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Posted: Mon May 24, 2004 1:00 pm
by jimmsta
great... now all we need is a version of obj2max for 3ds 6.0....

Posted: Mon May 24, 2004 1:06 pm
by HunterXI
...and a whole fuckin lot of time :P

Posted: Mon May 24, 2004 3:45 pm
by {TsR}Hawk
HunterXI wrote:...and a whole fuckin lot of time :P
lol ye. gj tho

Posted: Thu May 27, 2004 1:30 am
by zosobudro
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

Posted: Thu May 27, 2004 9:15 pm
by you
HEY :!: YOU COULD PUT MULTIPLE BSP'S INTO A LEVEL

EXAMPLE AOTCR BY MONO, AOTCR B, AOTCR C AND HAVE WHHOLE LEVEL OF BSP

Posted: Fri May 28, 2004 3:30 am
by Flare8
Sounds possible..

Posted: Fri May 28, 2004 11:38 am
by Dark Cloud
HEY YOU COULD PUT MULTIPLE BSP'S INTO A LEVEL
REALLY NOW! LETS ALL TYPE IN CAPITAL LETTERS! ITS FUN! lol...

But, you need to resize it about 999 times or something... something with 9's.

Posted: Fri May 28, 2004 1:11 pm
by TheExecuter
HunterXI wrote:...and a whole fuckin lot of time :P
and money god damnit Ollie you make it sound so easy

Posted: Fri May 28, 2004 8:47 pm
by Apocalyptic
Ollie wrote:You will need:

-Photoshop with the .dds plugin
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.

Posted: Sun May 30, 2004 7:48 pm
by Danke
Tell me, why is this stickied?

Posted: Sun May 30, 2004 8:32 pm
by hydroxic
Dan!! wrote:Tell me, why is this stickied?
maybe cuz it's useful, and there were lots of questions about it? :P

Re: How to mod an existing level with HEK -- Info inside

Posted: Tue Jun 15, 2004 9:23 am
by SIN52
Ollie 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 :oops: , 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.
ok i have the ce the hek and the hmtp now just e-mail me the rest

Re: How to mod an existing level with HEK -- Info inside

Posted: Thu Jun 17, 2004 8:41 am
by Robin
SIN52 wrote:
Ollie 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 :oops: , 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.
ok i have the ce the hek and the hmtp now just e-mail me the rest cause im a poor lil girl
lol email ahaha

Posted: Mon Jun 28, 2004 1:44 pm
by Mastermind
OK how do you open *.obj in 3dsmax6 :?:

Posted: Tue Jun 29, 2004 9:42 pm
by frozenflames
uh, dude, obj2max

Posted: Fri Jul 02, 2004 3:40 pm
by jake07777
ya, obj2max

Posted: Sun Jul 04, 2004 11:47 am
by Banshee Ace
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... :)

Ftping

Posted: Thu Jul 22, 2004 11:33 am
by Hitman
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

Posted: Thu Jul 22, 2004 12:51 pm
by martijn
Just download a ftp program. It's way easier
Search on google for smartftp and you will ftp in notime

martijn

Posted: Thu Jul 22, 2004 3:36 pm
by Hitman
i know that but how do i use it i am confused