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Viewing User Profile for: Connorcpu
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Joined: May 27, 2009 07:18 PM
Last Post: Nov 13, 2009 04:50 PM
Last Visit: Feb 28, 2010 05:58 PM
Location: Washington State
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Your Age: 14
What Games do you play: H2V , Halo 3, WoW (Connorcpu, Gnome DK, Shu'Halo), and Halo CE
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Connorcpu has contributed to 25 posts out of 465278 total posts (.01%) in 4,986 days (.01 posts per day).

20 Most recent posts:
Halo 2 Vista Map Design / Technical » Halo 2 multplyer skins Nov 13, 2009 04:50 PM (Total replies: 10)

If your willing to rebuild halo 2 from the ground up. lol

Halo 2 Vista Map Design / Technical » Fall to your death Nov 13, 2009 04:39 PM (Total replies: 5)

Ive never acually successfully done that, I just make pits so deep you can't even render the bottom

Halo 2 Vista Map Design / Technical » Map Makeing Help needed please @_@ Nov 6, 2009 12:55 PM (Total replies: 5)

I think your right about portals, I'll include the information on them from the help file.

Quote:

Portals are used by Halo 2 to create separate zones within a single level. This allows the game engine to be more efficient in rendering assets as well as allowing unique background sounds and sound environments in different areas.

Once a level reaches a certain size, it will require portals due to the amount of data included in the levels tag files. Portal planes are placed in your 3D editor and must have the +portal material applied to the faces to be exported properly.

Some tips for creating portals are as follows:

· To create a seal, portals must intersect world geometry or other portals.

· Portal planes can extend outside the level.

· Portal planes can be vertical, horizontal, or angled.

· To view portals in Sapien, use the console command visibility_debug_1.

· To turn off portals in Sapien, use the console command visibility_debug 0.




yeah, I'm pretty sure it was a student version

Halo 2 Vista Map Design / Technical » Fall to your death Nov 6, 2009 12:48 PM (Total replies: 5)

In sapien, Go to Mission->Game Data->Kill Trigger Volumes and place a kill trigger, then change it's size. It can go outside the DSP, but you would have to manually type it's coordinates for that.

Halo 2 Vista Map Design / Technical » Map converting...maybe Nov 6, 2009 12:44 PM (Total replies: 1)

Coldsnap could NEVER be converted to halo 2 because you CANNOT modify vehicles. It's a dream to ever think someone could, the vehicles are in the shared.map. You would have to find a way to modify that AND everyone elses.


3ds max 7 is down to $120 at some places

Halo 2 Vista Map Design / Technical » Turrets Oct 22, 2009 09:38 PM (Total replies: 3)

Oh, I figured it out, you gotta use .vehicle_collections for the turrets, not iten_collections.

Halo 2 Vista Map Design / Technical » Turrets Oct 17, 2009 09:54 PM (Total replies: 3)

I am making a map called "Turret Warz", and as the name suggests, it has lots of turrets. I am trying to put warthog and spectre turrets in it, but the map doesn't apear on the list when I compile it, it dis apear when I then removed the turrets.

What I did for the turrets was I just make a new item collection and put the turret's .vehicle tag in it. Can someone help me?

Halo 2 Vista Map Design / Technical » Converting sketchup to 3ds Oct 9, 2009 01:11 AM (Total replies: 3)

The website, sketchup.google.com/3dwarehouse
At first, try searching halo maps, there's some interesting stuff, also idiotic stuff.

Halo 2 Vista Map Design / Technical » Halo 2 multplyer skins Oct 8, 2009 11:53 PM (Total replies: 10)

as far as I know, you can only do stuff like that in SP using some of the most extreme mods that can get you banned

Halo 2 Vista Map Design / Technical » Converting sketchup to 3ds Oct 8, 2009 11:47 PM (Total replies: 3)

There's a big, untapped resource out there, it's called google sketchup. Now, you may be thinking, how can using sketchup relate at all to halo 2 map making. Well as it turns out, many people out there like designing maps for halo, but can't afford anything so they just mess around in google sketchup. Well, I have figured out a way to convert these designs into a 3ds file which can be imported to max. This was a bit of a chalenge because, as I don't have sketchup pro, I can't export 3ds or obj files. Well, if you export it as a google earth object (kmz), just change the extension to .zip and you can extract the dae model file and all the textures used in it. Now, here is where you are going to need another program, blender. I have always found it unintuitive and not very good for anything, until now. Blender is free, and it allso comes with a whole assortment of import/export plugins. You can import the dae (Collada 1.4) file, press A to select the map and any other bits of scenary that come along with it. Then you can export it as a 3ds file. Then it's as simple as importing it into 3ds max. Now, sketchup modelers probly didn't make it with the contiguous sheel concept in mind, but you can probly figure out a way to fix it up. This is how to convert a sketchup model to 3ds max for use in all your maps, or for it to be a map it's self.

--Connorcpu--

Halo 2 Vista General Discussion » My copmputer is too picky Sep 23, 2009 01:51 PM (Total replies: 2)

oh lol, I made this thread a long time ago, I figured it out long ago too, you just have a limit to the total file size of all your maps

Halo 2 Vista Map Design / Technical » A little music for my ears Sep 20, 2009 02:56 PM (Total replies: 7)

I made the sound file and changed the sound_scenary and sound_looping from the main menu music to the song and put it in the game just like that piece of music

Halo 2 Vista Map Design / Technical » A little music for my ears Sep 16, 2009 06:44 PM (Total replies: 7)

The program did get me a .sound file, but when I tried playing it in my game, it did not make a peep

Halo 2 Vista Map Design / Technical » A little music for my ears Sep 10, 2009 03:23 AM (Total replies: 7)

I've been experimenting a little with music ingame, but there only areaps to be 1 music track availible, I was wondering if there was a way to create custom .sound files with your own music. Any help on this would be great, cuz I'm stumped.

--Connorcpu--


at least with with what I've been doing, which isn't very complex yet, the instancing hasn't been giving me any errors. although my entire map is pretty much just 6 sided bosex so far, I don't have any errors. all i do to make a second of you know, do the shift-move thing, make sure instance is selected, and I got a copy. also, make sure EVERY object is connected to the b_levelroot. I spent like a half hour trying to figure out why the objects were not apearing, until I finally figured that ont out. I hope I helped ya


I was looking to make a new weapon shape, I guess any texture will do, it was just a rainbow of colors.


Hey, I was just thinking about how I could do a race map, where there is a defined winner, and then I thought, why not have no starting weps and a weapon at the finish line, and I thought that would be perfect, except I don't have any cool weapons to put at the end. So I though it might be possible to make my own graphics to go over a sword, the only problem? I don't know how to make a new render model, I was hoping someone could help me with this, here is a zip file which includes a 3ds max (7 if it matters) model, and a bitmap file for the texture. Download it Here http://www.mediafire.com/?sharekey=4eeb8b887fadae58d6baebe61b361f7ce04e75f6e8ebb871. It's the 'Champions_Stick' file. If anyone could make a render model out of this for me, that would be greatly apreciated. Thanks
Edited by Connorcpu on Sep 7, 2009 at 06:26 AM


As a general rule of halo 2 map making, the BSP part of the map falls under the sealed volume rule. Instanced geometry, on the other hand, does not. You could make the BSP a giant box around your map, with the map it's self instanced, meaning everything doesn't have to be stiched together, making everyone's lives easier. Look up Instanced geometry in the H2EK help file for help doing this.


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