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

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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FleetAdmiralBacon




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Post by FleetAdmiralBacon »

hogdeath18 wrote:Bacon does this mean that unsc draco is not hapening?
And if not can you put the ships tags into the program so you can place it
So we can see what it is like
Hell no!
But the Draco will be majorly delayed.
STupid 3ds max... I will, however, get the 3ds max 8 trial in oh, 7 days. That way, if I can't get 6 reinstalled and working before then, or during the 30 day period, I can still use 3ds max 8 on my b-day.

I really need some more models in 3ds format so I can convert them to UHMM. First they will just be there, but I want things like the "scout" (name for that one piece of forerunner architecture on S/C that kinda looks like a ship) I think I may have that one, just not UVed...


Corrija:

Code: Select all

D:\Program Files\Microsoft Games\Halo Custom Edition>tool model uhmmstuff\ls
Couldn't read map file './toolbeta.map'
### longsword.jms
EAX: 0xFFFFFFFE
EBX: 0x00000001
ECX: 0x0012F130
EDX: 0x000002CC
EDI: 0x0012F130
ESI: 0x00000000
EBP: 0x0012F008
ESP: 0x0012EFF8
EIP: 0x7C90EB94, C3 8D A4 24 ?????
EXCEPTION halt in \halopc\haloce\source\memory\array.c,#130: index>=0 && index<a
rray->count
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Post by hogdeath18 »

so when will you release the model pack for uhmm?
And is it possible you could include the draco in it or no to prevent the model from being leaked.
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Post by FleetAdmiralBacon »

Model Pack? What model pack? I don't have one yet...
I'm still waiting for pieces of BSPs *HINT HINT*

And I may include the Draco, I don't know yet. It would take converting all of the bitmaps (it won't load tifs as far as I know, and the UVs are rotated 90 degrees, and I've tried everything to fix that...)

If you are helping with the UHMM and you want to, you can put this in your sig:
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Code: Select all

[IMG]http://i9.photobucket.com/albums/a77/gruntmaps/UHMMHelp.gif[/IMG]
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Post by BEEF!!! »

I should have a good ammount Forerunner structures by Wednesday. I've already cut out some hallways (from AotCR I think it was) and made a few of them myself.
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Post by FleetAdmiralBacon »

Gracias senor!

oh, and happy Pi Day!!
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Post by BEEF!!! »

My geometry teacher gave out pie today in celebration lol

Just so this isn't completely off topic, Im opening max to work on those things the now. Do I need to skin these or just grab the models?
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Post by FleetAdmiralBacon »

I'm working on a new little gizmo for the TerrainBuilder, it's a cross section (well, two, actually) of the terrain at the point you have your mouse cursor on.
Pics:
Image

EDIT:
Made a little change to it:
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Post by hogdeath18 »

wow can't wait until another update
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Post by FleetAdmiralBacon »

Well, you're about to get one.

*is compiling newest version into install file*
Darn, can't use the UHMM icon for the install file *fixes icon*
Image
That's the new one (in 64x64, 256 colors)
It's really the same icon, I happen to have found the same image...

lol, photobucket resized it... Stupid bitmap image being so big and uncompressed...

*uploading*

Download Newest Version
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Post by hogdeath18 »

THank you
THank you THank you THank you THank you
Are There New models?
Hold on i'll see in a couple secs
Wow Cool a longsword
Can you release some models such as the draco
I am dying to see It!
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Post by FleetAdmiralBacon »

I'll try, but All I have to work with is my GBXModel converted to a .3ds. It shouldn't be hard, but it'll be a biiiig e3d file and require me to convert + rotate (yep, still haven't fixed that) a lot of textures.


Made a stand-alone TerrainEditor:
http://files.halomods.com/download.php?id=49712
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Post by hogdeath18 »

Can't wait to see the draco in uhmm!
And maybe a grunt because i grunts are just cool!
No maybe not the last one
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Post by FleetAdmiralBacon »

'no maybe not the last one'
Come on! I have to have a grunt in the UHMM, just look at its logo!
It's a grunt!
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Post by Doctor »

FleetAdmiralBacon wrote:'no maybe not the last one'
Come on! I have to have a grunt in the UHMM, just look at its logo!
It's a grunt!
Oh, thats what it is. You should turn off the blur a little.
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Post by FleetAdmiralBacon »

Teehee
New Updates:
Added New Project Wizard
Fixed a few bugs with the Longsword
- Model was doubled
- Had no name in object list
Made objects relative to UHMM folder
Added e3d folder in UHMM directory
-Contains "vehicles", "bipeds", and "other"
-More organized textures

Oh! I almost forgot, the new version includes icons for .uhmm and .hmp files. Once I find out how to make it automatically assign those icons I'll add that, but as of now, you should do it yourself...

Oh, one other thing, I'm going to add the ability to open a .uhmm by double clicking it. Done, this will be in tomorrows update..


NOTE:
Stuff to do on your own:
1. Set the icons for .uhmm and .hmp files.
2. Set up .uhmm files to open with your UHMM followed by %1.
Por Exemplo: (which is spanish for 'for example')
If you have your uhmm in C:\UHMMProto\ then make .uhmm files open with "C:\UHMMProto\UHMMProto.exe %1".
Also, set up .hmp files to open with paint for now.


ALSO:
I'm working on a newer TerrainBuilder SA, it uses all colors with R being 50% of the height, green making up another 15/40 and blue being for the finest details at 5/40. Each one is completely independant from the other, they're like layers. The new TerrainBuilder SA works fine, but the UHMM won't accept the G and B layers.
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Post by hogdeath18 »

Well Why Was the Grunt not the first model in the program
I mean come on bacon i'm being sarcastic and ur a hipocrit now put the grunt in!
GRUNTMAPS
Grunt!!!
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Post by FleetAdmiralBacon »

lol
That made no sense at all.
The grunt wasn't first because I didn't have a grunt at the time. And now I'm too busy. I'll put it in there soon, just wait.
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Post by hogdeath18 »

Woah major ls bug, runtime error
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Post by FleetAdmiralBacon »

Give me the error code, I kept experiencing one myself at one point, thought I had it fixed.
Give it to me.


*note: If you don't have the newest update, it's the doubled model. It goes through the textures twice, first time is fuxed because I didn't change it. Newest version should work.
other than that, just make sure you kill your UHMM folder between updates, or you may have extra files that don't need to be there.



OK, now the UHMM associates itself with .UHMM files. I'll probably just make it a seperate program later, right now it does it upon start up (over and over every time you see the project wizard screen)
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Post by FleetAdmiralBacon »

I think this is worthy of double posting and bumping...

I decided to set up the JMS exporter for the terrain, and guess what I found? I found what was causing JMS to not work. I then fixed it and got this (exported JMS, converted gbxmodel to 3ds and applied texture with double sided on):
Image
As you can see I missed half the triangles.
Normals were also wrong, plus the texture is rotated 90 degress CCW

Fixed the triangles problem, did it again, no pic (didn't bother)
Then I fixed the rotation of the entire model.
This in turn fixed the normals (don't know how that works out)
Image

So, now that I have my JMS exporter working in a near-perfect manner, the UHMM has finally reached a usable stage! (NOTE: I don't know, actually, the model isn't sealed within itself, but then, no other models I have seen are, they just go triangle 1 = verts 0, 1, 2 and triangle 2 = verts 3, 4, 5 and so on, so this should be fine... )

Now to make it export with a skybox so that I can actually try and run a "tool structure" on it...



EDIT:
Oh, and since the terrain has 12,482 triangles, should I use 40x40 instead of 80x80 for the displacement map?
[79*79 technically, that times 2 = the number of triangles, or 12482]

EDIT AGAIN:
My pic says clockwise, it should say counter clockwise (CCW)


Look down here!
Yep, the newest version has working JMS for Terrain and Models. And, the terrain is sealed (but has no top, it's like a displaced plane), so once I add the sky box and force the edges to be maximum height, you will finally be able to make maps with the UHMM! YAAAAAAAAAAY!!
http://files.halomods.com/download.php?id=47622


Wow, now posts...

I'm working on taking my exported GBX Model (which was then converted into a .3ds and then placed into gmax) and making it work as a structure JMS (I added the skybox in GMAX and attached it, which I won't have to do in UHMM, I just need to write it out)
I now know what people are complaing about with CHIMP..
the UHMM is soo much faster...

Still exporting... God this is slow... I know I have 1 thing that everyone wants, a fast JMS export...


EDIT: (3/19)
Wow... No one has posted since the update?
Well, if anyone does look:

I do not plan on using "Ultimate Halo Map Maker" as the name for the final build. The following are possibilities:
Silent Cartographer
The Grunt (or Grunt)
Ape (guerrilla, sapien, chimp...)
[insert the name you want here]
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