Rhinox117 has contributed to 28 posts out of 465278 total posts
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I've wanted to do this for a long time, This is basically the Refined ui on Spanish with somethings translation fixes, So bye Salido.
Download Link:https://drive.google.com/file/d/1rpzJRyR4dqZZDNSMCjrHA7Dt4wchRH0y/view Edited by Rhinox117 on Oct 5, 2018 at 05:50 PM
Try with 3ds max 8 or Lates, With Bluestreak plugin, Is the best option.
What version of 3ds max are you using? And what o plugin?
How can I edit Bitmap Sets, that is, a bitmaps that contains more bitmaps,
Somebody help me before breaking something
I want to make a custom ui, edit the graphics of the ui, but I can not find good tutorials
Esta bien que haya mas tutoriales en Español, Aunque Patxi hizo lo mismo y hasta tradujo muchos tutoriales y no sirvió para que los latinos dejaran de crear aberraciones.
No soy latino así que puedo ver que en realidad el problema que tienen los latinos es intentar convertir Halo CE en el Halo de turno.
La mayoría no todos, descuidan mucho los detalles de sus mapas y los publican con bots y demás morralla solo para ganar subscriptores en sus canales de youtube.
Quote: --- Original message by: Reshirom200
do i do cd ce dir then the command, also do i put my bitmaps folder into ce's bitmaps folder? i am confusion Edited by Reshirom200 on Jun 17, 2018 at 11:39 PM
The route is "data\bitmpas\Reshirom200" (Put your .tiff into Reshirom200)
Use this command: "tool bitmaps \bitmaps\Reshirom200"
And your texture is stored in "tags\bitmaps\Reshirom200" Edited by Rhinox117 on Jun 18, 2018 at 08:05 AM Edited by Rhinox117 on Jun 18, 2018 at 01:32 PM
Firts you can use gimp (or photoshop with the NVIDIA plugin)
You can use these resolution sizes for example:
32x32 64x64 128x128 256x256 246x512 256x1024 512x512 1024x1024
Or combine the sizes 512x1024
Then create a folder named Bitmaps into the folder data and inside bitmaps create a folder with "your-name" for example..
Now export your texture on .tiff format to "your-name" folder.
Use the CMD with the next command "Tool bitmaps \bitmaps\your-name"
Without quotes""
Now you have a bitmap check bitmaps folder into the folder "tags".
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And i remeber the background loading is on ui/hud or ui/shell. Edited by Rhinox117 on Jun 17, 2018 at 09:30 PM Edited by Rhinox117 on Jun 17, 2018 at 09:35 PM
Thank you so much my question was quality, then .ogg is better.
I was try the xbox sounds with some errors because many sounds are not in mono,but work perfectly.
And i was noticed the spanish version from pc contain english dialogs in-game, not like the xbox version. It's weird
The cube map bumped... Im try to recreate the bump of the xbox version. Edited by Rhinox117 on Jun 17, 2018 at 09:02 PM Edited by Rhinox117 on Jun 17, 2018 at 09:03 PM
Without open sauce, it's possible? I'm doing a graphics recreación of the xbox version.
The other question, it's a good idea or not include xbox sounds on pc maps? Edited by Rhinox117 on Jun 14, 2018 at 08:54 AM
Quote: --- Original message by: SOI_7 Create a "models" folder inside the "box" path and place the jms there. Run tool again with the same command in the screenshot and it should work
Thank you so much, now work properly
If somebody has been "failed to import geometry" just linking the object frame. Edited by Rhinox117 on Jun 13, 2018 at 07:52 AM
I've been trying to fix this for one week and nothing, I'm gonna go crazy. In theory it should not give problems.
Edited by Rhinox117 on Jun 5, 2018 at 08:36 AM Edited by Rhinox117 on Jun 5, 2018 at 08:39 AM
Quote: --- Original message by: OrangeJuice
JMS exporter will stubbornly refuse to work once it has displayed an error, close the exporter and try again when it does.
Make sure your uncompiled level is under data\levels rather than tags\levels
And finally, tool automatically looks in data, so if your model were in the levels folder it'd be structure levels\levelname BSPname
(and not data\levels\levelname)
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If it's a newly created level, your main geometry needs at the very least: A Multi/Sub-Object material applied to it with at least one Standard submaterial. You probably did all of this, but a reminder is always good
The main geometry must also be visible(not hidden) when it's time to export. Edited by OrangeJuice on May 30, 2018 at 11:43 PM
I know, i have my folder inside of data. I'm following this tutorial: https://www.google.es/url?sa=t&source=web&rct=j&url=http://ptgmedia.pearsoncmg.com/images/0672328046/samplechapter/0672328046_ch03.pdf&ved=2ahUKEwj_4uG1tLLbAhXGwBQKHURCAw0QFjANegQIARAB&usg=AOvVaw0MVjbRsP-U7WtsDvWMB_tY
I have exported, weapons, scenery etc but nothing, I do not know why it does not compile, I do not know what I'm doing wrong i have a file with my .3ds and .jms https://mega.nz/#!5np0DKra!MM29TuYT__FlB4NSOkMBK_7vV1YyexwQ6M2Yb1DW0ME Edited by Rhinox117 on Jun 1, 2018 at 10:55 AM Edited by Rhinox117 on Jun 1, 2018 at 10:58 AM
Quote: --- Original message by: DeadHamster Link your geometry to any object, and name that object "frame".
Yes, i did that, export correctly but later the Tool_Pro or Cmd does not find the models, i use "tool_pro model \rhinox" the tool closes when i put the command.
at first I had this error "There was no geometry to export" im using 3ds max 2008 with bluestreak & blitzrkieg, when I fixed the error (or I suppose that)export the model but the Tool not convert nothing, I want to resume a project and this is stopping me, this is my first time modelling on 3ds max but i used blender at the past a long time.
Quote: --- Original message by: SBB_MichelleIf you have used 3dsmax before then this won't be too hard, but you need it and the jms exporter script from halomaps to export models. Here is some help with it: http://hce.halomaps.org/hek/index.html?start=references/level_design/mp_level_design/mp_ld_level_exporting.html thought keep in mind that for models that are not levels you won't need portals and render only models don't need to be sealed. And the command for importing a model using tool is "tool model" and for bsp it is "tool structure" I don't really have the time to explain it in more detail or better and I can't find any tutorials that go a bit deeper than the one that came with the hek, so this will have to do for now. Post your issues in this tread if you have any.
Thank you so much, im using 3ds max 2010 with those scrips but i have errors, Would you know if there is any tutorial here in halo maps? I think I'm doing everything wrong.
Quote: --- Original message by: BKTiel Are you trying to import models into halo or export models out of halo?
Im trying to import models into halo ce
Hi, I'm really noobie at editing maps, can someone tell me how to use custom models? Have i to convert the .fbx .obj to .gbx?
Quote: --- Original message by: Kinnet are you using HEK or HMT, eschaton ?? I am using HEK (Guerrilla), any idea?
Quote: --- Original message by: Super Flanker
How are you going to fix the rainbow glass. Edited by Super Flanker on Feb 9, 2016 at 06:38 PM Editing the cube map glass with photoshop and lowering the brightness,In the next step i want recreate the effect of the portable plasma shield but i have not idea how it works the plasma shader with this tag
If anyone knows how it works to tell me Edited by Zangetsu on Feb 9, 2016 at 08:16 PM
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