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JustNano has contributed to 14 posts out of 465278 total posts (0.00%) in 3,372 days (0.00 posts per day).

20 Most recent posts:

Nope, Bluestreak JMS exporter. We can't use blitzkrieg as we are using Max 2012.


Sorry, I meant saving the file as JMS, not compiling.

We haven't even GOT to the stage of compiling with tool yet. xD


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


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?


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?


So, how would we go about exporting the Cluster geometry separately from the IG in max?


So, what do you mean we should port as scenery?

I'm assuming we can't export it all as one map.


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.


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.)

Halo CE General Discussion » OS Specular maps? Oct 28, 2013 02:14 PM (Total replies: 10)

Alright, it seems to be taking effect now, thanks a ton Mootjuh!

Halo CE General Discussion » OS Specular maps? Oct 28, 2013 10:25 AM (Total replies: 10)

Alright, got the specular map in, but before I compile, do these need changing?

http://gyazo.com/29a78d43e20cef6ed143add41d489b2d.png
Sorry if this seems like spoon feeding btw, once I learn how to actually damn use OS I'l be fine. xD


Edited by JustNano on Oct 28, 2013 at 10:27 AM

Halo CE General Discussion » OS Specular maps? Oct 28, 2013 10:12 AM (Total replies: 10)

I see, so I essentially just convert the grayscale specular that I have to a multi purpose map consisting of mainly blue colors? (Obviously using the method you showed me)

EDIT: Ok so this is what I have done: http://gyazo.com/e0af217a7fe2799f2106a65a6c0a5f50.png

I assume this is correct? And I just convert it to a Halo bitmap with 32 bit color and set it as the multi purpose map?
Edited by JustNano on Oct 28, 2013 at 10:18 AM

Halo CE General Discussion » OS Specular maps? Oct 28, 2013 09:49 AM (Total replies: 10)

http://i.imgur.com/q12m5Ci.png

This is my specular map. Can OS not make use of this in its current state? Do I have to convert it?
Edited by JustNano on Oct 28, 2013 at 09:50 AM

Halo CE General Discussion » OS Specular maps? Oct 28, 2013 08:38 AM (Total replies: 10)

Hey, so I've been having this problem that's been bugging me for a day or two.

I have the H3 warthog setup to use OpenSauce shaders and I got it working with the bump maps just fine, and I want to get it working with the specular maps from Halo 3.

I've looked around and some people say to use the 'multi purpose map' and some say to use the 'specular colour map'

Which one should I use? And are there specific settings I need to use for the specular lighting sections to make my specular map stand out? Because at the moment my hog looks bland in the tutorial map and doesn't seem to shine in the way that the H3 hog does, and I'm thinking this is because it needs to make use of the H3 spec map.

Thanks!


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