
Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 12, 2015 12:15 AM
Msg. 1 of 13
That moment when you go to build the BSP for a map for the first time in tool, and it compiles with no errors what so ever.
Then you sit there stunned for a few minutes and recompile it just to make sure that there wasn't so sort of mistake.
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Oskarmandude
Joined: Mar 16, 2013
Bosnia
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Posted: Dec 12, 2015 03:33 AM
Msg. 2 of 13
k
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 12, 2015 02:15 PM
Msg. 3 of 13
no, I figured it out for myself.  But I mean, I've made probably more than 100 BSP's in the last few years, that's the first time its ever happened. Edited by Jobalisk on Dec 12, 2015 at 02:16 PM
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 12, 2015 09:34 PM
Msg. 4 of 13
Persistence
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 13, 2015 03:10 AM
Msg. 5 of 13
congratulations. Now if you excuse me I need to get back to my own programming ventures. Java isn't going to write itself. Edited by Jobalisk on Dec 13, 2015 at 04:09 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: Dec 13, 2015 05:52 AM
Msg. 6 of 13
Quote: --- Original message by: sparky SS Flanker has some video tutorials about bsp modeling techniques in 3DS Max.
What's your secret? It's Senor Martillo Grande El Supremo Flanker now. Persistence has a part to play in a rewarding compile, however I (and I am sure popeak and stunt man agree as well) believe a truly successful compile is the result of a complete understanding of how halo's engine interprets and uses geometry. Once you have garnered such a knowledge you will be able to manipulate halo in ways you will not believe.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 13, 2015 02:17 PM
Msg. 7 of 13
Quote: --- Original message by: Super FlankerQuote: --- Original message by: sparky SS Flanker has some video tutorials about bsp modeling techniques in 3DS Max.
What's your secret? It's Senor Martillo Grande El Supremo Flanker now. Persistence has a part to play in a rewarding compile, however I (and I am sure popeak and stunt man agree as well) believe a truly successful compile is the result of a complete understanding of how halo's engine interprets and uses geometry. Once you have garnered such a knowledge you will be able to manipulate halo in ways you will not believe. I thought it was Sergeant of the Master Sergeants Most Important Person of Extreme Sergeants to the Max! Senor Martillo Grande El Supremo Primo Flanker?
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 15, 2015 02:32 PM
Msg. 8 of 13
Quote: --- Original message by: Skidrow925Quote: --- Original message by: Super FlankerQuote: --- Original message by: sparky SS Flanker has some video tutorials about bsp modeling techniques in 3DS Max.
What's your secret? It's Senor Martillo Grande El Supremo Flanker now. Persistence has a part to play in a rewarding compile, however I (and I am sure popeak and stunt man agree as well) believe a truly successful compile is the result of a complete understanding of how halo's engine interprets and uses geometry. Once you have garnered such a knowledge you will be able to manipulate halo in ways you will not believe. I thought it was Sergeant of the Master Sergeants Most Important Person of Extreme Sergeants to the Max! Senor Martillo Grande El Supremo Primo Flanker? Hey Its not all about me.
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 15, 2015 11:58 PM
Msg. 9 of 13
damn it Flanker, stap stealin ma thredz
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Dec 16, 2015 12:00 AM
Msg. 10 of 13
Quote: --- Original message by: Jobalisk damn it Flanker, stap stealin ma thredz what? Why does Sergeant of the Master Sergeants Most Important Person of Extreme Sergeants to the Max! Senor Martillo Grande El Supremo Primo Flanker get all the credit? I helped too!
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Dec 16, 2015 04:03 AM
Msg. 11 of 13
Quote: --- Original message by: Skidrow925Quote: --- Original message by: Jobalisk damn it Flanker, stap stealin ma thredz what? Why does Sergeant of the Master Sergeants Most Important Person of Extreme Sergeants to the Max! Senor Martillo Grande El Supremo Primo Flanker get all the credit? I helped too! Tru dat. But srsly it's not all about me. It's about an idea bigger than me, you or any one else for that matter. Its about a collective community which contributes to each and every need of its qualified an aspiring members. A hive mind.
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Dec 16, 2015 02:41 PM
Msg. 12 of 13
<Sheds tear> beautiful! 
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Dec 17, 2015 09:19 AM
Msg. 13 of 13
Quote: --- Original message by: Super FlankerQuote: --- Original message by: sparky SS Flanker has some video tutorials about bsp modeling techniques in 3DS Max.
What's your secret? It's Senor Martillo Grande El Supremo Flanker now. Persistence has a part to play in a rewarding compile, however I (and I am sure popeak and stunt man agree as well) believe a truly successful compile is the result of a complete understanding of how halo's engine interprets and uses geometry. Once you have garnered such a knowledge you will be able to manipulate halo in ways you will not believe. I guess you could say that, but I'd dumb it down and just state that if you use good modeling practices and model with precision you should be golden. Your models will export no-problemo if you use Editable Poly and routinely check for open edges using Border sub-selection. Also make heavy use of the "Edit Triangulation" feature in Polygon sub-selection mode to check for overlapping edges whenever creating concave polies, or after welding vertices. X/Y/Z alignment of vertices is also highly recommended to avoid phantom BSP's and co-planars (caused by not-completely-flat surfaces, usually due to one or two vertices being slightly "off"). Personally I'm a huge fan of the feeling near the end of the geometry debug process when there are only one or two measly little errors left to fix :P It's very rare I get an error-free export to .jms, but that's probably due to the increasing complexity of the stuff I'm trying to model more than modeling practices...
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