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UHHM - 3/28 - GruntMaps.com is up!

Posted: Mon Mar 06, 2006 1:51 pm
by FleetAdmiralBacon
Ok, so maybe you've heard of the UHMM.
Well, if you almost died because you didn't have it and then had a heart attack when I said I wouldn't finish it, you're going to have just as big of a heart attack when I say this:
My 3dsm's license stuff fuxed
which means that I don't have a good 3d modeler.
It's pissing me off, cause I had a good legit license and now it won't work (even with the other option...)
So, with a full plate but no fork, i'll be making my own chop sticks.
If you understand the anolgy, I'm talking about Draco being a full plate and 3ds max being a fork. What does that leave the chop sticks to be? A 3d modeler. And what better than the UHMM?

So, I am offically anouncing that I will be continuing the UHMM, but my primary concern is making a 3d modeler that can export JMS and JMA.
So, expect something almost as good as GMax in the modeling sense, but way better in the map making sense.

Here's a list of what I expect to have and how hard I think it will be:
+Vertex select HOLY MOTHER FRICKER
+Vertex movement OUCHY without above, EASY with.
+Extrudes EASY (with above)
+Boolean HOLY MOTHER FRICKER
+Lines EASY (with 3d selection, which is probably the hardest part)
+Standard objects EASY (I can export from GMax, if it runs...)
+Terrain Maker SUPER-EASY (I already have one, just need to make it sealed...)
+Terrain Drawer SO-SO (I still need I good additive/subtractive g-s drawing tool, hint hint)
+Soft Selection SO-SO (This should be simple, as long as I can select to begin with)
+Animations EASY (but, It would only be for moving objects, which does fit perfectly with the non-biped restrictions of a JMA)

And of course, it wouldn't be the UHMM without the
CATALOG
+Plenty of buildings
----Covenant
----Human
----Forerunner
+Lot's of textures
+Hallways
----Premade blocks of Human, Covenant and Forerunner



And, last but not least, I expect to be finished:
3-4 MONTHS



So, anyone who can help, please do. I'm off to open the VBA project file and see how old it is...

Posted: Mon Mar 06, 2006 2:05 pm
by demonmaster3k
sounds nice.
keep up the work man, (i know how hard it is to program like that... i can't even make a magic squares program in c++)
so, asi said before, keep up the good work and good luck

(that was a nice proto version... i can't wait for that final)

Posted: Mon Mar 06, 2006 3:14 pm
by Kurroda
how do you use it and do you still have to model in any other programs??

Posted: Mon Mar 06, 2006 3:51 pm
by Soccerfreak
Im a good modeler, I and I defintietely want to help.

Posted: Mon Mar 06, 2006 4:07 pm
by FleetAdmiralBacon
Of course you still need to model in other programs, right now that is.
I'm still working on the modeler, but when it's done, all you will need is the HEK and this. It will even have a texturer editor if I get / make a good enough drawing tool.

Update:
I was just wondering to myself "why can't I see my exported MC?"
So I exported the GBXModel to a .3ds, imported it into gmax and found that the mc was like 2000 some units away from the origin. This makes perfect sense, though, the coordinates that the UHMM exports are not relative to the center point of the object (not yet, but they will be based on a central point as soon as I add it.. )
Also, my z coordinate and something else are switched, they will be flipped as soon as I find out exactly what should be where.
And, last but not least, the UV coordinates were rotated and flipped (really frakked up) but I was able to fix them by only slight maniplution (this will be fixed in the final as well, otherwise, what's the point?)

What I really need help with is opening raw maps, possibly for editing and I also need to be able to open GBX and BSP tags so that they don't have to already exist if you use the Sapien-like function of the UHMM

Oh, and the pic:
http://i9.photobucket.com/albums/a77/gr ... ahuhmm.jpg
That is after I moved the model and the UV coordinates, as you can see, it still needs to be fixed up a bit (the model is rotated weird because that is how it is in the UHMM, if I exported everything from the UHMM, compiled it all as tags and then exported them to .3ds files, the entire scene would appear and the mc would be standing next to a warthog.

On another note, I couldn't compile the JMS of my banshee - no idea why, I'll find out later.

Posted: Wed Mar 08, 2006 1:53 pm
by FleetAdmiralBacon
Well, this is too important to edit in or wait for someone else to post:
I finally got my terrain editor working. The one with the draw tool.
It comes with 2 brushes, pit and hill. It works like an air brush - RGB(127,0,0) being neutral. Heightmaps will now be red and black.
Also, as soon as you lift the mouse button, the results of your modifications will be visible. Not entirely real-time, but it would be way to slow if it were...
*uploads a sample pic*
Image


I will upload a new update soon, somewhere...


now I just need to get JMS export to work again, none of my JMS files compile XD


EDIT:
Here we go, newest version, with installer:
http://files.halomods.com/download.php?id=47622

Posted: Wed Mar 08, 2006 3:26 pm
by Pie
This looks spectacular.

Posted: Wed Mar 08, 2006 3:31 pm
by FleetAdmiralBacon
Thanks, I'm off to make a sig/ad for the UHMM, like my Draco one...
Oh, and check the files.halomods.com post for the newest version of the exporter (in my last post in a code tag)

I'm guessing I should post a link... Un momentito...
Got it:
http://files.halomods.com/viewtopic.php?t=44349
Post there too, I want that to be even longer (it's at 9 page, most of which are people saying "i can't run it!" because they didn't read the first post)

Simplest ad I could make:
Image

Posted: Thu Mar 09, 2006 12:55 pm
by Kurroda
so you trying to make this a stand alone tool?

Posted: Thu Mar 09, 2006 12:57 pm
by FleetAdmiralBacon
Yes, though, if required, it will have a few tiny tools, but this is only if I get someone that can only program in a language other than VB to make some kick-ass tool for it.

Posted: Thu Mar 09, 2006 12:58 pm
by Kurroda
so will this make map making easier for people like me

Posted: Thu Mar 09, 2006 1:01 pm
by SnaFuBAR
sounds like it should. i think you've done well so far, bacon. keep at it.

even though i have no use for it, i think i'll check out this prog once you release the final. seems interesting. keep up the good work.

Posted: Thu Mar 09, 2006 1:01 pm
by Kurroda
yeah man if you can pull this off it will be awsome

Posted: Thu Mar 09, 2006 1:05 pm
by nsilva
Damnit. Your doing good. Ill try and send you some of the source to my MapMaking Program for my simpleshooter game it will help you out more than life itself with this.

I also coded a thing into it to make nodes for barriers of walls in the thing to export your own maps. Mabey we can make them nodes to make custom vehicles/weapons a snap to tag!

Posted: Thu Mar 09, 2006 1:07 pm
by Kurroda
man when do you think you will be done i no not soon just wondering

Posted: Thu Mar 09, 2006 1:13 pm
by nsilva
Royal wrote:man when do you think you will be done i no not soon just wondering
Prometheus will not be as great if he can work hard on this because promo wont even be out for decades jeesh.

Posted: Thu Mar 09, 2006 1:14 pm
by Kurroda
i no but i have a felling that Prometheus will be done soon hopfully i want to see its abilitys

Posted: Thu Mar 09, 2006 1:16 pm
by nsilva
check the image gallerys, and i heard that they had a video on it somewhere.

Posted: Thu Mar 09, 2006 1:18 pm
by Kurroda
ive seen them but i want to see them for my self if you no what i mean

Posted: Thu Mar 09, 2006 1:23 pm
by SnaFuBAR
this isn't a prometheous thread, guys. :x

maybe you should tell him what you want to see in UHMM instead. after all, it is intended for users such as yourself.