Ftping
the problem with that is that there would be about a thousand open edge errors to correct, because sparkedit doesn't export the entire mesh correctly. you'd be better off building one of them from scratch.
oh and there is an obj2max plugin for 3ds max 6
http://www.habware.at/max6/Obj2Max6.zip
oh and there is an obj2max plugin for 3ds max 6
http://www.habware.at/max6/Obj2Max6.zip
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Not necessarily. There is two other ways to import the textures other than using photoshop. One use Convim (Click Here To Download) Or go into your haloce tags directory. The Convim way is by far the quickest.Ollie wrote:You will need:
-Photoshop with the .dds plugin
Re: How to mod an existing level with HEK -- Info inside
ok i have the ce the hek and the hmtp now just e-mail me the restOllie wrote:Many people were looking forward to HEK because they thought they could import custom models etc. into The already existing maps. Once it came out people' hopes went down. so I decided to write up a tut on how t edit existing levels with HEK.
This is something I quite like, because it uses the old school tools that Gren and Mono worked so hard to make.
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You will need:
-Photoshop with the .dds plugin
-Sparkedit
-HMT
-the 3 HEK progs
-3dsmax, and a Blitz exporter
-a .obj importer for 3dsmax (Obj2Max is a good one, googlet.)
STEP ONE:
Open up a standard Halo PC map in SparkEdit, for this example I'll use Blood Gulch. Click file, andthen hit export mesh to .obj , select whatever file you want and hit O.K.
STEP TWO:
Open up Bloodgulch (or the map you are modding) In HMT. Under bitmaps, extract all the textures that involve terrain (e.g. the cliffs, the grass, and the bloodgulch overhead view type thingy)
STEP THREE:
Open up every texture in Photoshop, save it as a .tiff instead of a .dds
STEP FOUR: Import the mesh into max, apply the overhead texture, and (I don't really know how to do this) work the other textures into the map... I think this is done by.. actually I don't quite remember, check the existing tuts on the detailed texturing.
NOTE: REMEMBER TO TEXTURE THE TELEPORTERS, LADDERS, ETC.
STEP FOUR:
Edit all tags in guerrilla, I won't go about on ow to do this, that's what the HEK tut is for. Do your thing with Sapien as wel, again remembering to apply the walk up walls thingy on the ladder, placing vehic spawn points, teleporter stuff, player spawns, etc.
NOTE: Creating new actor and actv tags, maybe even ew biped tags is how to really and truly put you own AI into MP levels.
STEP FIVE:
Compile the structure, bitmaps, and map files.
Re: How to mod an existing level with HEK -- Info inside
lol email ahahaSIN52 wrote:ok i have the ce the hek and the hmtp now just e-mail me the rest cause im a poor lil girlOllie wrote:Many people were looking forward to HEK because they thought they could import custom models etc. into The already existing maps. Once it came out people' hopes went down. so I decided to write up a tut on how t edit existing levels with HEK.
This is something I quite like, because it uses the old school tools that Gren and Mono worked so hard to make.
-------------------------------------------------------------------------------------
You will need:
-Photoshop with the .dds plugin
-Sparkedit
-HMT
-the 3 HEK progs
-3dsmax, and a Blitz exporter
-a .obj importer for 3dsmax (Obj2Max is a good one, googlet.)
STEP ONE:
Open up a standard Halo PC map in SparkEdit, for this example I'll use Blood Gulch. Click file, andthen hit export mesh to .obj , select whatever file you want and hit O.K.
STEP TWO:
Open up Bloodgulch (or the map you are modding) In HMT. Under bitmaps, extract all the textures that involve terrain (e.g. the cliffs, the grass, and the bloodgulch overhead view type thingy)
STEP THREE:
Open up every texture in Photoshop, save it as a .tiff instead of a .dds
STEP FOUR: Import the mesh into max, apply the overhead texture, and (I don't really know how to do this) work the other textures into the map... I think this is done by.. actually I don't quite remember, check the existing tuts on the detailed texturing.
NOTE: REMEMBER TO TEXTURE THE TELEPORTERS, LADDERS, ETC.
STEP FOUR:
Edit all tags in guerrilla, I won't go about on ow to do this, that's what the HEK tut is for. Do your thing with Sapien as wel, again remembering to apply the walk up walls thingy on the ladder, placing vehic spawn points, teleporter stuff, player spawns, etc.
NOTE: Creating new actor and actv tags, maybe even ew biped tags is how to really and truly put you own AI into MP levels.
STEP FIVE:
Compile the structure, bitmaps, and map files.
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I have all that stuff... I even tried doing this - trying to edit existing maps with HEK... I did this before this tutorial ever came out... I got a crpa load of errors... guys there's no hope of this... yet... but when we find out how to extract the BSP from an old map perfectly, it may be possible then... 

i've seen many master chief renders. where do these people get Master Chief's model?
Ftping
I'm trying to donload new levls off this site. I have nmp. I read the turturial on how to ftp without a ftping program but when i type the username and password and ip address like ftp://xbox:[email protected] it says it can not acces this folder and make sure u are authorized to acces this folder, what should i do
Some people ask me why i'm obbsessed with halo. I say why not?