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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Death Square Wip

Author Topic: Death Square Wip (19 messages, Page 1 of 1)
Moderators: Dennis

Lie
Joined: Feb 6, 2012

lml


Posted: Feb 8, 2012 04:10 AM    Msg. 1 of 19       
Hey, im currently working in a Slayer/CFT/King Of The Hill Map, and i wanted to show my progress, BUT, i need to add i have arround 3 days modeling 3d, i was never do a thing like that, anyways i want to know opinions, what can add and stuff, please dont kill me cuz i think im going to die here, xD i currently have all the base made, but non textured and the center of the map, or the fighting place is barelly finished, thats why i dont show them now, Hmn, the base is little, i wanted like that, since is only for the flag and player spawns and its supposed to be in the Space, Need to add some faces in the entry of the Base dont show up, but idk why, also SLD said i dont have erros, can someone tell me why is that?

Upper View


Down View


Side View

Edited by Dennis on Feb 8, 2012 at 08:39 PM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 8, 2012 04:28 AM    Msg. 2 of 19       
first off it is great to see you are modelling this way and not by starting with a box :)
if you mean you added some faces but can only see them on certain angles, then check that
backface cull is not checked, to find that click on edit/properties and you will see backface cull in the list.
could even be flipped faces or there is a small poly restricting you from modelling more polys from them verts.
yeah the STL check can be unreliable for checking for errors, if you suspect areas not sealed
etc, convert your model to editable poly, click on the border tool and scroll over your whole map.
this will show certain problems as red lines on your model. other errors can be found by running tool on your map, then importing the wrl file which you would find in your halo custom edition program files folder. this wrl will only show up after you run tool.


Lie
Joined: Feb 6, 2012

lml


Posted: Feb 8, 2012 05:27 AM    Msg. 3 of 19       
Yeah man, doing the things simple is kinda awful, and im very insterested on learn about this, Oh i go to Edit->Obj Properties and Backface Cull was selected D; , but when i opened the .Max file i found something wrong whit the faces, i dont know how to explain it since english is not my native language, but in fact, i make the faces wrong, Lol anyways, u helped me to watch my error, thx so much, this forum is amazing when u need help!

Edit: exactly in what format need to run my map on tool?
Edited by Lie on Feb 8, 2012 at 05:29 AM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 8, 2012 07:30 AM    Msg. 4 of 19       
to use the tool app you should have gone into your windows/system 32 folder and taken a copy of the cmd.
you paste that cmd icon into your halo custom edition folder, then to make things very easy, just make a shortcut from the new cmd onto your desktop, (just to be quicker accessing it really).
when you open the cmd shortcut this lets you use commands that relate the hek tool application.
your first command would be,
tool bitmaps levels\nameofyourmap\bitmaps

next you build the structure with the command,
tool structure levels\nameofyourmap nameoryourmap

then you run lightmaps, this generates light/radiosity on your map.
the command is
tool lightmaps levels\nameofyourmap\nameofyourmap nameofyourmap 0 0.9

0 0.9 is just a testing setting, then after all your work is done you would run lightmaps at 0.1
i could basically type up a tutorial on this for you but that has already all been covered in this
http://hce.halomaps.org/index.cfm?fid=2198

ignore the first few parts of this tutorial as your map is more advanced than a box :)
everything you need to know about commands etc is in this. anything else you need help with
let us know, this is your maps thread.


Nickster5000
Joined: Dec 11, 2010


Posted: Feb 8, 2012 07:50 PM    Msg. 5 of 19       
Looks interesting.

If I were you, I'd clean up those polies & reduce them a bit.

Other than that, good job for a beginner.


Lie
Joined: Feb 6, 2012

lml


Posted: Feb 8, 2012 07:55 PM    Msg. 6 of 19       
can u be more specific? as u can see, im a newb. pls :)
Edit: ally thx for the tutorial i will see them when i finish to texture and finish all the map :P
Edited by Lie on Feb 8, 2012 at 07:56 PM

Edit2: Little update, im lacking of imagination today D; but i wanted to conserve the human base style xD.

This is supposed to be the entry of the base/flag, and the bevel thingy is for lights, left there is for a window, but i think im goint to remove it.

http://imageshack.us/photo/my-images/442/49803785.png/
Edited by Lie on Feb 8, 2012 at 09:39 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 8, 2012 10:19 PM    Msg. 7 of 19       
SO. MANY. POLIES.


Lie
Joined: Feb 6, 2012

lml


Posted: Feb 9, 2012 12:15 AM    Msg. 8 of 19       
Instead of say TO MANY POLIES, can u tell me how to fix that? i think u didnt read i dont have much time doing this..

Edit: i updated the windows, i think they look cool, i will post when i had a real progress, now i need to figure out how to clean the polies

http://img267.imageshack.us/img267/2669/97966287.png
Edited by Lie on Feb 9, 2012 at 12:19 AM
Edited by Lie on Feb 9, 2012 at 12:39 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 9, 2012 04:02 AM    Msg. 9 of 19       
Target weld. Optimize tool. Find tutorials. They will help.


Wolf_
Joined: May 16, 2006


Posted: Feb 9, 2012 06:47 AM    Msg. 10 of 19       
Instead of this:

You want this:

Try keeping it clean, not too many polygons, check some tutorials also.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 9, 2012 01:49 PM    Msg. 11 of 19       
Quote: --- Original message by: Wolf_
Instead of this:
http://img72.imageshack.us/img72/6198/example2f.png
You want this:
http://img810.imageshack.us/img810/1144/example1q.png
Try keeping it clean, not too many polygons, check some tutorials also.

Fix link plox


Nickster5000
Joined: Dec 11, 2010


Posted: Feb 9, 2012 06:06 PM    Msg. 12 of 19       
Quote: --- Original message by: Wolf_
Instead of this:
http://img72.imageshack.us/img72/6198/example2f.png
You want this:
http://img810.imageshack.us/img810/1144/example1q.png
Try keeping it clean, not too many polygons, check some tutorials also.


What's the difference?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 9, 2012 08:32 PM    Msg. 13 of 19       
The difference is less triangles/less polies = Less stress on the engine = decreased rendering stress = less lag


Nickster5000
Joined: Dec 11, 2010


Posted: Feb 9, 2012 10:12 PM    Msg. 14 of 19       
Quote: --- Original message by: XlzQwerty1
The difference is less triangles/less polies = Less stress on the engine = decreased rendering stress = less lag


Yea, I looked before and didnt see any different poly wise.

Then I looked again and saw a few less missing polies.


Wolf_
Joined: May 16, 2006


Posted: Feb 10, 2012 05:23 AM    Msg. 15 of 19       
you're looking at twice as few triangles in the second picture, it's just an example.


Lie
Joined: Feb 6, 2012

lml


Posted: Feb 10, 2012 06:35 AM    Msg. 16 of 19       
k,k, i will follow the sugestions, thx guys


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 10, 2012 03:52 PM    Msg. 17 of 19       
Quote: --- Original message by: Wolf_
you're looking at twice as few triangles in the second picture, it's just an example.


So hey wolf, what's your method of optimizing?


Wolf_
Joined: May 16, 2006


Posted: Feb 10, 2012 04:00 PM    Msg. 18 of 19       
Model correctly from the beginning:) If i'm not happy with something I usually delete it and start over from scratch.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 10, 2012 04:19 PM    Msg. 19 of 19       
Lol, usually if I have too many polies or tris in an area i just deleted the area and remodel it.

 

 
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