Page 1 of 1

Modifying existing maps?

Posted: Thu Nov 13, 2008 7:39 am
by ryan_mckenzie
Ya know, I would of thought this would be fairly simple to do, but I haven't been able to get a straight forward answer as to HOW to do this.

It's been commonly done (Hang em' Higher)
but the last time I asked, a few months ago, no one seemed to really know how...

So..... can anyone now??

Posted: Thu Nov 13, 2008 7:52 am
by JK-47
Get Hek+, open it, open a map, click and drag all the map files into a field to the right (you'll know what I'm talking about, it's huge), then click 'Start'.
There will be a little check box to the left of the start button, just uncheck it, it doesn't do anything important.

After that, you'll have all the map files that you can edit. If you need further detail, I'll help you out.

Posted: Thu Nov 13, 2008 8:07 am
by ryan_mckenzie
That'll get me started. Thanks. No doubt I'll have to ask further questions once I get into it.

But yeah, thanks again, that's awesome.

Posted: Sat Nov 15, 2008 12:44 pm
by ryan_mckenzie
Ok, one question... I've extracted the files. But, which ones am I editing. Do I need a plugin or something to open a .scenario?

Posted: Sat Nov 15, 2008 1:38 pm
by BrainEater
Sapien opens .scenario files only. Its basically SparkEdit, except looks better and its showing the map in real time.

Guerilla opens ALL tags, so use that to edit tags or to make new ones.

Tool is the compiler for Halo CE. It compiles Scenarios, BSP's (The levels you physically walk on) weapons, vehicles. The works.

Posted: Sat Nov 15, 2008 3:00 pm
by ryan_mckenzie
cool, but how can I edit the BSP in 3ds Max? Well actually, generally, I want to edit the Bloodgulch map. So anything relative, that I may need to know, would also be helpful.

Posted: Sun Nov 16, 2008 9:14 am
by ryan_mckenzie
Well I think I figured it out.... I used the BSP convertor on the exported tags. When I open bloodgulch.obj it's all stretched and deformed. It's squashed, vertices everywhere...
I've tried fiddling about with the import.obj options, but it's still comming out all funny.

Posted: Sun Nov 16, 2008 12:21 pm
by kibito87
I'm not sure if Sparkedit opens CE maps but if it does, open it in sparkedit. Sparkedit has a "extract bsp mesh" option. It extracts it properly to my knowledge in .obj form. Try that.

Posted: Sun Nov 16, 2008 2:07 pm
by ryan_mckenzie
I'll try that, thanks. But actually, I imported the bsp into Maya 2008. It came in perfectly, fully editable. But, eh.. Is it advised to make a map with Maya?
I mean I figured, that I could just edit bloodgulch in there (since I know how to use maya, and not max), then once the map has been modified, I could import it into Max for everything else (ie texturing).
Soo, would that work? Or should I be expecting some errors?