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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »problems with attaching bases.

Author Topic: problems with attaching bases. (30 messages, Page 1 of 1)
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PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Apr 7, 2016 12:54 PM    Msg. 1 of 30       
Use target weld! Click the first vert and weld it with the second vert.


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: Apr 7, 2016 01:03 PM    Msg. 2 of 30       
Like PRPatxi says, go under vertex mode, target weld, click and drag the stray vertex to the adjacent vertex where it should be.

Maybe Super Flanker could record a video demonstrating useful 3DS Max modeling techniques, one after the other, in a single video.
Edited by sparky on Apr 7, 2016 at 01:05 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 7, 2016 02:17 PM    Msg. 3 of 30       
Duplicate edges or duplicate faces.


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: Apr 7, 2016 03:41 PM    Msg. 4 of 30       


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 7, 2016 09:18 PM    Msg. 5 of 30       

Correct me if I'm wrong, but it looks like you have just planes sticking out of another planar surface?
That's bound to give errors.


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: Apr 7, 2016 09:47 PM    Msg. 6 of 30       
You'll need to design the level geometry as a sealed model. This means that it is like a contained balloon-like volume without any odd geometry floating around. That's a simplistic description, and this is more precise:

- Everything is a self-contained geometric volume, just like a cube and a sphere have no open holes or odd projections on the inside or outside. The guideline is that if you import a cyborg biped and the biped's foot cannot entirely fit within a face of the level geometry, that face is too small or oddly-shaped.

- You can only work with triangles. If there is anything overly complex, you will be limited to giving it a render-only shader so that it does not have a collision model generated.

- Anything that is one-sided will need to either be given a special material that indicates special use as it being not a part of the actual level geometry, or it will need to be modified into a volume, so that its faces' rear sides are entirely contained within its own volume. For example, you can have a floating cube in the level geometry, but you cannot flip a triangle to face the opposite direction of other triangles in the volume. That is why you flip all the faces inwardly: so everything is visible and consistently presented within the inside of the level geometry's volume, the game level playing area.
Edited by sparky on Apr 7, 2016 at 09:48 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 7, 2016 11:32 PM    Msg. 7 of 30       
Quote: --- Original message by: sparky


- You can only work with triangles. If there is anything overly complex, you will be limited to giving it a render-only shader so that it does not have a collision model generated.


Not entirely true. I've made many a map using only quads. Infact, the better way to make a map is to make it completely in quads, then convert to editable patch before going to mesh and exporting, then after the export is done, undo until you're back in poly mode wherein everything is back to quads. CE will automatically triangulate, and occasionally making triangles to set the bends on certain quads, but it isn't required to do so.

As for the overly complex, that's entirely variable on the poly count. I have a custom modeled Halo reach frigate as a BSP, it's ~20k polys and doesn't have an issue, even with how absurdly complex it is


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: Apr 8, 2016 12:01 AM    Msg. 8 of 30       
I mean that everything in the end is interpreted as triangles, so you should think that way. And that the game does not like complex collision geometry, which it generates from the level geometry. If the triangles are foot-sized or larger, that's fine, but if you're making a high-poly Palm Pilot model, use a bitmap decorating a rectangular box.


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: Apr 8, 2016 10:56 AM    Msg. 9 of 30       
I recommend that you delete everything aside from the main area you've worked on. Make that sealed and compile successfully. Then modify it.

If you have to, start with a cube with its faces inverted and go from there.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 9, 2016 03:07 PM    Msg. 10 of 30       
Quote: --- Original message by: Alex217888

Don't worry. I have fixed the problem. I forgot to make it an editable mesh.


Im beginning to think I completely wasted my time with my currently half baked halo map creation series/thing.


Halonimator
Joined: Dec 15, 2014

https://imgur.com/a/pVhmSgX


Posted: Apr 9, 2016 07:24 PM    Msg. 11 of 30       
I dont like this:



Good 3ds max cliffs (terrain with cliffs. Still wip so,dont bother me FLANKER):

https://www.youtube.com/watch?v=O6KJuuKN7ds



And it's very easy to recreate the forerunner,human and covenant bases. Some usefull tuts:

https://www.youtube.com/user/HaloVideoTutorials/videos

Use these textures for the clifs:






Edited by Halonimator on Apr 9, 2016 at 07:40 PM


MatthewDratt
Joined: Sep 11, 2010

HaloCE3.com MattDratt.com


Posted: Apr 9, 2016 08:14 PM    Msg. 12 of 30       
Ground should be more than just a grass texture


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 9, 2016 10:21 PM    Msg. 13 of 30       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Alex217888
Don't worry. I have fixed the problem. I forgot to make it an editable mesh.

Im beginning to think I completely wasted my time with my currently half baked halo map creation series/thing.

You didn't. It was very helpful for my whatever_project.l33t


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 10, 2016 03:01 AM    Msg. 14 of 30       
Quote: --- Original message by: Spartan314
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Alex217888
Don't worry. I have fixed the problem. I forgot to make it an editable mesh.

Im beginning to think I completely wasted my time with my currently half baked halo map creation series/thing.

You didn't. It was very helpful for my whatever_project.l33t


No its pretty much the sum of wastage.

My whole motivation was to make things easier to understand which I pretty much failed at.

O well.
Edited by Super Flanker on Apr 10, 2016 at 03:02 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 10, 2016 04:29 AM    Msg. 15 of 30       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Spartan314
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Alex217888
Don't worry. I have fixed the problem. I forgot to make it an editable mesh.

Im beginning to think I completely wasted my time with my currently half baked halo map creation series/thing.

You didn't. It was very helpful for my whatever_project.l33t

No its pretty much the sum of wastage.

My whole motivation was to make things easier to understand which I pretty much failed at.

O well.
Edited by Super Flanker on Apr 10, 2016 at 03:02 AM

Well aside from how easy it was to understand, I did.
So thanks.


NeX
Joined: Apr 11, 2013


Posted: Apr 10, 2016 12:05 PM    Msg. 16 of 30       
Oh god halonimator...those are just awful. Just awful.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 10, 2016 12:39 PM    Msg. 17 of 30       
Quote: --- Original message by: NeX
Oh god halonimator...those are just awful. Just awful.


Stop being jelly bro. Them 2 bit textures need to be in spv3.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Apr 10, 2016 10:10 PM    Msg. 18 of 30       
Did he just change the resolution of the texture to make it high res? Because that's what it looks like......


Halonimator
Joined: Dec 15, 2014

https://imgur.com/a/pVhmSgX


Posted: Apr 10, 2016 11:21 PM    Msg. 19 of 30       
Quote: --- Original message by: Masters1337
Did he just change the resolution of the texture to make it high res? Because that's what it looks like......


I just downloaded the textures from spiral graphics.


Kinnet
Joined: Dec 27, 2013

FeelsGoodMan


Posted: Apr 11, 2016 01:54 AM    Msg. 20 of 30       
they look like textures from half-life


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 11, 2016 07:34 PM    Msg. 21 of 30       
Quote: --- Original message by: Kinnet
they look like textures from half-life


Half life rips confirmed.
Edited by Super Flanker on Apr 11, 2016 at 07:34 PM


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Apr 12, 2016 09:52 AM    Msg. 22 of 30       
Quote: --- Original message by: Super Flanker

Quote: --- Original message by: Kinnet
they look like textures from half-life


Half life rips confirmed.
Edited by Super Flanker on Apr 11, 2016 at 07:34 PM


Half-Life 3 confirmed.


But really, those textures have no equal in atrocity.


Halonimator
Joined: Dec 15, 2014

https://imgur.com/a/pVhmSgX


Posted: Apr 12, 2016 01:28 PM    Msg. 23 of 30       
Try to do this.



Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 12, 2016 04:29 PM    Msg. 24 of 30       
Quote: --- Original message by: Halonimator
Try to do this.

http://i67.tinypic.com/1g1v5y.jpg


Do what? Waste triangles on a skybox?

You need to learn how to unwrap your uv's btw.


Halonimator
Joined: Dec 15, 2014

https://imgur.com/a/pVhmSgX


Posted: Apr 12, 2016 06:46 PM    Msg. 25 of 30       
Quote: Do what? Waste triangles on a skybox?


Why?

Quote: You need to learn how to unwrap your uv's btw.


Better?



Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 13, 2016 04:40 AM    Msg. 26 of 30       
Quote: --- Original message by: Halonimator
Quote: Do what? Waste triangles on a skybox?


Why?

Quote: You need to learn how to unwrap your uv's btw.


Better?

http://i63.tinypic.com/1zgtd7c.jpg


All I see is a bunch of relaxed islands.

:/

It would be nicer to see a non wireframe render of your model complete with a neutral background.

But hey I wish my cat could fly so I won't hold out much hope.
Edited by Super Flanker on Apr 13, 2016 at 04:51 AM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 2, 2016 03:08 AM    Msg. 27 of 30       
Quote: --- Original message by: IOSAleX
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Alex217888

Don't worry. I have fixed the problem. I forgot to make it an editable mesh.


Im beginning to think I completely wasted my time with my currently half baked halo map creation series/thing.



No, your video tutorial series is very helpful. I wish you'd carry on with it. Sorry for not posting this earlier but Alex21788 was my old account and it got banned.


For a reason, I assume?


sparky
Joined: Jun 27, 2009

Jesus is a friend to the vindictive sociopath


Posted: May 2, 2016 06:23 AM    Msg. 28 of 30       
Welcome back, Alex. Is this thread concluded? You said that the level model needed to be converted to editable mesh, and that doing this fixed the problem you were having. Are there other issues with the modeling or texturing of this level that need to be addressed?

I'd say 'whatever' to those textures, since anything aside from altered pictures is simply not photo-realistic. Here is a map with edited pictures and audio that I did: http://incy.galaxyverge.com/collections/sparkys_bitmaps_and_sounds_collection.7z. Feel free to use photo-realistic textures, but if you don't want to, then it's just a matter of preference which is greatly a matter of pleasing oneself which is not all that great of a plan. But what we really need to avoid becoming is condescendingly judgmental of others and of ourselves; that would become a very unruly and distasteful habit! Recognizing this, I would say just come up with a texturing scheme (colors, saturation, etc.) that you think is appropriate for the level's theme. For example, it would seem that highly-saturated colors in the area of games implies through historical use suggestions of children and imagination and fantasy. Muted colors suggest dismal and drab emotions devoid of enthusiasm.

Darkness and coldness suggest death, whereas brightness and warmth suggest life. But how could you convey coldness and warmth through an image? You could do this by associations. Fire is hot, and so pictures of fire elicit a kind of fear of intense heat.

Use my current avatar as an example. The black background is essentially death, and the bright colors that look as if they are moving excitedly in the foreground suggest hope and life. And they are organized in such a way to suggest something related to that; in gestalt they form a cross shape. Let those understand who have the capacity to understand.

Edited by sparky on May 2, 2016 at 06:29 AM
Edited by sparky on May 2, 2016 at 06:33 AM
Edited by sparky on May 2, 2016 at 06:37 AM


Halonimator
Joined: Dec 15, 2014

https://imgur.com/a/pVhmSgX


Posted: May 2, 2016 10:17 AM    Msg. 29 of 30       
(halo cheat_useless_halonimator's_help 1

Exercise:
Try to atach many boxes to a simple bsp, then try to import it to halo. When you finish this try it again but with bases and more complex terrains.

Download this:

it has many usefull tutorials.
http://hce.halomaps.org/index.cfm?fid=1535


Edited by Halonimator on May 2, 2016 at 10:24 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 2, 2016 05:28 PM    Msg. 30 of 30       
Quote: --- Original message by: IOSAleX
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Alex217888

Don't worry. I have fixed the problem. I forgot to make it an editable mesh.


Im beginning to think I completely wasted my time with my currently half baked halo map creation series/thing.



No, your video tutorial series is very helpful. I wish you'd carry on with it. Sorry for not posting this earlier but Alex21788 was my old account and it got banned.


Maybe, some day. When life decides to look the other way.

 

 
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