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Author Topic: Links to programs, tutorials, articles, downloads, its worth checking out. (87 messages, Page 1 of 3)
Moderators: Dennis

Joined: Dec 26, 2005

Crust on Halomaps! :)

Posted: Jan 5, 2006 05:30 AM    Msg. 1 of 87       
Halo CE Program Error Posting Guidlines
Quote: **SAPIEN**
Q & A:

Q: What is a Sapien error?
A: Whenever you go to open Sapien and it locks up, followed by closing, there's an Error.

Q: How do I get the error information?
A: You will find it at the end of debug.txt (hover to show directory in status bar)

Q: What's the usual cause of an error?
A: You probably have a incorrect reference in, or corrupt tags.

Posting For Help

In case of Sapien errors, you should make a thread containing the following format.
1. Everything you may know about the error
2. the latest entry in the debug.txt
3. Wrap the entry in CODE tags to save excessive scrolling


Q & A:

Q: What is tool?
A: Tool is generally the last program used. It compiles everything you have made. Whether it be a BSP, bitmaps, models, or even the final map.

Q: Why does Tool give errors?
A: Tool doesn't screw up, the user does. Whatever it is you are attempting to compile, is not correct.

Q: Where can I find the error info?
A: Tool will tell you what's wrong in 2 places. One, in it's window. two, in debug.txt of course.

Posting For Help

Any time you have an error, you can count on needing the debug.
Include the following in your thread:
1. everything tool said
2. Latest entry in debug.txt
3. What you were attempting to do
4. Wrap the error information in CODE tags to save on scrolling


Q & A:

Q: What is guerilla needed for?
A: Guerilla is essentially an all-forms version of Sapien, and is where you will do most of your tag creating/editing.

Q: How do I know if there's an error?
A: Open the tag, and look in the boxes for red text. Anywhere there is red text, is a problem. Most likely incorrect reference, files, or filenames.

Posting For Help

There's really no guideline to posting guerilla errors. Its usually just because you can't fix something. Just be sure to include the following.
1. Give us information on what this tag is, and what you are trying.
2. Give us at least 2 screenshots of the tag opened in guerilla.
3. Please be as descriptive on the problem as possible, we can't help otherwise.

Edited by Matooba on Feb 2, 2009 at 10:43 PM

#1 Halo Editing Resource{/b]

Halomaps Goodies

Useful sites to get you started with modelling, animating, texturing and UVmapping.



GMAX WIKI------>http://en.wikipedia.org/wiki/Gmax

----->http://www.turbosquid.com/Forum/Index.cfm/stgAct/ForumList/intGroupID/1004]GMAX SUPPORT SITE</a><------

Gmax Software Download:
http://www.turbosquid.com/gmax]For Gmax Support<---USE THIS LINK FIRST

Gmax For Beginners:

Gmax Tutorials Download:

Gmax Help Files Download:

Gmax Free Texture Samples Download:

In relation to getting models out of gmax and into 3dsmax for use in Halo, the problem here isn't with 3DS Max but with GMax. Gmax was developed with the intention of having limited import and export capabilities this, in general, is provided by the additional installation of 'gamepacks' available for various games like 'Quake 3', 'Black & White' and MS 'Flight Simulator'. As there isn't an 'official' way to use gmax (or max) to create Halo content you have to work around the problem using what abilities Gmax does have, in this particular instance the MD5 exporter.
MD5 Gmax Exporter
MD5 3dsmax Importer


Making a Map Start to Finish


3dsmax Animating Tutorial 1 http://www.tutorialized.com/tutorial/Animating-Timmy-Foo/5681

3DSMAX Step By Step

3dsmax Animating Tutorial 1 http://www.tutorialized.com/tutorial/Animating-Timmy-Foo/5681

3dsmax Animating Tutorial 2 http://www.tutorialized.com/tutorial/Animated-face/11614

3dsmax Connecting and animating bones http://www.tutorialized.com/tutorial/Connecting-and-Animating-Bones/3782

3dsmax Creating Buildings http://www.skillreactor.org/cgi-bin/index.pl?maxbuild

3dsmax Creating Fog http://www.tutorialized.com/tutorial/Creating-a-Foggy-Scene-in-3D-Studio-MAX-using/9943

3dsmax Modeling in Low Poly http://www.tutorialized.com/tutorial/Modeling-a-low-poly-LCD-monitor/5680

3dsmax Making Explosions http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=233&mode=thread&order=0&thold=0

3dsmax How to use Array http://www.tutorialized.com/tutorial/The-power-of-Radia-Array/7400

3dsmax How to make a space scene http://www.tutorialized.com/tutorial/Making-a-simple-space-scene-with-stars-and-a-sun/4856

3dsmax Making Caves and Caverns http://www.skillreactor.org/cgi-bin/index.pl?cave
This is a realy good Tutorial

3dsmax Putting Bridges in Caves and Caverns http://www.tutorialized.com/tutorial/Cave-Scene-w-Bridge/3747

3dsmax How to make fire, water and smoke http://www.tutorialized.com/tutorial/Water-Fire-and-Smoke-Effects-Using-Particles-and-Opacity-Maps/7399

3dsmax Modeling and texturing Glass http://www.tutorialized.com/tutorial/Modeling-and-Texturing-Glass/4865

3dsmax Modeling a Hovertank http://www.tutorialized.com/tutorial/BoxModeling-a-cool-Hover-Tank/4869

3dsmax Making Landscapes http://www.tutorialized.com/tutorial/Landscape/4387

3dsmax Making liquid pools and water effects http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=215&mode=thread&order=0&thold=0

3dsmax Basic Buttons Tutorial http://www.tutorialized.com/tutorial/Basic-Buttons/3733

3dsmax Some Video Tutorials http://www.vtc.com/products/3dsmax7.htm

3dsmax More Video Tutorials http://www.3d-palace.com/tmas/videos_free.php?pid=1

3dsmax Usin UVW and Unwrap UVW Maps Tutorial http://www.tutorialized.com/tutorial/Texturing-In-3D-Studio-Max-Using-UVW-and-Unwrap-UVW-Maps/9505

3dsmax waterfalss and using Particle Systems http://www.3dkingdom.org/modules.php?op=modload&name=News&file=article&sid=521&mode=thread&order=0&thold=0

Some 3DSMAX Help Forums

Another tutorial site with 3dsmax7 help http://www.3dbuzz.com/vbforum/sv_home.php#
Free for the picking

Awesome 3dsmax Step by step site http://www.tutorialized.com/tutorials/3DS-MAX/1
Free for the picking

More how to's for your 3dsmax projects http://forums.cgsociety.org/forumdisplay.php?f=96
Free for the picking

Halo Tutorials
Main Index: http://www.halomods.com/index.php?topic=Tutorials

Using Halo Tools for Modding: http://www.halomods.com/site2/geeklog-1.3.9/public_html/staticpages/index.php?page=tutorials-index
More to come.......Game-on!!!

Programs and Program Resources:

Milkshape 3D - http://www.milkshape3d.com/ Cost: Cheap

Discreet's 3D Studio Max - http://www.discreet.com Cost: Expensive

Discreet's GMax - http://www.discreet.com Cost: Free

Cinema 4D - http://www.maxon.net Cost: Expensive

Maya - http://www.alias.com/ Cost: Expensive

Softimage XSI - http://www.softimage.com Cost: Expensive

Softimage XSI Mod Tool - http://www.softimage.com/products/Mod/v4/ Cost: Free


There are several types of DXT compression offered by DirectX 8/9:

0 or 1 bit alpha
Explicit 4-bit alpha, color data is premultiplied by alpha – UnrealEd does not use this format
Explicit 4-bit alpha, not premultiplied
Interpolated alpha, color data is premultiplied by alpha – UnrealEd does not use this format
Interpolated alpha, not premultiplied
In DXT compression, images are divided into 4x4 pixel blocks, or "texels". For each texel, two color values are chosen to represent the range of pixel colors within that block, and then each pixel is mapped to one of four possible colors (two bits) within that range. The compressed texel is represented by the two 16-bit color values, and 16 2-bit pixel values, totalling 64 bits of data per texel, amounting to an overall image size of 4 bits per pixel.

Alpha (transparency) information in DXT is handled in one of several ways, depending on the DXT format. In DXT1, each texel can either be defined as having four possible color values within the range (as described above), or alternately three color values and one value indicating "this pixel is transparent". Thus, in DXT1, one can have at most 1-bit (on or off) transparency in the image, but even this is done at the expense of some color information. Note: DXT1 transparency is supported by the Engine and UnrealEd but you can't use UnrealEd GUI to create DXT1 textures with one-bit alpha. Textures converted to DXT1 have all transparency information removed.

In DXT2/3/4/5, Alpha information is specified using a second 64-bit block for each texel (thus doubling the image size). In DXT2/3, for each pixel, four bits are used to indicate its alpha, providing 16 different transparency levels. DXT4/5 uses a method similar to the way color data is stored to provide "interpolated" alpha information: Two (8-bit) alpha values are chosen representing the range of transparency in that texel, and then for each pixel, three bits are used to represent its transparency within that defined range (This allows much better for subtle gradations, but can have less precision for large ranges within a texel).

In DXT2 and DXT4, the pixel color values are multiplied by the alpha values before compressing (so partially transparent pixels have a color value stored darker than it shows onscreen, and completely transparent pixels always have a color value of black in the compressed texture). This can speed up some types of compositing operations, but it has the side-effect of losing color information, and can result in uglier DXT compression for some types of textures. In any case, alpha premultiplication is not supported by current Unreal Engine versions, so DXT2 and DXT4 are not options for texture formats in UnrealEd (so you can forget they exist).

Which DXT Compression to Use?
Obviously, there are some trade-offs between the different formats which make them better or worse for different types of images. Some general rules of thumb for good use of DXT textures are as follows:

1. If your image has no alpha, use DXT1 compression. Using DXT3/5 will double your image size over DXT1 and not gain anything.
2. If your image has 1-bit (on or off) alpha information, use DXT1 with one-bit alpha.
3. If the DXT1 image quality is too low and you don't mind doubling image size, use DXT3 or DXT5 (which one doesn't matter, they'll give the same results).
3. If your image has smooth gradations of alpha (fading in/out slowly), DXT5 is almost certainly your best bet, as it will give you the most accurate transparency representation.
4. If your image has sharp transitions between multiple alpha levels (one pixel is 100%, the next one is 50%, and another neighbor is 12%), DXT3 is probably your best bet. You may want to compare the alpha results in DXT1, DXT3 and DXT5 compression, however, to make sure.

In UnrealEd 3, RGBA8 and P8 textures can be compressed to DXT1, DXT3, or DXT5 by right-clicking on the texture in the Texture Browser and selecting from the "Compress" option of the pop-up menu. Once compressed to DXT, the compression type cannot be changed in UnrealEd.

UnrealEd exports DXT textures as .DDS (Microsoft DirectDraw Surface) files. Most software does not handle this file format, so you will need conversion tools such as the Nvidia Texture Tools to convert these files into a form usable by other graphics applications.

For addition Info

Bodypaint R2 - http://www.maxon.net/ Cost: Expensive

Photoshop - http://www.adobe.com/ Cost: Mid-Price

Paint Shop Pro - http://www.jasc.com/ Cost: Mid-Price

UV Mapping
Ultimate Unwrap 3D - http://www.unwrap3d.com/ Cost: Cheap

Character FX - http://www.insanesoftware.de/index.php\ Cost: Cheap

Landscape Generation *new*
Bryce 5.5 - http://bryce.daz3d.com/55index.php Cost: Mid-Price

Terragen - http://www.planetside.co.uk/terragen/ Cost: Free

Vue 5 - http://www.e-onsoftware.com/ Cost: Expensive

Modelling and General Tutorial Sites:
http://www.psionic3d.co.uk - Modelling, UVmapping, Texturing resource site.

http://halflife2.filefront.com/file/;43415 - Barell skinning tutorial

http://www.computerarts.co.uk/tutorials - Bursting at the seams with professional tutorials. Anything 'premium' will cost you, anything not premium is FREE. (Variety of programs in there) Unless you're a subscriber to Computer Arts magazine, in which case theyre free.

http://www.dejawolf.com - Tutorials on skinning military vehicles and modeling

http://webdesign.templatemonster.com/ - MASSIVE 2D/3D/websdesign/Photoshop Tutorial website

http://www.quake3world.com/ubb/Forum11/HTM...1100.html\ - Massive thread on Quake World forums

http://www.cgtalk.com/showthread.php?s=&threadid=48474\ - THREAD on CGTALK with loads of Cinema 4D stuff

http://www.totaltutorials.com/ - More Tutorials for various programs

http://www.bsmooth.de/BSolutions/ - Bryce 5 tutorials

http://www.jollup.co.uk/html/index.php?page=8 - Cinema 4D Beginner tutorials

http://well-of-souls.com/gallery/tutorials.htm - CG Art Tutorials

http://bbs.clandeadgoat.net/viewforum.php?...220a1b33f912ee0 - Huge forum board on all things 3D - Includes video tutorials on skinning and animating.

http://3dbuzz.com - Massive 3DS Tutorial site, well worth a look

http://3dtotal.com - Maya and 3DS Resource and tutorial site

http://www.3dlinks.com/index.cfm - More Resources

http://www.highend3d.com/ - And yet more resources.

http://www.sourceblog.net/page.php?file=/t...n/Text/textskin - Loads of texturing tutorials

Reference Pictures:

http://www.world.guns.ru - Weapons Reference site in both English and Russian

http://www.fineart.sk/ - Large human anatomy site for modelling reference. Warning: Some adult content!

http://www.suurland.com/blueprints_archive.php - Another Big site with plans/pics of all kinds of vehicles

http://www.swissquake.ch/chumbalum-soft/fo...3?threadid=8737 - Massive ref thread on Milkshape Forums

http://blueprints.onnovanbraam.com/ - General blueprints site.

http://www.google.com - Never underestimate this powerful site.

http://www.bigstockphotos.com - Premium photograph site. Costs money, but has a massive database of photos

http://www.3d.sk - Fineart's site listed above but for game developers, premium cost again. Warning: Some adult content!

http://www.mayang.com/textures/ - Great site full of very high resolution photographs aimed specifically at designers. Want to make your own textures? This is for you!

Game Development:

http://www.gametutorials.com/Tutorials/C++/Cpp_Pg1.htm - Games Programming, thanks Smi0200304!

http://www.codersworkshop.com/ - Excellent Programming resource site!!

http://www.blitzbasic.com/ - BLITZ 3D fast and powerful games dev language

http://darkbasic.thegamecreators.com/ - Dark Basic Pro, Another basic language with direct X 9 support, try it for yourself!!

http://www.thegamecreators.com - 3D Game Engine

http://www.gamemaker.nl - 3D Game Engine

http://www.realmcrafter.com - 3D Game Engine

http://www.cipherengine.com - 3D Game Engine

http://www.garagegames.com/makegames/ - Home of the Torque Game Engine, a cheap, powerful indie game engine

3D Sites or forums:

http://www.cgunderground.com - Cool 3D Site with tutorials!

http://www.cgchat.com/board/index.php - CG CHAT Some incredible inspiration and talent here...

More Photoshop:

http://www.pslover.com/ - Almost 5,000 PS tutorials, and links to more tutorial sites.

http://st.burst.cc/tutorials.htm - Skinning tutorial site.








http://www.insidecg.com/ - high end GFX and tutorials

http://www.pslover.com/tutorials.php - more tutorials


Lots of time spent researching these so you can get it all here at http://www.Halomaps.org

Edited by Matooba on Feb 2, 2009 at 11:00 PM
Edited by Matooba on Mar 21, 2011 at 06:57 PM
Edited by Matooba on Mar 21, 2011 at 06:59 PM

Joined: Dec 26, 2005

Crust on Halomaps! :)

Posted: Jan 6, 2006 12:39 PM    Msg. 2 of 87       
Your probably not going to find just sapien tutorials. Usually you need a few different tools to impliment a mod into a map properly. But for a list of available tutorials I know of click this link http://www.halomods.com/site2/geeklog-1.3.9/public_html/staticpages/index.php?page=tutorials-index

Edited by Matooba on Jan 6, 2006 at 12:40 PM
Edited by Dennis on Jan 25, 2006 at 11:14 AM


Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan

Posted: Mar 6, 2006 09:07 PM    Msg. 3 of 87       
Quote: got any Gmax tutorials? kinda cant get past the texturing....
--- Original message by AExLoki on Mar 6, 2006 09:03 PM
Look in the tutorials section of the website.

Joined: Dec 26, 2005

Crust on Halomaps! :)

Posted: Mar 6, 2006 11:19 PM    Msg. 4 of 87       
Look at top of Page for Update w/Gmax
Edited by Matooba on Mar 6, 2006 at 11:22 PM
Edited by Matooba on Mar 7, 2006 at 11:08 AM

Joined: Dec 26, 2005

Crust on Halomaps! :)

Posted: Apr 11, 2006 07:43 AM    Msg. 5 of 87       
Questions should be asked in the regular forum please
or Private Email Me

A frame is simply a small box you name "Frame". The frame is the basis for your level that is used so your tool program can build the senerio files. You use the "Link" tool and link all objects to the frame before exporting. All the 3dsmax Tutorials work pretty much the same as Gmax for building levels.
Great first map build tutorial,
Chimp is the script for exporting your level as a .JMS file.
Best if you follow that Beginner guide.

Edited by Matooba on Apr 11, 2006 at 08:00 AM
Edited by Matooba on Apr 11, 2006 at 08:02 AM

Joined: Dec 26, 2005

Crust on Halomaps! :)

Posted: Apr 11, 2006 09:56 PM    Msg. 6 of 87       
Ok, as I stated before, this is not a forum question area. So please just start a new post and label it "Gmax Error" Under the title and me and a whole bunch more PPL will be able to help you. KK

Don't reply here with your answer, just post it and I'll see it KK.

Oh and heres a chimp problem thread.

Edited by Matooba on Apr 11, 2006 at 10:23 PM

Joined: Dec 26, 2005

Crust on Halomaps! :)

Posted: May 8, 2006 07:49 AM    Msg. 7 of 87       
Use CHimp 1.6:
put it in Gmax plugins and follow the readme's.

Edited by Dennis on May 13, 2006 at 07:56 PM

Joined: Dec 26, 2005

Crust on Halomaps! :)

Posted: May 20, 2006 10:58 AM    Msg. 8 of 87       
Depends on what program your using. ie....Gmax,3dsmax...etc

Joined: Dec 26, 2005

Crust on Halomaps! :)

Posted: Jun 11, 2006 05:04 AM    Msg. 9 of 87       
Post a topic in New Posts and I'll help over there K Wes?

Joined: Dec 26, 2005

Crust on Halomaps! :)

Posted: Aug 2, 2006 03:38 AM    Msg. 10 of 87       
Making the map is pretty much the same way as 3dsmax, but with less options. Its the simplified version. Export is the only difference.

Joined: Dec 26, 2005

Crust on Halomaps! :)

Posted: Dec 15, 2006 01:13 PM    Msg. 11 of 87       
I will get some decals and some other hard stuff for you together.

Joined: Jan 16, 2006

Furry and proud :3

Posted: Jan 15, 2007 07:01 PM    Msg. 12 of 87       
I may hae said this in other places but... is there a .max to .3ds and back again coverter for max? I kinda need it... kinda like the .gbx exproter but for making .3ds's...
Edited by tygron on Jan 15, 2007 at 07:01 PM

Mr Gruntsworthy
Joined: Jan 9, 2007


Posted: Jan 17, 2007 09:36 AM    Msg. 13 of 87       
damnit.... for the last time, this ISNT A Q&A THREAD!!! any more questions in this thread not directly relating to the tutorials should be ignored. There are a few things we ask for here:

1) search up the friggin topic to see if your newbish question has already been answered. Having many newbish questions myself, I OFTEN make use of the search feature.

2) do not post in the wrong forums; or threads. If someone is currently trying to get help, or if the thread is not meant for that specific topic, DON'T POST YOUR QUESTION THERE! If you could't find an already-existing topic for your question, then, and only then, do you post it in a new thread, and be guaranteed by the end of the day to have three or four experienced people to help you out.

There is an awesome tutorial by Yayap that is easy to follow. Being a newb myself at Halo level making, i found Yayap's tutorial alot easier to understand than the one that came with the HEK.
Edited by Mr Gruntsworthy on Jan 17, 2007 at 09:38 AM

Joined: Jan 16, 2006

Furry and proud :3

Posted: Jan 17, 2007 06:18 PM    Msg. 14 of 87       
All I ned is a converter... you are posting in the wrong place actually... this is TOOLS/ TUTS/ WHATEVER ELSE TO HELP YOU WITH YOU MAP MAKING CRAP! jeez sides you have been here only for a few days and only 63 posts... pay attention to what s being said... also I don't use the search cause it never works for me! everything I type it says not found! I'm tired of people telling me to use search... and their called maps not levels! I have actually posted a thread about this but guess what? NOTHING WAS POSTED BUT THERE WERE LIKE 50 VIEWS! So if you don't know about something then GO AWAY AND LET THE PEOPLE WHO DO KNOW WHATS GOING DOWN DEAL WITH IT!

For all the others out there that is reading this I am sorry but people should know that I know to use search... i've been here about a year! and it doesn't work... so anyway sorry to all else but this guy above this post... also don't cuss... that stuff gets topics or posts deleted... i've been there done that with a harmless dev command thread... (it was in a code too)

End of Line

EDIT: wow I have been here a year and a day... some "aniversary" for me.....
Edited by tygron on Jan 17, 2007 at 06:24 PM

EDIT 2: also what the heck do you mean "for the last time" !?!?!??! you have been here about a week! infact it's you first time saying that! I would call you a noob but i'd get in trouble so i won't....
Edited by tygron on Jan 17, 2007 at 07:00 PM

Mr Gruntsworthy
Joined: Jan 9, 2007


Posted: Jan 17, 2007 07:49 PM    Msg. 15 of 87       
noob? speaks the one who's only been here for a day.

and, learn how to decipher english. When I said 'for the last time' it wasn't referring to ME, I was referring to ALL OF US who told them this wasn't a Q&A thread.

And, may I also suggest you learn HOW to use a search function; I use it on this site aplenty and always get results.

so, you tell me, who is the noobier at forums.


Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan

Posted: Jan 17, 2007 09:05 PM    Msg. 16 of 87       
Stay on topic, stay calm, don't yell, don't scream and don't do drugs. Mostly while you are here act civil and stay on topic.

ps: don't do drugs either....

Joined: Jul 23, 2006

Seriously guys?

Posted: Jan 17, 2007 09:09 PM    Msg. 17 of 87       
lol, Dennis you just had to put that there didn't you. What are you trying to do, stop all of the illegal activities done by anyone on these forums? If you are, keep doing that!

Joined: Jan 16, 2006

Furry and proud :3

Posted: Jan 17, 2007 09:13 PM    Msg. 18 of 87       
dude I have a year on these forums... the search never works PERIOD! I DON'T CARE WHO GETS IT TO WORK! I REALLY DON'T! (the capps are just things i'm trying to piont out...) Also I have made a topic thank you... it's long gone cause no one posted... this is the only place I can get help and guess what!? Some random noob comes and posts something about nothing he knows about! I have a year and a day here not a week... read it! "joined 1-16_06" Also I know how to decifer english... and I can write it too.. you have no clue what I have posted and when... you are a noob for saying to make a topic about it... I DID... how about YOU use the search button! in fact i'll prove to you it doesn't work! besides if there was a topidc about this (or statement that wasn't mine) it would be in this topic! i'd google it but it brings up too much crap... If you want to complain about something like this when you have been here maybe a week... USE THE SEARCH BUTTON AND DO RESARCH! IF IT DOES SO WELL FOR YOU THEN WHY NOT! I'm not talking about this here anymore and i'm not spamming this anymore like a complete noob. If you still want to talk about this PM me where I can teel you what I really want to say... I can't here cause it would get me banned... and maybe I shouldn't have said this... oh well... NOW SHUT UP AND GO AWAY!

EDIT: I was typing this while Dennis and the other guy (sorry can't see your name right now) posted... I was actually going to say "i'd like to see what Dennis has to say (as long as it don't have anything to do with bans or something)" but now i'm not... lol that was funny.
Edited by tygron on Jan 17, 2007 at 09:17 PM

EDIT 2: can we get back on the topic of this .max to .3ds and back again script/ exporter for gmax? it owuld help nicely... please? well if there is one... if not would it be too hard to edit the .gbxmodel exporter to make it work with .3ds's and .max files?
Edited by tygron on Jan 17, 2007 at 09:21 PM

Joined: Jul 23, 2006

Seriously guys?

Posted: Jan 17, 2007 09:36 PM    Msg. 19 of 87       
lol i find it funny cuz hes been here to notice youve posted before yesterday. i think even in the same topics as him too.

Anyway..... i dont think chimp is working anymore. am i rihgt

Joined: Jan 16, 2006

Furry and proud :3

Posted: Jan 18, 2007 03:25 PM    Msg. 20 of 87       
Whats chimp? a dummed down gurrilla? (the halo things not the animals lmao)

Joined: Jul 23, 2006

Seriously guys?

Posted: Jan 18, 2007 10:02 PM    Msg. 21 of 87       
Are you serious? If u seriously dont know what it is its a gbxmodel exporter for gmax

Joined: Jan 16, 2006

Furry and proud :3

Posted: Jan 19, 2007 03:25 PM    Msg. 22 of 87       
Oh.... ok well then it's not usefull to me... I have something like that already... so is there a .3ds exporter script thing for max? It's all I need... as long as I can get it back into max.....

Joined: Dec 26, 2005

Crust on Halomaps! :)

Posted: Jan 22, 2007 12:31 PM    Msg. 23 of 87       
In regards to your question:
Quote: Posted: Jan 19, 2007 03:25 PM Msg. 54 of 56
Oh.... ok well then it's not usefull to me... I have something like that already... so is there a .3ds exporter script thing for max? It's all I need... as long as I can get it back into max.....

Word to the wise:

Id like to introduce myself: my name is Paul Perreault and I am the Product Manager for the gmax effort at Discreet. I have been lurking on the gmaxsupport.com forum for some time, and have taken keen interest in the discussion about exporting data from gmax--which we have taken pains to prevent and discourage.
First off let me say that I (and ?we? here at Discreet) enjoy your enthusiasm for gmax. Besides being a great tool to modify game content, I should also mention that the skills you develop using gmax will be directly applicable in 3ds max, should you ever pursue a career in 3D modeling/animation or game development.

As you may have discovered, gmax is a professional grade 3D modeling, mapping and animation package based on tools and technologies found in 3ds max 4--which is sold by Discreet to 3D professionals for $3495.

gmax was designed to provide game developers and game enthusiasts a stable and robust 3d content creation and editing tool for Discreet approved game title formats. Discreet licenses (for a fee) to game companies the right to distribute gmax game packs. By design, this is the only means by which users are allowed to export data from gmax. Discreet withheld the ability to export data directly from gmax for many reasons, and we take very seriously any effort to defeat our design.

By attempting to defeat the measures that were designed and intended to prevent exporting data from gmax, there is danger of violating the gmax End User License Agreement. Violating the gmax EULA is strictly prohibited.

Please note that Discreet is not opposed to exporting data from gmax--provided Discreet is the decision maker about what formats are supported. We are working hard to bring more gmax-enabled features to gmax users.

gmax is a unique product with unique capabilities. As such it is important that these capabilities be restricted to the intended use as defined by the gmax EULA. Thus I would appreciate your understanding in this matter.

Best regards,
paul perreault
gmax product manager

For 3dsmax
1. First, open the GBX model in Guerilla
2. Then, export the gbx model out of guerilla as a text file (ie...warthog.txt)
3. Run TheGhosts GBXModel_Importer_v1-0-1 script (found here... http://ghost.halomaps.org/bluestreak/)
4. load the (warthog.txt) file
5. Follow all instructions contained in the download from GBX Importer

I provide a Gmax Crash sheet at halomapping.com(which is a Modeling and mapping site) called Modeling Concepts. It was made for ppl using Gmax.:)

Edited by Matooba on Jan 22, 2007 at 01:00 PM
Edited by Dennis on Jan 28, 2007 at 05:19 PM

Joined: Jan 16, 2006

Furry and proud :3

Posted: Jan 26, 2007 10:38 PM    Msg. 24 of 87       
Maybe I wasn't clear enough... , thanks for the info btw, I have a program called anim8or. It is a free 3d modeling program similar to 3ds max but without all the fancy stuff. It does support .3ds formats (thus the need for a exporting script similar to the one that The Ghost made for gmax for use with .gbxmodels) This is why I need a script or something of the sort... as no one is even offering to give me a warthog model that is from the game... I have asked many times but no response and it would e better to just be able to rely on myself rather than someone give me the model. I have tried to use gmax to modify meshes and stuff on the hog but can not because gmax's interface is completly defferent from anim8or. Anim8or is my tool of choice but if I had a script (which aparently gmax can run almost any compatible kind...) I could use gmax as a tool to give me the models. Anim8or can not use scripts and or add ons that some game makers have relesed for use with 3ds max. When I get to colege I will be able to get my hands on 3ds max... well atleast at school, but i'm not going to do everything there. The halomapping.com stuff may hep but only if they have .3ds files of warthogs and stuff... and not just a user created hog that looks nothing like Bungies model. Paul I thank you for your help and support but sadly I knew most of wat you said...

Thanks for any help on something that might help with this anim8or program.

H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!

Posted: Feb 11, 2007 07:29 PM    Msg. 25 of 87       
Tutorials removed due to filefront randomly deleting my tutorials.
Edited by H Guru on Feb 6, 2009 at 06:29 AM

Joined: Sep 7, 2006

Dennis sleeps like this!

Posted: Feb 12, 2007 06:38 PM    Msg. 26 of 87       
H-Guru put the reference models you converted into .3ds format so i will just post the download links.




Gmax Usage:
Download the files with tugzip or winrar..extract them to a folder.

Go into Gmax...import and then just open the reference model you want to use.
Edited by Rm860 on Dec 15, 2007 at 03:48 PM

Joined: Jan 16, 2006

Furry and proud :3

Posted: Feb 12, 2007 07:49 PM    Msg. 27 of 87       
YAY finally some models for the hog! wait a minute.... gmax... oh nevermind. T.T

EDIT: those tuts might help me for something....... duno what lmao.
Edited by tygron on Feb 12, 2007 at 07:50 PM

H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!

Posted: Feb 12, 2007 07:55 PM    Msg. 28 of 87       
Quote: YAY finally some models for the hog! wait a minute.... gmax... oh nevermind. T.T

i put them into .3ds format so they can be imported using 3DS max & Gmax

Joined: Sep 7, 2006

Dennis sleeps like this!

Posted: Feb 13, 2007 06:23 PM    Msg. 29 of 87       
yea even though they are in .3ds format which actually is misleading they can be imported into Gmax as well. I orginally thought .3ds format was for 3ds max only but nope it works with Gmax as well

Joined: Jan 16, 2006

Furry and proud :3

Posted: Feb 17, 2007 04:35 PM    Msg. 30 of 87       
cool.... i'll download it later... when my niebors wifi starts to work again.... lol.... but I just downloaded a .gmax to .obj converter for gmax.... my anim8or modeling program can import .obj models into it... so now I don't really need the .3ds format things.... but hey thanks anyway... and i'm still gona download them lol.

Joined: Sep 7, 2006

Dennis sleeps like this!

Posted: Feb 17, 2007 10:12 PM    Msg. 31 of 87       
what i like about them is they are all correct size..and you don't need scripts. Messing with scrips sucks

Joined: Mar 1, 2007

so crazy im sane

Posted: Mar 9, 2007 06:48 PM    Msg. 32 of 87       
*post deleted by admin for rules violation
Edited by Dennis on Mar 10, 2007 at 01:42 PM


Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan

Posted: Mar 10, 2007 01:48 PM    Msg. 33 of 87       
Quote: --- Original message by: nhp_is_here

What are you like 5 or something? I haven't seen a tantrum like this since I visited a kindergarten. I don't just sit around here waiting breathlessly for people to PM me so I can drop everything I am doing to answer. If you don’t learn patience now you will be sorely disappointed in the future.

This will help you be a better Net-Citizen

You have your answer in a PM.

Joined: Jan 16, 2006

Furry and proud :3

Posted: Mar 17, 2007 08:07 PM    Msg. 34 of 87       
I have been having a slight problem. I have a program called anim8or (www.anim9or.com) (it's free) and it can export to .3ds models. I have tried to import my map model into gmax but it says "Improper File format" and it won't work. I don't think I made everything neccesary for a halo map either but i'm not sure... the map is basicly a testing map for me to use (and people on my testing team) and something to start me into map making. I am willing to go through all the crap it takes to make a map, and I just need some help.

I'm sorry I keep asking for help with gmax but other than help for this I belive I have everything I need. I will go to the anim9or website to see if they have a newer version, and this may fix my problem. If I get my problem fixed i'll post it here in either this post or another if there has been a reply.

Joined: Mar 17, 2007

Blaaaargh! Gamertag: Sweet Tooth VII

Posted: Apr 9, 2007 02:05 AM    Msg. 35 of 87       
Tygron, if your map is just a test map why not just remake it in gmax?

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