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working on map halocity
Posted: Fri Jan 28, 2005 9:59 pm
by theguy2042000
im working on this map called halocity or whatever its undicided right now
it doent have textures yet so
kind of simple not so cool or you nkow this is my first map im working on,
it took me40min to do what ive done so far i plan to do more post suggestions of what i shouls add
pics

Posted: Fri Jan 28, 2005 11:01 pm
by SnaFuBAR
looks pretty similar to last stand >_<... and it's way too high poly.
Posted: Sat Jan 29, 2005 5:11 am
by {ST} 117
nice map, GL!
Posted: Sat Jan 29, 2005 10:11 am
by theguy2042000
you acctually like it i thot it was crap well it is my firs map

Posted: Sat Jan 29, 2005 11:59 am
by hitmanbob
i could help u texture it but ud hav 2 export in a good file fromat cuz i got 3dsmax not gmax
Posted: Sat Jan 29, 2005 8:04 pm
by theguy2042000
no worries i have the tools to export into 3ds yeah you could texture if you want and you could compile and put custom wepons if you want ill give you most credit for map but first i need to finish and we need to decide name
Posted: Sat Jan 29, 2005 9:09 pm
by SnaFuBAR
you need to redo it low poly. no seriously. i'm not being a jerk, just tellin you how it is. look at sonictag's tutorials.
Posted: Sat Jan 29, 2005 9:22 pm
by theguy2042000
its 8398 poly count
Posted: Sat Jan 29, 2005 9:34 pm
by SnaFuBAR
way to many. try about 30,000 at most!!!! a map like that should have.... 20,000 at the most.... it's very simple. all those buildings can have 1 plane per side. but looks like you got about 30 each...
Posted: Sat Jan 29, 2005 9:43 pm
by theguy2042000
its not even 10000 its 8398
Posted: Sat Jan 29, 2005 10:50 pm
by SnaFuBAR
ah shit my bad i read it as ~83,000... long week late classes... neways it still can be lower than that... i can see just by looking at it...
Posted: Sun Jan 30, 2005 7:09 pm
by theguy2042000
lol happens all the time

Posted: Sun Jan 30, 2005 8:03 pm
by [CAF]M808B
True you can make it less polys, you obviously tesselated too much. I can add AI, drop me a PM if you're interested, or with some object placement.
Posted: Sun Jan 30, 2005 9:33 pm
by theguy2042000
i dont know how to make less poly but if anybody wants to do it go ahead pm and ill send ya file in 3ds or maybe i could do it in max also
Posted: Fri Feb 04, 2005 7:00 pm
by theguy2042000
well i dont have the tools it doent work i thought i did but i dont anyways here an update i put some textures need more lol heres pic

Posted: Fri Feb 04, 2005 7:45 pm
by machopenguin001
Nice, but WAY to high poly, and the middle part needs variation. When you export you may get frustrated, once you export you have to write your map's name in the file name, (with no SPACES! And if you want one, put a _ sign there) and at the end this:
.JMS (has to be CAPITOLIZED!!)
Otherwise it's not recognized as a .jms file, even though it's just a bunch of xyz coordinates written down, which I could easily read, but the computer can't because it doesn't have the '.JMS' tag on it.
To lower the poly count on some of those square like surfaces (the floor for example, just delete the entire skybox, except the roof poly's) delete all the poly's that make up the sides, the floor, but not the roof. Then, connect and make walls out of the four vertices, on the bottom of the box. Then simply connect em with polygons (under the modifiers thingy toolbar thing at the right, go into face mode, and click 'create' then simply click the vertex that will be the first part of the poly, then the second, then the thrid, and wallah! You have a poly!).
Wallah! You now have a new floor! You can tesselate as you like! But before you do, tesselate once then use the 'cut' tool to cut a the shape you want of the forest thing, then simply extrude, if your aiming for the 'straight up' look. THey used this trick in many older games, like zelda the ocarina of time. They made the forest as a boundary (just a wall like structure.) then skinned it to look like a forest, even though it looked so damn fake!
GL!
Oh and I don't know how to avoid open edge errors, with that create polyong thingy

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Posted: Fri Feb 04, 2005 8:12 pm
by theguy2042000
okkkayyyy to much info its not such high poly on in 8000s not past 10000
Posted: Sat Feb 05, 2005 3:53 pm
by theguy2042000
im still working on the skining im putting on some textures and i need help is there anyone who would like to help with the texturing but its only on gmax format until i figure out a way to export
pic

Posted: Sat Feb 05, 2005 7:20 pm
by picklebro
there are some tutorials about using Gmax for haloce ...let me know if you want me to give you the link
Posted: Sat Feb 05, 2005 8:42 pm
by theguy2042000
i alrady know if you have links post them maybe i dont know some