need someones help for tags for a swamp map

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how is that map???

Poll ended at Wed Jun 30, 2004 5:40 pm

best ever seen!!!!!!!!!!!!!!
0
No votes
good job.
2
100%
not bad...
0
No votes
start over man!
0
No votes
omfg ure so gay that sucks ass!@#!#
0
No votes
 
Total votes: 2

akmassassin





Posts: 164
Joined: Sat Jun 05, 2004 4:41 pm
Location: canada!!! W00t wO0t!! je danse ak l

need someones help for tags for a swamp map

Post by akmassassin »

Ok I just made this map that i started a month ago. I loved the sp map called 343 guilty spark, so I though of making a mp map called swamp. I tought of adding all the tags of fog, sky, weather, trees... plants from guilty spark, and make a kinda jungle\swamp map with warthogs. ive done the whole map in 3ds max, ive exported it succesfully and i corrected all the errors. i made a simple terrain texture cause ive exported the 343's detailed ground textures from hmt and i dont need an incredible terrain texture. The map is all textured and UVW mapped. I made some shaders tags and senario tags. I know it looks kinda normal map not to fun to play, but if i could get my sapien to work i would make it a big jungle forest with everything... but when i open my .senario tag it works, i open the console and type radiosity_quality 0, then radiosity_start, takes about 20 sec and then the map apears, but grey. and it rites my ram is full, but i got 500mb of ram!! I type radiosity_save, but it stays grey. I tryed EVERYTHING and all what people told me, but still im stuck there. So if anyone would like to help me in this project, your welcome. The job would be to make only the tags organization part, and i would take all ideas or critics, and you would have 50% credit (lol im marketing).

thx for anyone who help me save this map!!!

MAP description:
-2 bases, red and blue
-each base got an warthog\scorpion hangar
-respawn room
-gun rack
-map is all modeled and smoothed
-swamp water

If ure interested to help me, email me or add me to msn at AKM_Assasin@hotmail.com

heres some pics and the error in sapien:

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akmassassin





Posts: 164
Joined: Sat Jun 05, 2004 4:41 pm
Location: canada!!! W00t wO0t!! je danse ak l

Post by akmassassin »

lol 30 views, no votes, no replys...............
HAL9000





Posts: 593
Joined: Sun Nov 02, 2003 9:11 am

Post by HAL9000 »

what OS are u running? linux?
akmassassin





Posts: 164
Joined: Sat Jun 05, 2004 4:41 pm
Location: canada!!! W00t wO0t!! je danse ak l

Post by akmassassin »

lol im on win xp just ive put a skin with styleXP
akmassassin





Posts: 164
Joined: Sat Jun 05, 2004 4:41 pm
Location: canada!!! W00t wO0t!! je danse ak l

Post by akmassassin »

hey comon someone as to be good in tags plz help me
The Ghost





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Post by The Ghost »

I'm not much for modding anymore but if you give me your map I'll do the radiosity and give it back to you.

That's only because I think this map has some potential -- I really like the base structure. Let's work something out... You need to add more to the BSP though. More structure stuff.

EDIT: I just read your other posts and I would be interested in working with you a bit. I also voted on your pool for "good job."
LiN




Literarian 50

Posts: 63
Joined: Thu May 20, 2004 11:58 pm
Location: Manchestaar, UK

Post by LiN »

Run your radiosity through tool, not sapiens. Sapiens uses 200-300MB just to do the calcs, tool will use 80MB.

Also, if your poly count is too high, your screwed and must either buy more RAM or reduce polys. Check in 3ds/gmax by going to file->summary info I think, its one of the options there. The number of faces (triangles) should be 10,000 to 30,000 at the very most.

TOOL RADIOSITY EX:

tool lightmaps levels\mymap\mymap mymap 0 0.000001

^^ lightmaps = radiosity command
mymap = directory name where ur level is
2nd mymap = scenario name
3rd mymap = bsp name
(usually all three mymaps are the same name)
1st 0 = quality, 0 or 1
2nd 0.0000001 = stop point where tool stops and saves radiosity. Use 0.5 for a quick test, or 0.0000001 for full radiosity.

REDUCING POLY'S IN MAX

Use the optimize modifier. Go to modifiers stack with object selected, add optimize. Play with the face threshold (higher = worse detail, lower polys), the bias (higher = better detail, higher polys) and maximum edge length (higher = larger polygons allowed, lower detail, lower polys).

I would recommend applying the optimize to your ground - you may find that the complex ground mesh you showed me is eating up 10,000 or more triangles. Make sure 'preserve material boundaries' is checked, or you will get one monster of an open edge error problem.

Optimize will also tell you how many polys the object was originally & how many after. To check the quality loss, export your max file after optimisation, run tool structure, tool lightmaps & tool build-cache-file & actually play the game to see if your new low-ploy model is wack.

Hope this helps ;)
Last edited by LiN on Sun Jun 17, 2007 1:17 pm, edited 2 times in total.
Livens





Posts: 24
Joined: Wed Jun 16, 2004 5:09 am

Post by Livens »

Nice map, especially the bases.

Off topic, but LiN
akmassassin





Posts: 164
Joined: Sat Jun 05, 2004 4:41 pm
Location: canada!!! W00t wO0t!! je danse ak l

Post by akmassassin »

heyy!!! thx VERRERYY much guys!!! ill try to open radiosity in tool and ill need to reduce the poly count... :( but i have 511 mb, isint it enought??? still thx a lot and ghost ill be happy to work on this with you

still thx a lot
akmassassin





Posts: 164
Joined: Sat Jun 05, 2004 4:41 pm
Location: canada!!! W00t wO0t!! je danse ak l

Post by akmassassin »

ok finaly i got my map open in sapien!!!!

heres some pics but does anyone knows y my map's textures are like that????


Image

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Image
akmassassin





Posts: 164
Joined: Sat Jun 05, 2004 4:41 pm
Location: canada!!! W00t wO0t!! je danse ak l

Post by akmassassin »

oops lol im so stupid i remplaced my .bitmaps by something else.... now it works
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