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boltdwright
July 26th, 2007, 12:01 AM
hello there again. Do you have to use the bitmaps they provided in the Halo 2 Map editor? Or can you make your own custom floors.

et_cg
July 26th, 2007, 01:24 AM
You can make your own. Just check out the sources on www.halomaps.org (http://www.halomaps.org). UXB has hosted the tutorial that came with the kit for public viewing.

boltdwright
July 27th, 2007, 01:26 PM
is this the thing you wanted me to look at? http://h2v.halomaps.org/editor/

Phopojijo
July 27th, 2007, 02:02 PM
That's the one. I unfortunately never got to that point yet so I can't really help. They kinda need to provide bitmap importing though, its pretty damn well necessary to make a map.

Vicky
July 27th, 2007, 06:59 PM
You can make and use every single bitmap you want, just save it as a tif and compile it.

boltdwright
July 27th, 2007, 08:56 PM
okay ty vicky...when im using the material editor in max 8 and i import a custom bitmap into the map editor folder, how will i name it in the material editor in max 8?

et_cg
July 27th, 2007, 09:11 PM
You want to name the material following a couple rules.

#1: Your shader_collection file reference.

In a file with a .shader_collections extension, you want to refer to where your shaders are for your level, with an abbreviation of how the scenario will reference it.

e.g.

mylevel.shader_collections

(contents)

scenarios\shaders\multi\mylevel mylev


#2: Use your abbreviation in 3ds max at the start of your custom shaders.

#3: Custom shaders have to have a unique name

#4: Remember to put value characters such as collision only (@) or two-sided (?) at the END of your shader name now.

An example of a shader name in the material editor would look like this:

mylev example?

boltdwright
July 27th, 2007, 09:26 PM
huh? Im so new to this sry.

et_cg
July 27th, 2007, 09:27 PM
What I said has been explained by bum_has_knife (A person who helped create H2V), and the tutorial that was released with the map creation kit.

If you just search around a bit, and piece everything together, you'll get it.

Having someone tell you how to do something sometimes isn't going to get you making maps right away.

boltdwright
July 27th, 2007, 09:30 PM
okay....Say i made a bitmap in Photoshop called say my levels floor and made a folder in the map editor called my levels bitmaps and put my bitmap there. what would i put in the material editor?

et_cg
July 27th, 2007, 09:45 PM
What you put in the material editor does not have to be relevant to the bitmap you've created, but at least unique compared to all the other shaders.

So, when you make a name for your shader in 3ds max, that's what you will call it when you make it in Guerilla. (The shader which is named in 3ds max, does not have to match that of the bitmap, it has to match that of the shader you create in guerilla)

boltdwright
July 27th, 2007, 10:16 PM
so say if i make a bitmap and import it into the material editor as "nameoflevel_floor" I would name it "nameoflevel_floor" in Guerilla.

et_cg
July 27th, 2007, 10:32 PM
If you import using the Halo 2 Map Editor Tool, it will already be imported with that name.

The next step is to create a shader that is something like "mylev_floor", that is, as long as you named it "mylev_floor" in 3ds max's material editor.

armoman92
July 27th, 2007, 11:17 PM
its hopeless to try to tell someone how to make a shader and make a collection file in a post, someone should make a vid. If no one does i'll make one later.

Keep trying boltdwright (http://www.h2vista.net/forums/member.php?u=1615)!!!

boltdwright
July 28th, 2007, 08:16 PM
okay? Im gonna try all this and ask for help if any thing comes up. Armoman, can you PM me your AIM so we can talk about this a little more?