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UHMM - 3/28 GruntMaps.com is up

Posted: Mon Nov 28, 2005 1:52 pm
by FleetAdmiralBacon
Image
Download Newest Version
## NEWLY ADDED ##
Can't understand Halo CE map making?
GMax, guerrilla or sapien too complicated?
Will sapien not load?
Cant model well?
Want a (n-word)proof way to make Halo CE maps, vehicles, scenery and more?
Then you're looking for the Ultimate Halo Map Maker or UHMM.
What is this UHMM?
An all-in-one modeler, tag editor, tagger, and more for Halo CE!
What makes this so different from using GMax and the HEK?
Does GMax/3ds max have a tool where you can directly modify a bitmap, creating terrain?
No.
With UHMM, you can build a map using the built-in TerrainBuilder, which acts as a greyscale image editor with tons of tools for making tons of landforms.
Does Gmax/3ds max have a catalog of every single model you could possibly want in a map (within reason)?
No.
With UHMM, you have an entire catalog of buildings, and other structures ready for export and already sealed!
Can you make hallway-based maps (like the inside of the POA + T+R) with gmax just by placing pre-built pieces?
No.
With UHMM, you can make any hallway based map easily with the Scematisizer (no, that's not a real word) which let's you draw out the blueprints by lines and creates the map automatically by replacing your blueprints with real hallway pieces! Comes with tons of different styles of architecture, Human, Forerunner, Covenant, and a few bonuses too!
Where can I get UHMM?
No where, it's not done yet.
So.. Why are you posting this?
I need as many supporters as I can get.
Isn't there already a program like this?
Kind of. "Prometheus" is a Halo map editor, but it hasnt been released yet and does not have the features provided by the UHMM.
When will the UHMM be done?
Some time within the next 3-4 months.
Are you going to be working on Trepidation?
Yes. Trepidation should have a completed human** station by Christmas.
Where can I get more info for UHMM?
See my post at files.ha lomods.com.
Is the UHMM open-source?
Yes. A beta is uploaded at the above address and the source code is included.
Can I modify the source?
Yes, but we encourage you not to. Any modifications you make will be erased if/when you download the newest beta, and you don't want to miss out on any of the features we are implementing.
Well. Thats pretty much it. Hope you like this idea and support it!
-Fleet Admiral Bacon-

This idea came from many people, but was first brought to my attention at halomaps.org.
Someone had an idea for a package of the easiest tools, kornman's guerrilla, etc. But this does not help with the # of programs needed to truely make a map.
People need 1 program that does everything, and for some, automatically.
That's where this idea came from. 1 program to do it all. The One App.(reminds me of lotr) I call this theoretical program "UHMM" or "Ultimate Halo Map Maker". 1 program that has guerrilla, sapien, and most importantly, gmax/3ds Max, the cornerstone of the program.
This is what I am working on. An uber-simple, made-for-mapping 3d developement program, with such features as the Terrain Builder. I already have the basics in a program I wrote called "UHMMproto", but this is only a start. I will post a pic of my banshee in UHMMproto. (Model exported from gmax using a script I wrote. Includes uv exporting.)

Being that this is the file forum, I see it fit to include a download link. I will as soon as I finish compiling and uploading it : )

Posted: Mon Nov 28, 2005 2:19 pm
by GametagAeonFlux
Ummm don't distribute 3ds Max....bad idea #1. Maybe a link to the trial...but anyways, good luck continuing development.

Posted: Mon Nov 28, 2005 2:29 pm
by FleetAdmiralBacon
...
?
This isnt 3ds max.
Its a 3d developement tool.
DID YOU READ MY POST OR SKIM IT?

Posted: Mon Nov 28, 2005 2:30 pm
by Ombre
Nice stuff cant wait to try it out

Posted: Mon Nov 28, 2005 2:36 pm
by GametagAeonFlux
FleetAdmiralBacon wrote:DID YOU READ MY POST OR SKIM IT?
FleetAdmiralBacon wrote:1 program that has guerrilla, sapien, and most importantly, gmax/3ds Max, the cornerstone of the program.
:roll:

Posted: Mon Nov 28, 2005 2:41 pm
by Ombre
GametagAeonFlux wrote:
FleetAdmiralBacon wrote:DID YOU READ MY POST OR SKIM IT?
FleetAdmiralBacon wrote:1 program that has guerrilla, sapien, and most importantly, gmax/3ds Max, the cornerstone of the program.
:roll:
i think he means the features resemble them or somthing

Posted: Mon Nov 28, 2005 2:50 pm
by GametagAeonFlux
Ombre wrote:
GametagAeonFlux wrote:
FleetAdmiralBacon wrote:DID YOU READ MY POST OR SKIM IT?
FleetAdmiralBacon wrote:1 program that has guerrilla, sapien, and most importantly, gmax/3ds Max, the cornerstone of the program.
:roll:
i think he means the features resemble them or somthing
Methinks he should be a little more specific...maybe just say Gmax...or something like...a 3ds Max-Like program.

Posted: Mon Nov 28, 2005 3:27 pm
by FleetAdmiralBacon
It will have:
Tag editing
Tag placement (vehicles, spawn points)
All of tool (will require tool to run, but will be much easier than tool++)
3d developement. (working on the builder now)
The Terrain Builder (heightmap modifier -> modeled terrain)

Posted: Mon Nov 28, 2005 3:51 pm
by ExileLord
If you can't make a download within 24 hours I will have to move this to pictures. Cool stuff by the way.

Posted: Mon Nov 28, 2005 3:59 pm
by FleetAdmiralBacon
? why to pictures?
Cause I have 1 pic?
.... *scrambles to find good place to upload install file*
*decides to attach to post*
*rar's up folder*
*attaches*
*forgot to attach exporter, which is compatible with both gmax and 3ds max*
*uploads e2.ms*

NEW VERSION: Right hand scroller = camera speed, higher = slower, lower = faster, same with zoom scroller (left)
WASDRF for movement, same as sapien
Autoloads.

Posted: Mon Nov 28, 2005 4:08 pm
by SuperSunnyIsSoDelight
Getting the source of Guerilla/Sapien is...hard, I recommend an opening of those programs from this program.

Posted: Mon Nov 28, 2005 4:13 pm
by FleetAdmiralBacon
Heck no!
tags are simple files. very simple.
They arent like most files, which when opened in notepad appears as hex-generated symbols. No no no... Tags are much easier to manipulate, like the files used by the program for storing models (which is the only thing its good for now)
And this wont have the programs themselves, but simply do what guerrilla, sapien, and gmax do. Because the program is designed for complete idiots, it may not include editors for some tags, most tags even. The sapien clone may not have some of the lesser-used items either.

NOTE: Textures must be rotated 90degrees, and for some reason switching the u/v coordinates didnt fix that...

Posted: Mon Nov 28, 2005 6:19 pm
by m13120
I recommend that you put the dl links in your first post.

Posted: Mon Nov 28, 2005 6:24 pm
by Xero
m13120 wrote:I recommend that you put the dl links in your I am an idiot.
LMAO owned by filters.

Posted: Mon Nov 28, 2005 6:43 pm
by m13120
Man..what kind of filter is that...all I said was that he should put the links in his f-irst post so people won't have scroll down just to find the link.......not that I was making the f-irst post in a topic.

Posted: Mon Nov 28, 2005 6:46 pm
by Xero
Thats just the way things work around here nothing you can do.

Posted: Mon Nov 28, 2005 6:53 pm
by SuperSunnyIsSoDelight
It's not that, it's the full compatibility of Guerilla. Tag Files are simple, I know that, seeing many different programs such as the widget editor.

But, Kornman's Guerilla unlocked MUCH more than was thought, he had it reversed programmed, that's why I recommend opening Guerilla from a button, most are used to the new one, which allows almost every greyed out area to be edited (things like Widgets aren't too simple though, other things can be greyed out by removal of the * in hex, while Widgets don't show it)

Posted: Mon Nov 28, 2005 6:56 pm
by Ombre
Maybe show us some example pictures of what you have done with this utility :)

Posted: Tue Nov 29, 2005 4:26 am
by FleetAdmiralBacon
*posting from school*
Ill be uploading pics of what is planned, what I have but isnt implemented (ei: the terrain builder's main parts) and what I may add.
But, while I'm at school, here's a list of things you can expect for the final release next year (don't worry, it'll be early next year, I'm just devoting christmas break to modeling the parts for trepidation, it wont take long, most of its ripped, scenery-fied and placed):
1. Terrain Builder, builder an outdoor map using ground-moving tools (mountain, valley, pit, mesa, etc)
2. Base-Builder - take existing plans, or make your own, using mostly boxes (simplifies the programming, and keeps the map simple. As long as nothing is within .1 3ds max units, itll be fine)
3. Box-based mapping- same as above
4. The Indoor-Map generator - With prebuilt pieces (like the halls in trep, only as parts of the BSP), make a map from plans. Even make your own blocks.
5. The Addin-Catalog - Bases, Buildings, hallways, perma-rocks, EVERYTHING BSP!
-----End Map Making-----
-----Begin Tagging-----
UHMM may only include the tagging abilities required to make a simple map, but the tags themselves (for placement in a map) will include the entire set, with fixed up versions of the SP pack (the music doesnt work, someone said I need to remake the music file, so Ill do that for all of them before putting them in)
The Guerrilla-type system will include whatever tagging tools a complete idiot (so as to not say the 'n' word) would need. Changing the sky, bsp, weapons, and a few modifications to other tags as well. This will Definately Not Replace Guerrilla. It will only do the basics, until I get the source for guerrilla, that is...
The Sapien-type program may not place triggers, device_controls or device_groups (we dont want noobs spending hours trying to get doors to sync when it takes hours for us to do as is, so I will only include standard device_machine's including the auto-open blast door), it will not include SP tag placement (like SP_Weapon tags)
---Compiling----
UHMM will use tool, but without any typing. Because UHMM is formatted for wizard-based map making, and map locations will be saved into a project file, you wont need to type anything, just press "Compile to tags" and "Build Map"
Compile to tags - Makes a jms and builds bitmaps for custom textures, then runs jms through tool.
Build Map - exactly what it says, builds the map like "build-cache-file level\mymap\mymap" would.

SWEET!

Posted: Tue Nov 29, 2005 6:52 am
by [Bio]Croc
Hey Bacon this is a pretty cool app, i was reading your source, and it very well organised. GJ! Can you contact me by msn or aim? Thx
msn = [email protected]
aim = BioHazrdcroc