Posted: Mon May 24, 2004 1:00 pm
great... now all we need is a version of obj2max for 3ds 6.0....
Visit remnantmods.com for more information
http://www.halomods.info/
lol ye. gj thoHunterXI wrote:...and a whole fuckin lot of time
REALLY NOW! LETS ALL TYPE IN CAPITAL LETTERS! ITS FUN! lol...HEY YOU COULD PUT MULTIPLE BSP'S INTO A LEVEL
and money god damnit Ollie you make it sound so easyHunterXI wrote:...and a whole fuckin lot of time
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
maybe cuz it's useful, and there were lots of questions about it?Dan!! wrote:Tell me, why is this stickied?
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.
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.