A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Before you ask how to edit/make maps - Read This

Page 2 of 2 Go to page: · 1 · [2] · Prev
Author Topic: Before you ask how to edit/make maps - Read This (44 messages, Page 2 of 2)
Moderators: Dennis

Advancebo
Joined: Jan 14, 2008


Posted: Mar 9, 2009 05:01 PM    Msg. 6 of 44       
Source:
http://forum.halomaps.org/index.cfm?page=topic&topicID=24629

Quote: --- Original message by: Advancebo
Primary Firing would be if you have barrels.
It would have the same amount of key frames as the number of barrels.
Exported as:
stand fixed fire-1.JMO


Secondary Firing would not be needed unless you plan on having an actual moving object for it.
Depends on what it is, if its a barrel like above or some complex firing mechanism.
Exported as:
stand fixed fire-2.JMO

Hatch opening can be any amount of keyframes you want.
Exported as:
stand opening.JMA - When you are exiting the vehicle
stand closing.JMA - When you are entering the vehicle

The opening and closing is coupled with "stand fixed idle.JMA", which tells what the vehicle is like when unoccupied.

Turning would be 3 frames.
0 - Default
1 - Turning Right
2 - Default
3 - Turning Left
Exported as:
vehicle steering.JMO

Accelerating has 3 main parts:
stand acc-left-right.JMO - What the vehicle does when turning left or right, such as on the Warthog's Chaingun.
stand acc-front-back.JMO - What the vehicle does when moving front or back, such as on the Warthog's Chaingun.
stand acc-up-down.JMO - What the vehicle does when moving up or down, such as on the Warthog's Chaingun.
Each has 3 keyframes, and they are in the order that it says:
0 - Default
1 - left/front/up
2 - Default
3 - right/back/down

Rolling is not needed.

Another animation you may need is "stand fixed aim-still", which defines where the vehicle's weapon can aim. The Warthog's Chaingun demonstrates that, where you can aim 360 degrees, but you cant aim straight up or straight down.
For a full 360 aiming:
0 - Default
1 - Aiming Backwards 180 degrees, and down.
2 - Aiming Right 90 degrees, and down.
3 - Aiming Forward 0 degrees, and down.
4 - Aiming Left 90 degrees, and down.
5 - Aiming Backwards 180 degrees, and down.
6 - Aiming Backwards 180 degrees, at normal.
7 - Aiming Right 90 degrees, at normal.
8 - Aiming Forward 0 degrees, at normal.
9 - Aiming Left 90 degrees, at normal.
10 - Aiming Backwards 180 degrees, at normal.
11 - Aiming Backwards 180 degrees, and up.
12 - Aiming Right 90 degrees, and up.
13 - Aiming Forward 0 degrees, and up.
14 - Aiming Left 90 degrees, and up.
15 - Aiming Backwards 180 degrees, and up.
__________________________________________
For 180 degrees aiming:
0 - Default
1 - Aiming Right degrees, down.
2 - Aiming Forward 0 degrees, down.
3 - Aiming Left , down.
4 - Aiming Right degrees, normal.
5 - Aiming Forward 0 degrees, normal.
6 - Aiming Left , normal.
7 - Aiming Right degrees, up.
8 - Aiming Forward 0 degrees, up.
9 - Aiming Left , up.
Export both as:
stand fixed aim-still.JMO

For the actual landing gear coming out:
Suspension Animations.
Depending on where each suspension is, such as the Warthog and Scorpion has 4, but the Pelican has 3, you name each on differently.
0 - Default
1 - Extended Down
2 - Extended Up
Then you export it for the location each suspension each. You have to make one for each suspension there is, the Warthog has 4 suspension animations, the Pelican has 3.
So export as:
suspension front.JMO - For the wheel
suspension left back.JMO - For the left beam
suspension right back.JMO - For the right beam.


Hope this helps.

Edited by Advancebo on Mar 8, 2009 at 04:24 PM


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Apr 17, 2009 04:27 PM    Msg. 7 of 44       
hey so, just a note. collision models NEED to have markers because the same .jms is used to make the .physics tag for vehicles.
also, do not rig your collision geometry. collision tags have no support for weighted verticies, so for a biped or something, you need to have all separate objects. its ok if two separate objects intersect, as long as each of them are separate and are SEALED.


Advancebo
Joined: Jan 14, 2008


Posted: Apr 17, 2009 04:45 PM    Msg. 8 of 44       
Actually they can be rigged, then export using Bluestreak. Its just something about bone idents in the skin modifier, some number you have to change to "2"


Advancebo
Joined: Jan 14, 2008


Posted: Apr 17, 2009 09:55 PM    Msg. 9 of 44       
Mass Points are markers. You still add in the "#", just with different names, like "front left wing" or "hull mid".


Advancebo
Joined: Jan 14, 2008


Posted: May 18, 2009 07:27 AM    Msg. 10 of 44       
Quote: --- Original message by: CtrlAltDestroy

OK, just for the record, i'll set things straight with animation types:

First, lets run down on a little thing called frame info. You may have noticed these dx, dy, d-whatever things in the animation tag. 'd', for those of you who are familiar with calculus, means the derivative of--or the rate of change in--something, which is precisely what frame info is. It tells the game, frame by frame, how much an objects transformation is changing. dx, for instance, is the change in movement in the x direction. Similarly: dy for the y axis, and dz for the z axis. There is another called dyaw, which is the change in yaw rotation (or z rotation). Frame info provides additional data to an animation that may be useful for the engine to apply to various situations. For example dx frame info in a running animation may tell how fast a biped is moving (which is what the game uses to determine how fast an AI runs).

JMM is a base animation with no frame info data. This is ideal for FP animations as it does not cause tool to store redundant data (ie: JMA stores dx,dy frame info data, which is used for bipeds).
JMA, as mentioned previously, is a base animation with dx,dy frame info. It is ideal for running/walking animations in bipeds, as it tracks x (forward/backward) and y (left/right) movement data.
JMT is a base animation with dx,dy,dyaw frame info. This is used in turning animations for bipeds, where frame data is needed to track yaw (z axis) rotation. Much like how dx,dy frame info allows the game to determine how fast an AI moves, dyaw allows the game to determine how much the biped turns, along with the dx,dy frame info that JMA provides (hence dx,dy,dyaw).
JMZ is a base animation with dx,dy,dz,dyaw frame info, it provides everything a JMT animation does, but with the addition of dz frame info, which obviously is movement on the z axis.
JMO is an overlay animation. Aptly named, these animations 'overlay' themselves onto base animations or otherwise. Rather than animating the object with absolute transformations, they use relative transformations to modify an animation already playing. An example of an overlay animation is the first person moving animation. Rather than wasting time animating 'moving' variants of the reload, ready, fire, idle, etc. animations, a simple moving overlay animation is used to simulate the "sway" of the gun, regardless of what animation is playing.
JMR is a replacement animation. These animations are more like base animations than anything, but with a few differences. In a base animation, even if some nodes are left unanimated (still throughout the entire animation), in the final product ingame, they will appear as "still" throughout the entire animation. Replacement animations, on the other hand, ignore unanimated nodes. This is useful in many cases, for example: If a reload animation for a biped (tp, not fp) was made to be a base animation, many variants of it would have to be made: reloading while still, reloading while moving forward/backward/left/right, reloading while crouching, the list goes on... With a replacement animation, one can just animate the upper body movement (spine, arms and what have you) and leave the lower body still. This allows the game to play the base animation of running, crouching etc for the lower body and play the reload animation on the upper body. Much more efficient.
JMW is a world relative animation. This is useful for cinematic animations (read: NOT recorded animations, thats a whole other subject). World relative animations are played relative to... well... the world (ie: the origin [0,0,0] point of the level). This allows the animator to animate, say, a pelican directly on the level geometry and have it work flawlessly ingame.


Hopefully this clears up any confusion with animation types (if you took the time to read all that lol)






Edited by CtrlAltDestroy on May 18, 2009 at 02:01 AM


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: May 22, 2009 06:41 AM    Msg. 11 of 44       
In Sapien, most are not aware of this fact, but you can press the SPACE bar to place an object directly on the camera.

Just an useful fact.

Edited by Mythril on May 22, 2009 at 06:41 AM


Sabre
Joined: Dec 10, 2008

I joined RB in protecting Donut's avatar.


Posted: May 26, 2009 06:18 PM    Msg. 12 of 44       
Quote: --- Original message by: Mythril

In Sapien, most are not aware of this fact, but you can press the SPACE bar to place an object directly on the camera.

Just an useful fact.

Edited by Mythril on May 22, 2009 at 06:41 AM


MYTHRIL <3333333333333333333333333333333333

BEEN WONDERING THAT FOREVER.
uncapsl0l0l0l


UnevenElefant5
Joined: May 3, 2008

she/her this fag bashes back


Posted: May 26, 2009 06:33 PM    Msg. 13 of 44       
I remember learning that. I sat there for 5 minutes pounding the Enter key wondering why it wouldn't work lol.


Sabre
Joined: Dec 10, 2008

I joined RB in protecting Donut's avatar.


Posted: May 26, 2009 06:35 PM    Msg. 14 of 44       
Quote: --- Original message by: UnevenElefant5
I remember learning that. I sat there for 5 minutes pounding the Enter key wondering why it wouldn't work lol.


Same except multiply that by 10.


UnevenElefant5
Joined: May 3, 2008

she/her this fag bashes back


Posted: Jun 13, 2009 05:08 PM    Msg. 15 of 44       
Quote: --- Original message by: doginthemafia
also how do you add custom bipeds into a map like blood gulch?

They have tutorials for a reason.


Ro0ster
Joined: Jan 21, 2008

is a rooster


Posted: Jun 14, 2009 04:02 AM    Msg. 16 of 44       
Quote: --- Original message by: doginthemafia
also how do you add custom bipeds into a map like blood gulch?

This should be what you need: http://hce.halomaps.org/index.cfm?fid=3000


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Aug 11, 2009 08:23 PM    Msg. 17 of 44       
Awesome, my 3ds max trial is nearly out


Advancebo
Joined: Jan 14, 2008


Posted: Oct 8, 2009 06:23 AM    Msg. 18 of 44       
Applies to BSP tags and collision geometry tags.



As long as it doesnt overlap (right), it will compile the collision.

Of course, GBXmodels dont care about collision.


AXE MAN 1223
Joined: Apr 23, 2010

sweet


Posted: Apr 23, 2010 01:14 PM    Msg. 19 of 44       
I GET WHAT MAP EDITOR IS BUT I DONT KNOW HOW TO USE THIS PROGRAM, CAN YOU HELP ME PLEASE?


UnevenElefant5
Joined: May 3, 2008

she/her this fag bashes back


Posted: Apr 24, 2010 01:22 AM    Msg. 20 of 44       
Next time try reading the topic before you ask a question that's been answered in the first post.


Tezozomoc
Joined: Aug 20, 2010


Posted: Aug 20, 2010 08:37 PM    Msg. 21 of 44       
it says i need to install halo ce before install the programs, but i have it, what i have to do?


GoldeNTacO
Joined: Sep 27, 2009

Stout Shako for 2 Refined


Posted: Aug 20, 2010 10:23 PM    Msg. 22 of 44       
Quote: --- Original message by: Tezozomoc
it says i need to install halo ce before install the programs, but i have it, what i have to do?
Buy the game.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Aug 21, 2010 03:20 AM    Msg. 23 of 44       
Quote: --- Original message by: Tezozomoc
it says i need to install halo ce before install the programs, but i have it, what i have to do?
You cannot install the HEK ith a hacked or pirate version of the Halo CE game.

In order to install the Halo CE (Custom Edition) game you MUST own a copy of the Halo PC Retail version of the game and have the CD Product Key number which is printed on the yellow sticker labeled "Product Key". If you do not have the correct Halo PC CD Key you will not be able to install or run the game. Installing the Halo CE game will not affect or change your Halo PC Game they can both run on the same computer.

If you wish to join a server running a custom map you must have the map that the server is running already installed.


Programs

Halo Custom Edition Game - required
http://hce.halomaps.org/index.cfm?pg=3&fid=410

Halo Custom Edition V1.09 Patch update - required
http://hce.halomaps.org/index.cfm?fid=4987

Halo Custom Edition (CE) Editing Kit - optional
http://hce.halomaps.org/index.cfm?pg=3&fid=411

Purchase the Halo PC game:
http://www.google.com/products?q=Halo+Combat+Evolved+%2F+PC+&show=dd


HazmatGamer
Joined: Sep 1, 2010


Posted: Sep 1, 2010 06:08 AM    Msg. 24 of 44       
Hey would this work for me? because it says that my map files are 'Linker Address Map' why is that? HMT says it isnt valid for modding :(


HazmatGamer
Joined: Sep 1, 2010


Posted: Sep 2, 2010 01:33 AM    Msg. 25 of 44       
i beleive its just the halo PC, but i downloaded this too but its just HMT


Hs_crozzhair
Joined: May 8, 2010


Posted: Sep 25, 2010 06:57 PM    Msg. 26 of 44       
Is HEK+ and GMAX and other things like tags enough to make a map?


disturbed
Joined: Jul 31, 2010

Im a mac, deal with it. I still run PC through emu


Posted: Sep 25, 2010 08:49 PM    Msg. 27 of 44       
try eschaton. HMT is aincent.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Sep 25, 2010 11:27 PM    Msg. 28 of 44       
Quote: --- Original message by: Hs_crozzhair
Is HEK+ and GMAX and other things like tags enough to make a map?
With the items listed in the first post you can model and make original custom maps.


Sylph
Joined: Oct 4, 2010


Posted: Oct 4, 2010 08:40 PM    Msg. 29 of 44       
For some reason everytime I try to install Gmax says, "internal error."
Anyone know why? I tried downloading and installing it multiple times.

Edited by Sylph on Oct 4, 2010 at 08:52 PM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Oct 5, 2010 05:07 AM    Msg. 30 of 44       
Get Max ^^.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 6, 2010 06:00 PM    Msg. 31 of 44       
Quote: --- Original message by: MoooseGuy
Get Max ^^.
Don't assume this is the answer. We're not dumbasses here; If we could get max we would.
Your gmax registry is wrong, or your computer can't handle gmax. Also check if you are running as administrator.


Sylph
Joined: Oct 4, 2010


Posted: Oct 6, 2010 06:50 PM    Msg. 32 of 44       
hmmm. It's not my computer, as I have used it before


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 1, 2011 12:30 PM    Msg. 33 of 44       
Sweet. Dual-wield time.


OrangeJuice
Joined: Jan 29, 2009

Yup, It's like working with insufferable neurotics


Posted: Feb 16, 2011 05:36 PM    Msg. 34 of 44       
If you are trying to add background sounds, but they wont work: add a sound environment:

Background sounds won't play without a sound environment

---

If you have trouble texturing large or complex BSPs.

Try splitting the BSP into multiple objects and regions and use more than 1 material ball to texture with. By using multiple material-balls, you can refer the same shader MORE than once(assuming it is never referred more than once on the same ball) for different objects/regions.
Edited by OrangeJuice on Aug 9, 2011 at 11:48 PM


Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Dec 27, 2011 02:16 PM    Msg. 35 of 44       
Quote: --- Original message by: sshers1
Got tutorial for GMAX please?

if you guys find it post here please.


http://hce.halomaps.org/index.cfm?search=gmax+tutorial Search is your friend.


OrangeJuice
Joined: Jan 29, 2009

Yup, It's like working with insufferable neurotics


Posted: Jun 19, 2012 01:37 AM    Msg. 36 of 44       
Networking Tips and Tricks:

01 - Using the same source folders on every computer

-snip-

It's 2018: It's safer to just use a subversion trunk
Edited by OrangeJuice on Oct 22, 2018 at 12:22 PM


Nickster5000
Joined: Dec 11, 2010


Posted: Dec 24, 2012 02:24 PM    Msg. 37 of 44       
I thought I'd put a copy of this on this thread for modelers:



I think it was posted earlier, but the link died, so heres another :P


Hs_crozzhair
Joined: May 8, 2010


Posted: Jan 1, 2013 05:35 PM    Msg. 38 of 44       
When I run the gmax installer, it just installs fraps and that's it.

I have tried downloading again.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Jan 1, 2013 07:37 PM    Msg. 39 of 44       
Quote: --- Original message by: Hs_crozzhair
When I run the gmax installer, it just installs fraps and that's it.

I have tried downloading again.
You need to delete the files in your Temp folder. Fraps and Gmax use similar installers and fraps leave the installer in the temp directory

Open windows explorer and in the address bar type %temp% and return. This will open your temp directory. Sort the file list in detail mode by date and delete everything that is not from this year (2013). You may find some files in use so just skip them when prompted. Then try installing gmax again.


Hs_crozzhair
Joined: May 8, 2010


Posted: Jan 1, 2013 09:53 PM    Msg. 40 of 44       
The only 2 files left that are in use are

FXSAPIDebugLogFile
AdobeARM

and it still doesn't work.

 
Page 2 of 2 Go to page: · 1 · [2] · Prev

 
Previous Older Thread    Next newer Thread







Time: Wed November 21, 2018 9:59 AM 531 ms.
A Halo Maps Website