PM
Msg. 22 of 28
Edited by SciFi on Mar 28, 2015 at 06:20 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 24, 2014 12:55 PM
Msg. 23 of 28
Quote: --- Original message by: SciFi Good work SS Flanker, everything you did is what I had in mind when I made the drawing. I think you may have made it even better. Thanks, it was hard, since there wasn't really a true sense of scale. So I just went with what I felt like would acceptable. I added my own flare to certain pieces such as those arrow shaped base, but when you are eye ball modelling, is wise to have a bunch of references displaying info from at least 8 different angles of the object you want to model. Btw, I can maybe go 1 better than the actual model. ask me how
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Sep 24, 2014 03:11 PM
Msg. 24 of 28
Edited by SciFi on Mar 28, 2015 at 06:19 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Sep 24, 2014 05:58 PM
Msg. 25 of 28
Quote: --- Original message by: SS Flanker is wise to have a bunch of references displaying info from at least 8 different angles of the object you want to model. Hold up there. 8 is a bit much. 3 is really all you need. Having an Othographic Projection of the Side, Front and Back is about all that you would actually require. Some people prefer to have a top view as well but 8? that's a bit much.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Sep 26, 2014 06:48 AM
Msg. 26 of 28
Quote: --- Original message by: R93_SniperQuote: --- Original message by: SS Flanker is wise to have a bunch of references displaying info from at least 8 different angles of the object you want to model. Hold up there. 8 is a bit much. 3 is really all you need. Having an Othographic Projection of the Side, Front and Back is about all that you would actually require. Some people prefer to have a top view as well but 8? that's a bit much. 8 perhaps is a little too much, I mean you have, top, down, left, right, front & back. But going on modelling for weapons experience, you can never have too many references. Edit: 26/09/2014 BOOP: https://mega.co.nz/#!1IVihRzI!LUzyEIxBzmjFm3Lpd7HWnKfD7wDFYoBZD5cjkjpNrzg Edited by SS Flanker on Sep 26, 2014 at 10:07 AM
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Sep 30, 2014 03:37 PM
Msg. 27 of 28
Edited by SciFi on Mar 28, 2015 at 06:17 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Oct 5, 2014 11:08 AM
Msg. 28 of 28
Quote: --- Original message by: SciFi
the link don't work, nevermind
Edited by SciFi on Oct 1, 2014 at 03:22 PM Link hates everyone sorry. bump.
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