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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Ctf Convoy

Author Topic: Ctf Convoy (21 messages, Page 1 of 1)
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Igotaname13_
Joined: Nov 24, 2008

Igotaname13 Steam


Posted: Jul 29, 2009 09:35 AM    Msg. 1 of 21       
Just got back from playing on http://www.map-factory.org/team-fortress-2/ctf-capture-the-flag/ctf-convoy-v2-971 this map

As you can see its TF2 CTF Convoy V2 a very FUN map. There is one weird thing I noticed. Its that the map is moving and when you fall on the ground and if you don't play as the scout and catch up with the landcruisers you die after a certain point.

To wrap up , is this possible in Halo CE? Also, if it is can you take this map and make it work in Halo?

Sorry for my seemingly noobish terms and questions. :\
Edited by Igotaname13_ on Jul 29, 2009 at 09:40 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jul 29, 2009 09:36 AM    Msg. 2 of 21       
http://www.map-factory.org/team-fortress-2/ctf-capture-the-flag/ctf-convoy-v2-971

Fixed the link for you.

Edit: Wasn't that map in UT2K4?
Edited by Gamma927 on Jul 29, 2009 at 09:37 AM


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jul 29, 2009 11:08 AM    Msg. 3 of 21       
Yes, you could have the ground be a device machine that is constantly moving like a conveyor belt. And kill zones all around the cruisers.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Jul 29, 2009 11:09 AM    Msg. 4 of 21       
I love the convoy map in TF2 however it is really designed for TF2 class style of play and in my opinion would not really port over well for a Halo level. I believe to acomplish a similar feel in Halo you would have to make an animated skybox. As for movement within the kill zone, I am not sure.

But I do enjoy playing that level. Both version 1 and 2.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 29, 2009 11:20 AM    Msg. 5 of 21       
I liked it in it's original context.

UT2K4

And yes it's completely possible, I don't see what shouldn't be. However, in UT2K4 you simply DIE when you touch the ground, I'd go for that in HCE too since it's simpler, not some rare cases where you can catch up.

Machinery will not sync though, since in UT2K4 the maps "unfolds" itself during the SP styled MP map.

It's almost like Assault, just more dynamic. So just make a BSP with a scrolling bitmap for the floor/Skybox ofcourse, and those vehicles that are already "unfolded" so that they're completely accessible at the start, makes for 2 sided gameplay too.
Edited by BeachParty clan on Jul 29, 2009 at 11:21 AM


randomteddybear
Joined: Jul 14, 2008


Posted: Jul 29, 2009 12:19 PM    Msg. 6 of 21       
sadly you wont get one becuase valve uses an editor called hammer becuase of the way hammer uses brushes i highly doubt this would get through tool with out someone driving them self insane editing it for halo

BTW im working in hammer now


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Jul 29, 2009 12:22 PM    Msg. 7 of 21       
Tool will ruin your day if you let it.


PenGuin1362
Joined: Feb 4, 2008


Posted: Jul 29, 2009 12:29 PM    Msg. 8 of 21       
Quote: --- Original message by: Headhunter09
Yes, you could have the ground be a device machine that is constantly moving like a conveyor belt. And kill zones all around the cruisers.


Something along the lines of this. Use scrolling textures and dust effects to give you the appearance of moving, use a damage effect or script similar to that of what is used on grav lifts, except turn in 90 degrees so it runs parallel to the ground, making objects jettison away as if they were left on the ground, then use trigger volumes to make the contact with the ground instant death. This is much easier to do on CE then you would think. I would be happy to attempt to make the bsp unfortunately it is not something i have time to do.

But it is not possible to "convert" the map directly because Valve games use a completely different editor and all maps are created using "block" modeling in an application called hammer.
Edited by PenGuin1362 on Jul 29, 2009 at 12:32 PM


randomteddybear
Joined: Jul 14, 2008


Posted: Jul 29, 2009 01:01 PM    Msg. 9 of 21       
editing in hammer is different from halo. the map its self isn't a model but an arrangment of simple primitives blocks, cylinders, and spheres that kind of thing

as you can see each individual peice of the grate is a block

as for what kills you in this map when you fall off its a trigger which acts just like a trigger volume in halo

and the skybox well the canyons that move by arnt actually there

they are actually off the map and scale up by a factor of 16



and incase your wondering whats with the colors
blue- is the sky box texure
orange- they are triggers for fog, killing, ect
purple/red- player cliping

Edited by randomteddybear on Jul 29, 2009 at 01:04 PM


pwner5889
Joined: Jun 13, 2008


Posted: Jul 29, 2009 01:27 PM    Msg. 10 of 21       
You also need to make sure that when the player falls off of the train. You should make it so that it will delete the biped.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 29, 2009 01:28 PM    Msg. 11 of 21       
UT2K4 doesnt use hammer.

use 3dxripper, easy enough, for most games, works perfect with valve games.
Edited by BeachParty clan on Jul 29, 2009 at 01:29 PM


ACoLOL
Joined: Nov 19, 2008

CMT


Posted: Jul 31, 2009 05:15 PM    Msg. 12 of 21       
Quote: --- Original message by: BeachParty clan

UT2K4 doesnt use hammer.

use 3dxripper, easy enough, for most games, works perfect with valve games.
Edited by BeachParty clan on Jul 29, 2009 at 01:29 PM


you know what else works perfectly?

Exporting the hammer geometry to a model file through hammer!


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 31, 2009 05:58 PM    Msg. 13 of 21       
Without making the train a machine or anything, just make the sky have animated shaders and the model of it being long and canyon like. Make it basic, so its easy to use

You could also do it like it was in UTk4 were the mountains never moved (or looked like it), but the ground does, same idea as above. Makes it alot more simple guys :P


UnevenElefant5
Joined: May 3, 2008

she/her this fag bashes back


Posted: Jul 31, 2009 06:18 PM    Msg. 14 of 21       
Yeah that's what I was gonna suggest, just a sky with a scrolling texture (I believe that's possible right?)


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 31, 2009 06:20 PM    Msg. 15 of 21       
Quote: --- Original message by: UnevenElefant5
Yeah that's what I was gonna suggest, just a sky with a scrolling texture (I believe that's possible right?)

Extinctions sky does it, and fast, it's perfect.
you have to edit the ground though, even though it moves too


Advancebo
Joined: Jan 14, 2008


Posted: Jul 31, 2009 07:09 PM    Msg. 16 of 21       
Every sky does it. Its called clouds.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jul 31, 2009 09:06 PM    Msg. 17 of 21       
Quote: --- Original message by: BeachParty clan
Quote: --- Original message by: UnevenElefant5
Yeah that's what I was gonna suggest, just a sky with a scrolling texture (I believe that's possible right?)

Extinctions sky does it, and fast, it's perfect.
you have to edit the ground though, even though it moves too

What?
You just need a bsp, and just use scrolling textures and set them up as they scroll in the shaders at whatever speed you want.


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 31, 2009 09:14 PM    Msg. 18 of 21       
I only suggested extinctions because that one is perfect, unless you want to start from scratch which is fine by me too


ACoLOL
Joined: Nov 19, 2008

CMT


Posted: Aug 1, 2009 12:58 AM    Msg. 19 of 21       
Quote: --- Original message by: BeachParty clan
I only suggested extinctions because that one is perfect, unless you want to start from scratch which is fine by me too


You obviously haven't seen many skies...


Igotaname13_
Joined: Nov 24, 2008

Igotaname13 Steam


Posted: Aug 1, 2009 01:01 AM    Msg. 20 of 21       
Quote: --- Original message by: ACoLOL
Quote: --- Original message by: BeachParty clan
I only suggested extinctions because that one is perfect, unless you want to start from scratch which is fine by me too


You obviously haven't seen many skies...


Its Beachpartyclan, he spends his time on HUDs because he never leaves his house long enough to look at a sky.

LOL


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Aug 1, 2009 10:34 AM    Msg. 21 of 21       
Quote: --- Original message by: Igotaname13_
Quote: --- Original message by: ACoLOL
Quote: --- Original message by: BeachParty clan
I only suggested extinctions because that one is perfect, unless you want to start from scratch which is fine by me too


You obviously haven't seen many skies...


Its Beachpartyclan, he spends his time on HUDs because he never leaves his house long enough to look at a sky.

LOL

I'm fine with that, I like the world in 32 bit pixels =3

 

 
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