Guide to creating New Maps

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python_023





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Joined: Sat Jul 17, 2004 9:02 pm

Guide to creating New Maps

Post by python_023 »

Hey.
I see all the new releases of the NMP (which is ridiculously sweet, btw) and iwas wondering - how the hell do you make a new map ? I see quite a few people seem to be doing it, but ihave spent the last 1.5hrs searching this site and forums looking for a guide on it.
Now, i have the following software:
3ds max 6
hmt 3.5
sparkedit 3.02
xinject3.2
ppf-studio / o-matic
NMP downloads
My question is - is there a guide or a tutorial up or that someone can point me to or write that explains how ican create a map to play on Halo Xbox
thank you
python
python_023





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Joined: Sat Jul 17, 2004 9:02 pm

Post by python_023 »

OK, now that ive explored some more im beginning to see how this all works. I see now that the map has been superimposed into BG or SW or WZ or etc etc. So waht i dont understand is - are these jsut advanced SparkEdit/HMT implementations, or is this its own separate sBSP within the BG sbsp?
PLease someone poin tme in the right direction
python
Spammy




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Post by Spammy »

No, its not an addition to the bsp. They are just Scenery blocks that ppl use to create new levels. First, ppl used tree logs to create "new" levels by placing them on top of each other to make different rooms. Then, Xorange made a block that could be used to build. Now we have new blocks that are in different sizes.Some of the new blocks are pretty nice. Still, I would kill to be able to create a BSP.
python_023





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Joined: Sat Jul 17, 2004 9:02 pm

Post by python_023 »

OK so these "scenery blocks", are they downloadable content that i then have to inject into the map and place where i want via hex/SE ?
And then how does collision and all of those tags work?
Also, a quote from xorange:
Actually, sorry to contradict you, but have you played Vengeance?
It contains a brand new base I created in gmax.
New models are possible. Basically, you use the HEK to create them, build them into a map, extract everything from the CE map using Xinject, then inject everything into an Xbox map using Xinject.
It's not particularly simple, but it's not too difficult either.
From what i understand, its possible to model a base or map, use the hek to build a map from it, extract it using xinject, and reinject it into a xbx map, just like he said. Then you move spawn points, weaps, vehis, etc. into the new model and voila. What i dont undersand is how collision will work for this new model? or does hek and xinject take care of that/
thanks
python
c_m77





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Post by c_m77 »

True, but only for HaloPC and HaloCE.
I think the new version HXE may allow Xbox map rebuilds, but other than that you have to replace EXISTING models (ie same number of vertices, etc) in the map.
A completetly new BSP or completely new model would be great but I'm pretty sure at the moment its a matter of injecting existing BSP's or replacing existing models.
AFAIK anyway!
python_023





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Post by python_023 »

I think the latest version of HXE doesnt allow map rebuilding. When does the next version come out?
and it seemed to me that xorange said that he took brand new content out a of a new CE map and put it into an xbox map. AS for replacing existing models, can you replace them with brand new models as long as they fit the vertex limit? And for injecting existing BSPs, that is only for xbox maps, not to take HCE/PC content ?
thakns again
python
Spammy




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Post by Spammy »

Correct. You can inject models from PC/CE into xbox. But you can only inject xbox BSPs into xbox maps and not all of them at that(yet). You can't convert a CE BSP to xbox as of now. There are too many differences in the way CE BSPs are created. Someone is working on it I think. We'll see how it goes. As for collision models, you can use the hek to create collision models I think. I have never used the HEK( I have an older PC; Pentium 2 333MHz and Windows 98 so I don't think HEK works on it.)
python_023





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Post by python_023 »

So by injecting brand new models into a CE map in HEK and creating a collision model and any other tags using hek, i can extract them from the map using Xinject and reinject them using xinject as well along with dependencies etc and i will have a new object, correct?
Spammy




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Post by Spammy »

Yes I think so. I don't have the HEK so I am not entirely sure(wish I did but my PC is too slow for that).
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