il Duce Primo has contributed to 1716 posts out of 465278 total posts
(.37%) in 5,751 days (.30 posts per day).
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https://halospawns.com/
This website will tell you everything you need to know about the current spawn system. Currently you do spawn next to your teammates if there is an available spawn close enough.
Quote: --- Original message by: DeadHamster So I see you've found the Extrude button There's alot more complex geometry than just extrusions you twat. This blockout looks really good! I look forward to seeing how this progresses.
You sound like the stuck up assholes who made up modacity years ago. Goodluck to you
UNSCDF Training Facility 23 "Crossguard"


This is a medium sized, symmetrical, indoor human map, designed for CTF with about 6-8 players. Made by DSalimander.
Big thanks to everybody at GMYF/Halo1Hub for feedback!
Developement of this map started over 2 years ago and was originally designed for competitive 2v2 Team Slayer with emphasis on CTF as well. Through testing it has been determined that symmetrical map design is horrible for competitive 2v2 Team Slayer, so the map's focus and developement dramatically shifted. While technically the main goal for this map was a failure, it's still incredibly polished and thoroughly thought-out so it's being released.
DSalimander has turned some lights from other Bungie maps into functional light fixture tags and they have been included as a supplementary release. Previously they were part of BSPs, now they can be easily placed and you can adjust the light they give off in Sapien!

Here's a cool GIF of progress to the map over time, starting with a simple blockout based on a sketch.

Here's the original MS Paint sketch DSalimander embarrassingly started with. https://i.postimg.cc/C5Q31GYZ/map-concept-a.png
Download: https://www.dropbox.com/s/cqa89t6kuq4i9pj/Crossguard.zip?dl=1
super interested
Haha, you're tessellating your model trying to fix it? Tessellating will not solve your problems, it'll make 50 times more!
Mostly everything to know has already been shared. The only thing that isnt always shared is peoples workflow on specific things but those arent important and mostly will differ between people and come with experience. Start watching tutorials and searching. If you have any questions speak up and ask. Don't just say no one helps you.
Quote: --- Original message by: Rhinox117 Try with 3ds max 8 or Lates, With Bluestreak plugin, Is the best option. If you're going to use 3dsmax8 it is preferred to use Blitzkrieg which is an actual built in plugin rather than Bluestreak which is a side script.
One of the main benefits of using 3dsmax8 is for the Blitzkrieg exporter. Try using Blitzkrieg http://hce.halomaps.org/index.cfm?fid=5195 . Most likely you also have an issue with your bsp, probably too many triangles judging by hwo round those trees look. What is the tri count and can you show a wireframe picture.
Good work, nice to see these! Do these have those dutch ports and those custom shaders you made from way back?
Looks like you are not referencing a shader in your material editor. Or your bsp is referencing a shader called <none>, which isn't a valid name for a shader so it won't even automatically create a blank shader there. Either way you need to check your maps material ids and make sure your materials are properly named and applied.
Can you believe this guy? Apologizing for inconveniencing us by not hosting our precious halo images!
This thread should be one of thanking you for continuing providing the number 1 place to come for anything halo custom edition.
Thank you Dennis!
^You are 100% correct. No one in their right mind would go through the aggravation of releasing custom maps on mcc. There's really only one thing that may happen is maybe the gearbox made maps get converted over. The only way to get custom maps on mcc is if they set up a system for the community to create and upload mcc maps. But even saying this makes me laugh because its so out there.
If you already have the latest version of max then thatll work more than enough.
Quote: --- Original message by: SBB_Michelle Everyone needs to stop telling people that they should use max 8. Max 8 depends on a deprecated Windows API for it's max script, so they won't all work properly. You also can't use some newer scripts and plugins, rendering is broken on windows 7 and up. Don't use max 8. If you want to go old school, use 9. But I suggest using a newer version personally. Best version of 3dsmax for developing for halo CE is.... 3dsmax8. What newer scripts do you use that are necessary for making halo ce stuff, and why would rendering help for halo ce?
The reason why version 8 is the best for Halo ce is the main built in exporter and most tools designed for halo support max 8. Most of the things in the newer version of max are nice in developing for other games but have little to no use for halo development. A possible problem might be if you're using the newest version of windows, but i think that has been resolved and is no longer an issue.
sounds like your portal material is setup wrong. Try compiling the bsp without the portals
post the debug that tool spits out. Also a screenshot of your model with the wrl imported also can help.
no you suck
Yes, thats the latest iteration of Tension by Arteen. Arteen has many unreleased projects and this iteration called "Intensity" is one of them.
Gearbox also took creative liberties and changed a list of things on the stock maps. An easy example would be they removed the lip in the center pit on Hangemhigh.
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