PDA

View Full Version : A weee little question(s)



Dark Zebth
August 14th, 2007, 09:09 PM
You guys should sticky a thread where people can ask quick questions instead of us nubs making new threads. Just a suggestion.

Anyways, I wanted ask how can you make it to where a player can walk through an object? For example, I made a bush looking type plant and I want people to be able to walk through it like most of the plants in the official Halo 2 maps. I was wonder how you can accomplish something like this...? If it's even possible...

My second question is, how can you make sounds echo in certain places? For example, I made a tunnel where warthogs will be going through and I noticed on some of the official Halo 2 maps(I forgot where), when you go under a bridge or through a tunnel it makes all the sounds echo.

Ok...My last question, srsly. How would you make light in a tunnel? Or more specifically, how would you make a dim light in a tunnel? Like if I made some lamps to give it some light, would that even work? Now I have not tried to see what the light would look like in a tunnel yet since I have yet to compile my map but I was just asking so I could get the lighting right when it comes time to putting it in. This would be great to know how to do in a building or cave when you want to add an errie feeling to it by manipulating the light.

Con
August 14th, 2007, 09:46 PM
You guys should sticky a thread where people can ask quick questions instead of us nubs making new threads. Just a suggestion.
It's easier to manage in separate threads.



Anyways, I wanted ask how can you make it to where a player can walk through an object? For example, I made a bush looking type plant and I want people to be able to walk through it like most of the plants in the official Halo 2 maps. I was wonder how you can accomplish something like this...? If it's even possible...
Add a "!" to the end of your submaterial name for that surface. This makes it render only. For more information on this, see the second table in the Materials Overview article of the Halo 2 Map Editor help file.



My second question is, how can you make sounds echo in certain places? For example, I made a tunnel where warthogs will be going through and I noticed on some of the official Halo 2 maps(I forgot where), when you go under a bridge or through a tunnel it makes all the sounds echo.
All I know for sure is you're going to have to seal off the area first with some portals. Look up portals in the help file.



Ok...My last question, srsly. How would you make light in a tunnel? Or more specifically, how would you make a dim light in a tunnel? Like if I made some lamps to give it some light, would that even work? Now I have not tried to see what the light would look like in a tunnel yet since I have yet to compile my map but I was just asking so I could get the lighting right when it comes time to putting it in. This would be great to know how to do in a building or cave when you want to add an errie feeling to it by manipulating the light.
To add light in a dark place, you need shaders to emit light for lightmapping.

Dark Zebth
August 14th, 2007, 10:20 PM
Thanks Conscars! :D After reading the materials overview I picked up alot of stuff.


All I know for sure is you're going to have to seal off the area first with some portals. Look up portals in the help file.
Symbol
Name
Description
+portal
BSP Portal
Hint planes for bsp building and visibility determination
Still confused about the portal thing you were talking about. o_0 I'm guessing the portal will signify when the sound environment changes or ehh...what??? :confused:

Lightmaps look confusing but I'll look more into that.

Edit: Wait, how do I make a lightmap?

Edit: I know how to make one...but how can you edit it for certain areas?

Kornman00
August 15th, 2007, 05:14 AM
All I know for sure is you're going to have to seal off the area first with some portals. Look up portals in the help file.

But for it to echo, won't he need to use sound_environments?

FireScythe
August 15th, 2007, 07:16 AM
But for it to echo, won't he need to use sound_environments?

Indeed, once you have your portals set up (the help file can tell you about that) the portals can then be used to assign sound environments (echos for example), and/or background sounds. This is most easily done in sapien:
http://img395.imageshack.us/img395/8323/soundsstuffjm2.jpg
The cluster palettes section is where you reference the environments/sounds, and you select which ones are used where in the cluster points section. Note that if you double click an entry (which are your portals) in the cluster points>whatever section the game window will centre on that portal and highlight it for you, as can be seen above.

Dark Zebth
August 15th, 2007, 10:32 AM
Wow. Thanks FireScythe.*goes and tries it*