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Author Topic: Actual ports from later halo engines. (15 messages, Page 1 of 1)
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Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jun 27, 2015 06:24 AM    Msg. 1 of 15       
Does anyone know of any "actual" bsp ports from any other game other than ce that made it into this engine???

Apart from: Foundry and the pit I'm unsure if any others exsist, I'm currently working on my own port and I am in dire need of inspiration. :)


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jun 27, 2015 06:52 AM    Msg. 2 of 15       
Ibtried boneyard the other day, Max died due to 2 million triangles and 7k instances.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jun 27, 2015 06:54 AM    Msg. 3 of 15       
Quote: --- Original message by: Mootjuh
Ibtried boneyard the other day, Max died due to 2 million triangles and 7k instances.


I meant bsp rips which made it into playable .maps :) Sorry should have been a lot clearer.
Edited by SS Flanker on Jun 27, 2015 at 06:55 AM


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jun 27, 2015 06:59 AM    Msg. 4 of 15       
I did this a long time ago.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jun 27, 2015 07:03 AM    Msg. 5 of 15       
Quote: --- Original message by: Mootjuh
I did this a long time ago.
http://puu.sh/cjkD5/121e1dcbfd.jpg



Ooooh sexay!

May I know any extra details of your map?

> Tris count?
> How long it took you?
> Which map it's based upon?
> If it's released links please!
> Will you teach me????


Roushyy
Joined: Jun 25, 2015

Character animator.


Posted: Jun 27, 2015 07:06 AM    Msg. 6 of 15       
Quote: --- Original message by: Mootjuh
I did this a long time ago.
http://puu.sh/cjkD5/121e1dcbfd.jpg

What map is that? It looks kind of like Construct or Epitaph


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jun 27, 2015 07:33 AM    Msg. 7 of 15       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: Mootjuh
I did this a long time ago.
http://puu.sh/cjkD5/121e1dcbfd.jpg



Ooooh sexay!

May I know any extra details of your map?

> Tris count?
> How long it took you?
> Which map it's based upon?
> If it's released links please!
> Will you teach me????


-The whole map should be 110k. But the BSP itself is below 32k.
-I first tried making the whole map BSP or render only BSP with scenery colission, but since the map's 110k that didn't work out, even with portals.

-The BSP is one of the rooms of thee three generators in the level The Covenant from Halo 3.
-Unreleased as the project was supposed to be a whole SP level and this was just a small portion of it. Pretty sure I saw Matt porting the same BSP too, maybe he'll be releasing it in his Takedown project.
-There is nothing much to teach, get all Instances and convert them into scenery, get the positions from max and manually place each one. Set up shaders amd lighting and voila(bot that I did that with that pic).


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Jun 27, 2015 08:05 AM    Msg. 8 of 15       
Quote: --- Original message by: Mootjuh
I did this a long time ago.
http://puu.sh/cjkD5/121e1dcbfd.jpg


Good work Mootjuh.
Edited by SciFi on Jun 27, 2015 at 08:08 AM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jun 27, 2015 01:10 PM    Msg. 9 of 15       
tbh the BSP looks as bad as halo 2


Roushyy
Joined: Jun 25, 2015

Character animator.


Posted: Jun 27, 2015 01:20 PM    Msg. 10 of 15       
Quote: --- Original message by: bourrin33
tbh the BSP looks as bad as halo 2
That's not something that will ever truly change, even with Open Sauce.

[insert obligatory pointless halo online comment here]


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jun 27, 2015 01:31 PM    Msg. 11 of 15       
Quote: --- Original message by: bourrin33
tbh the BSP looks as bad as halo 2


Happens when you take functionality as a priority over gfx.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jun 30, 2015 06:18 PM    Msg. 12 of 15       
Quote: --- Original message by: SS Flanker

Quote: --- Original message by: Mootjuh
Ibtried boneyard the other day, Max died due to 2 million triangles and 7k instances.


I meant bsp rips which made it into playable .maps :) Sorry should have been a lot clearer.


The textures and (most) scenery for Foundry were ripped, but the BSP model itself was entirely custom modeled by H3MT member Acrylik (If I spelled his name right) with further model improvements by me. He did a damn amazing job IMO which is why DSalimander and I decided to take on the project in the first place; we couldn't let such a beauty go to waste.


Flanker, what BSP are you thinking of porting and from what game? You should know that major sections of the BSP are easily sealed and portable, but a lot of the maps used Instanced Geometry which is where the real work comes in, depending on how you decide to get them in-game. Scenery is easiest, but unless you use superbasic BSP models where they go, you won't have explosive damage be stopped by the scenery. Then of course there is the scenery itself.


thellt
Joined: Feb 14, 2009

chiperdilly the great 1999-2017


Posted: Jun 30, 2015 06:32 PM    Msg. 13 of 15       
sword base. im working on... (trying to....) but at 900000 polys its a task il tell you.


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jul 1, 2015 05:54 AM    Msg. 14 of 15       
Quote: --- Original message by: Jesse
Scenery is easiest


No lightmaps though.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 2, 2015 06:18 AM    Msg. 15 of 15       
Quote: --- Original message by: Jesse
Quote: --- Original message by: SS Flanker

Quote: --- Original message by: Mootjuh
Ibtried boneyard the other day, Max died due to 2 million triangles and 7k instances.


I meant bsp rips which made it into playable .maps :) Sorry should have been a lot clearer.


The textures and (most) scenery for Foundry were ripped, but the BSP model itself was entirely custom modeled by H3MT member Acrylik (If I spelled his name right) with further model improvements by me. He did a damn amazing job IMO which is why DSalimander and I decided to take on the project in the first place; we couldn't let such a beauty go to waste.


Flanker, what BSP are you thinking of porting and from what game? You should know that major sections of the BSP are easily sealed and portable, but a lot of the maps used Instanced Geometry which is where the real work comes in, depending on how you decide to get them in-game. Scenery is easiest, but unless you use superbasic BSP models where they go, you won't have explosive damage be stopped by the scenery. Then of course there is the scenery itself.


At the moment I already have a half a bsp down from 500k down to 230k and I have 1 side of battle canyon (blue base) @ 7k. So I am close except all of it will be pretty pointless unless I figure out those damn cc composite textures.

 

 
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