Halo pics!
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TheTaxidermist
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PostPosted: Sun Jan 21, 2007 6:28 pm    Post subject: Reply with quote

is that 3dsmax5?
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PostPosted: Sun Jan 21, 2007 8:27 pm    Post subject: Reply with quote

Designing maps in 3DS Max? Isn't there a special map editor for Halo?

Ah, I remember when I used to design maps for Half-Life and Unreal Tournament.
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Bittype
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PostPosted: Sun Jan 21, 2007 8:47 pm    Post subject: Reply with quote

No it's gmax similar programme it just can't export animations or import certain files.

Yes proc HEK (Halo Editing Kit.) But you can only edit existing maps with it. Basically unless the person who made the map allows you to use their .scenario file the only way you can edit it is to rip the file from the halo map itself, and only then if they haven't locked it so you can't get the proper file.
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TheTaxidermist
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PostPosted: Sun Jan 21, 2007 9:21 pm    Post subject: Reply with quote

Ye, from what I skimmed over the introductory readme the process goes

Make basic map mesh in 3ds > export with blitzkrieg plugin > add game objects with sapien

Is that right Bitt?
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PostPosted: Sun Jan 21, 2007 9:25 pm    Post subject: Reply with quote

Ah, you're just making a landscape to begin with. There are probably programs that let you do that by creating a greyscale image and importing it. The program will then scale the terrain vertically based on the shade.

Actually, that's probably what you're doing anyway. Razz
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Bittype
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PostPosted: Sun Jan 21, 2007 9:52 pm    Post subject: Reply with quote

Nope, make a polygon map in 3dmax/gmax and texture it, then you have to export it then run it through another programme called tool which checks for errors, then run it through tool again to build your basic bitmap. Then set some variables with another prog called guerilla, then run it through tool again, then run tool again with a different set of commands which will assuming you have no errors build the structure of the map in a .senario file, then run radiosity with tool to set up the light maps, then load it into sapien and save the new lightmaps (or you won't see anything but grey) THEN you can add scenery, vehicles, weapons, etc. Then run it through tool again to compile the map. Again ASSUMING no errors have cropped up. If you get no errors the map will compile and be placed in your halo map folder....

THEN you try and run the map in halo, and assuming you don't get an exception (IE something happened in all you have done before that halo does not like) you can play it.. Exception = start all over again or try to trace the error.

Great fun Smile


[EDIT]

Unfortunately tool is VERY touchy about the way the poly map is made and will spit it out at the slightest hint of a problem...

[/EDIT]
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Eminition whirled around and jammed his gun barrel right into Agamemnomn’s head: “This is for Bittype.” With a destructive blast, a merciless bullet tore through The Cypherite’s skull and brain.
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PostPosted: Sun Jan 21, 2007 10:04 pm    Post subject: Reply with quote

That freakin' sucks. Razz

Bungie needs to make an all-in-one tool like Hammer or UnrealEd to avoid all that crap. And you'd still be able to import things from other programs if you want extra flexibility.
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PostPosted: Sun Jan 21, 2007 10:15 pm    Post subject: Reply with quote

Unfortunately only the original basic editing tool HEK came from bungie, and even then it was only intended to edit existing files, it has all been updated and hacked by players to make the tools that are able to properly build a map from scratch including building new vehicles. Bugie only released the source codes some time after that so all the current programes are player made/hacked
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Eminition whirled around and jammed his gun barrel right into Agamemnomn’s head: “This is for Bittype.” With a destructive blast, a merciless bullet tore through The Cypherite’s skull and brain.
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