[WIP] Crater Canyon

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JunkfoodMan





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Post by JunkfoodMan »

Learn to poly optimise. Horrible amount of wasted polies, Map looks boring. Work on it more.
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Cryticfarm





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Post by Cryticfarm »

Sp you... tessellated the ground (alot), turned on soft selection and dragged up?
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SPARTAN04
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Post by SPARTAN04 »

ya, i know. this was a horribly done map. i just wanted to make a quick big map. it would be quick if the lightmaps would work... :(
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nimverus





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Post by nimverus »

Heres what I dont get.....How did you manage to get the hangers ingame, if they were from d40 they have a whole mass of errors,attach to original bsp or not, same for the a50 ship. How did you DO THAT????
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Cryticfarm





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Post by Cryticfarm »

Maybe he took them from hugeass
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T1xAnton




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Post by T1xAnton »

Guys, stop accusing him of things, he has said it himself that he didn't rip/steal anything from HugeAss. He even showed a bsp picture (wireframe). As for the hangers and the ship.. That's easy. You could easily fix and errors you come across. All you do is extract the map in a format in which you can edit the model in a modeling program. Then save as a .obj or w/e, Then reinject into the model of your map, attach by welding the verts etc. And then export. Meh, Hard to explain in text.
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SPARTAN04
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Post by SPARTAN04 »

cryticfarm wrote:Maybe he took them from hugeass
...can you people please stop saying these things? Its not that hard to rip anything as long as you have the .structure_bsp file of that level...

To fix those open edge errors, etc. you first must add extensions to the materials such as !, $, %, ^, *, and so on. With overlapping face errors from ripped models, you must delete one side of the faces that had been applied with the % extension because it is imported the model as if ingame so ingame it has doubled faces, so ripped... it will have doubled faces causing overlapping. Thats how you fixed those errors.

Where do you think Tiamat ripped his hangers from?
D40, obviosly.

Now, even if I did(which i clearly did NOT) rip them from hugeass, it wouldnt make a difference now would it?

Anyway, i doubt this map will ever get finished because of an odd lightmaps error causing them not to run. I KNOW how to run lightmaps, do not give me a tutorial.
nimverus





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Post by nimverus »

Ok...First of all I wasnt accusing ur ass of ripping from hugeass, I dont give a shit really, I was really asking how did u do it anyway, because until yesterday I didnt know how you got the hangers in the map. I figured it out yesterday by wielding all the verts. together by 0.1 in editable poly, and I got mine in there. So just to make it clear I didnt accuse you of ripping from hugeass.
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Cryticfarm





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Post by Cryticfarm »

nimverus wrote:Ok...First of all I wasnt accusing ur ass of ripping from hugeass, I dont give a **** really, I was really asking how did u do it anyway, because until yesterday I didnt know how you got the hangers in the map. I figured it out yesterday by wielding all the verts. together by 0.1 in editable poly, and I got mine in there. So just to make it clear I didnt accuse you of ripping from hugeass.
Ya, thats what I mean by ripping, you extracted the hugeass scenario and converted it to OBJ. But you method is wrong, he imported it then he put it where he wanted it to be. Then he went to his level model and deleted the faces in the way, then he created new ones.
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Post by nimverus »

No, I didnt need Hugeass for the hangers anyway I got the hangers from The Maw level, I mean like Spartan 04 said......where do u think tiamat got the hangers from? he did it the complicated way I did it the easiest way possible.
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