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Thread: Editing kit-look at this

  1. #41
    Is bad, really bad SMASH's Avatar
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    Re: Editing kit-look at this

    It's possible, and I sure hope that there is a way...In my digging through guirilla, I've found several interesting things:
    1. The weapons and hidden stuff is still in there (easy).
    2. I found a class (or whatever) that's used to grey or delete menu items. It can possibly be used to undelete those items.I'm a beginning programmer so whatever, if you want to know more, like the line of that code, just PM me.I use IDA Pro to do my dissembling.
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  2. #42
    Foot Dragger ejburke's Avatar
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    Re: Editing kit-look at this

    Quote Originally Posted by Kornman00 View Post
    JMS and various JM* extensions are still used for models and animations, so not much has probably changed but rather added. Just need a tool option to import them...

    or maybe they didn't want to release it without documenting the format for advance users, or a few bugs are still to be worked out ;o?
    Hmm, I guess they wouldn't have had to change the old formats much, if at all. Animation and model data is animation and model data, afterall. I guess I was assuming that they had been changed and that H2 Tool wouldn't know what to do with the H1 JMS/JMA. In which case, we wouldn't have much of an idea as to what was changed and we'd need the file format specification, barring another one of your cracking miracles.
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  3. #43

    Re: Editing kit-look at this

    Finally They made it super easy/lazy to add decrative structures and stuff without having to maintain the sealed world laws. I dont have the game but was sent the .ASS example map file. and if you read about the .ass file type you will find you can have tons of diffrent nodes allowing diffrent features. Open the .ASS file in notepad and scroll to the bottom where it says "instances" you will see they have "decrotive_brace".... this is the scenery that is being placed in MAX in the h2v trailer. Very cool, who the hell liked having to weld it into there bsp, Not I Also its easier to place static objects in max anyway. sapiens gizmos sucks. Also they will cast shadows when radiosty is run. Wonder how many diffrent node options you can have in your .ass. hmmm maybe ill just have to create a nice scenery package for Max incase we cant create are own scenery yet. Could someone verify this. Make a box map and create multiple objects. And then create a node for each peice of mesh. Make sure to link each node and mesh. also lable each node diffrently but maintain "instance" for the root name. example< "instance 1" instance 2" and so on. Also looking at the nodes in the .ass file they use the &#37; infront of the name. example "%instance 1". % probably makes the mesh collidable, not sure. Could some test this out ?

    EDIT.....name the node "instance",,,,,,,,,USE the % infront of the name you r calling your mesh. i messed up when i said use infront of your node name

    also if you have no idea what im talking about, ill just test it out when i get the game tonight
    Last edited by madworkz; May 21st, 2007 at 01:13 PM.
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  4. #44
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    Re: Editing kit-look at this

    Quote Originally Posted by madworkz View Post
    Could someone verify this. Make a box map and create multiple objects. And then create a node for each peice of mesh. Make sure to link each node and mesh. also lable each node diffrently but maintain "instance" for the root name. example< "instance 1" instance 2" and so on. Also looking at the nodes in the .ass file they use the &#37; infront of the name. example "%instance 1". % probably makes the mesh collidable, not sure. Could some test this out ?

    The %object_name in max is tremendously useful. It'll maintain your instancing in Max, so if you have architectural features that are repeated you can avoid stitching them in, but still have collision and proper lighting, etc.

    The big upside here is that it also instance renders that object in-game, so you actually get a speed improvement for doing things this way. Probably not worth it for tiny simple stuff like a light plate, but if you've got a medium-complexity object go for it.

    If you look at Uplift, for example: all the light pillars scattered around are instanced, the palm trees are instanced, the various support-beam things inside the bases are all instanced, the door frames are instanced (which means portals can be a lot simpler shapes, too), and big arms/ring on the needle structure are also instanced -- they're the same object rotated four times around the centerpoint. You can get a ton of usage out of this and end up with cleaner geometry that also runs faster.

    The instanced objects themselves need to be sealed still -- typically I put a nodraw material on the faces that end up against walls, under the ground, etc. You don't need "instance" in the name itself, all you need is the %. Like in uplift the palm tree objects are called %palm1, %palm2, etc
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  5. #45

    Re: Editing kit-look at this

    WOW thanks for quick reply, see guys there are alot of awsome features for use vets. Glad i figured this out. haha mb there still hope will see this and the rest of my stuff in game. come on kornman

    what helped me out figuring this method was also watch the h3 VIDEO DOC. i saw that the trees in vahalla where actually placed in max then rather sapien. sapien Sucked placing rocks and trees. also the fact there colliable is awsome. Time for the community to come together and make a master scenery/stucture/prop 3D database. so we can have a huge varity to chose from.



    Last edited by madworkz; May 21st, 2007 at 01:59 PM.
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  6. #46
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    Re: Editing kit-look at this

    Pretty much spot on Also check out the "Instanced Geometry" section of the help file for a table of symbols that can be used with instances in an .ass file.

    For those that are curious, the "Materials Overview" section a contains a similar guide.

    Edit: fixed up some grammar
    Last edited by Bill Roeske; May 21st, 2007 at 01:29 PM.
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  7. #47
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    Re: Editing kit-look at this

    A couple of people have pointed out that H2Sapien is a lot more tolerant of leaks and other BSP errors. I also wanted to point out real quick that portals have changed a bit since Halo 1. A lot of it is covered between the "Portals" and "Materials Overview" section of the help file, but essentially portals are a lot more flexible now. They can contain bends and creases and have been given some more control over their behavior via shader symbols.
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  8. #48

    Re: Editing kit-look at this

    Bill id like to say thanks for answering my questions. I can already tell that my work flow will increase 50&#37; with these new features. Its easy for people to bash new things because they are afraid of change. Although we dont have access to all the tools we had befor (as of right now), but i can asure you there are many people like myself that will love all of it. Feel free to make H2vista your home for posting as this is the home of the hardcore mapmakers . Hopefully ill obtain my copy tonight and you could be playing my maps in the next two weeks . cheers


    edit' Might want to sticky this thread, as we have some Q&A going on with a few DEVS
    Last edited by madworkz; May 21st, 2007 at 02:03 PM.
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  9. #49
    おはようございます klange's Avatar
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    Re: Editing kit-look at this

    Quote Originally Posted by Kornman00 View Post
    JMS and various JM* extensions are still used for models and animations, so not much has probably changed but rather added. Just need a tool option to import them...

    or maybe they didn't want to release it without documenting the format for advance users, or a few bugs are still to be worked out ;o?
    Or maybe the command is there, just not mentioned in tool?
    Just because the command exists doesn't mean that they would have to put it in the the short little command list...
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  10. #50
    Senior Member Lightning's Avatar
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    Re: Editing kit-look at this

    Quote Originally Posted by Bill Roeske View Post
    We did. Can someone post either a screen shot or a description of what happens when they go to export an .ass file? Specifically, does a dialog box pop up with an option to run H2Tool after export? How about an option to export hidden geometry?
    I experience none of this. It just exports the file and closes normally (just like saving a file normally)


    Why the shader collection things? D:

    That makes materials so much more complicated.
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