ok me and a friend are total nOObs to modding ... we have a few ideas in and maps we are wanting to make to the XBOX HALO version.
we had a number of questions are there are tons of pages in these forums.
Well we happen to have have 3d studio max ver 6 and 7 .And we need to know how to make our own Maps. So we have prepared a few questions.
1.)when making a map where or how do we know how big to create it.
(importing maps into 3ds max i thought could help but how do we import into 3ds max?)
2.)Scale of maps?.. How big how do we know how big these things are supposed to be?
3.)Importing it back into Xbox?Get our map to show up?
4.)How .. to tell , know , characters wont go into walls? and other tech questions like that.?
If anyone has any links to any of these particular questions ... please respond....
Getting started with 3dstudio max..for HALO/XBOX???
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Re: Getting started with 3dstudio max..for HALO/XBOX???
1) You have the reference models to see how big the Chief really is, you can find these reference models in a number of places.Crazystick wrote:ok me and a friend are total nOObs to modding ... we have a few ideas in and maps we are wanting to make to the XBOX HALO version.
we had a number of questions are there are tons of pages in these forums.
Well we happen to have have 3d studio max ver 6 and 7 .And we need to know how to make our own Maps. So we have prepared a few questions.
1.)when making a map where or how do we know how big to create it.
(importing maps into 3ds max i thought could help but how do we import into 3ds max?)
2.)Scale of maps?.. How big how do we know how big these things are supposed to be?
3.)Importing it back into Xbox?Get our map to show up?
4.)How .. to tell , know , characters wont go into walls? and other tech questions like that.?
If anyone has any links to any of these particular questions ... please respond....
2) Answer #1
3) You can't, only a few select people understand the format well enough to actually port the BSP to Xbox and make it playable. You need HaloCE to play it, and you will only be able to play it on PC.
4) By creating a collision model, this is done in tool, automatically when you compile the jms that is exported from Max.