H2: Renewal

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DarkShallFall
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H2: Renewal

Post by DarkShallFall »

3D Studio Max
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Halo 2
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So with a maxscript I had someone make a while back, Zaid and I made a program that takes all your box info from 3ds and dumps it into Halo 2.
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XZodia
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Re: H2: Renewal

Post by XZodia »

Cool.
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DarkShallFall
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Re: H2: Renewal

Post by DarkShallFall »

Also set it up so if you want to set materials to certain boxes, you just name the box the material. If the name contains something in the material list, it will be set to the containing.
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Code: Select all

default_material
liquid
liquid_thin
liquid_thin_water
liquid_thick
liquid_thick_coolant
soft
soft_organic
soft_organic_flesh
soft_organic_flesh_human
soft_organic_flesh_elite
soft_organic_flesh_grunt
soft_organic_flesh_jackal
soft_organic_flesh_hunter
soft_organic_flesh_prophet
soft_organic_flesh_bugger
soft_organic_cloth
soft_organic_plant
soft_organic_plant_leafy
soft_organic_plant_bushy
soft_organic_plant_grassy
soft_inorganic
soft_inorganic_vinyl
soft_inorganic_vinyl_hum
soft_inorganic_vinyl_hum_warthog
soft_terrain
soft_terrain_snow
tough
tough_organic
tough_organic_flesh
tough_organic_flesh
tough_organic_flesh_brute
tough_organic_bone
tough_inorganic
tough_inorganic_armor
tough_inorganic_armor_hum
tough_inorganic_rubber
tough_inorganic_rubber_hum
tough_inorganic_rubber_hum_tire
tough_inorganic_plastic
tough_inorganic_plastic_hum
tough_inorganic_plastic_cov
tough_floodflesh
tough_floodflesh_combatform
tough_floodflesh_carrierform
tough_floodflesh_infectionform
tough_organic_wood
tough_terrain
tough_terrain_dirt
tough_terrain_grass
tough_terrain_mud
tough_terrain_gravel
tough_terrain_sand
hard
hard_metal_thin
hard_metal_thin_hum
hard_metal_thin_hum_masterchief
hard_metal_thin_hum_weapon
hard_metal_thin_hum_warthog
hard_metal_thin_hum_ammo
hard_metal_thin_cov
hard_metal_thin_cov_grunt
hard_metal_thin_cov_hereticleader
hard_metal_thin_cov_elite
hard_metal_thin_cov_weapon
hard_metal_thin_cov_banshee
hard_metal_thin_for
hard_metal_thin_for_sentinel
hard_metal_thin_for_monitor
hard_metal_thick
hard_metal_thick_hum
hard_metal_thick_hum_scorpion_tread
hard_metal_thick_hum_warthog
hard_metal_thick_hum_mongoose
hard_metal_thick_hum_turretap
hard_metal_thick_hum_chassis
hard_metal_thick_cov
hard_metal_thick_cov_hunter
hard_metal_thick_cov_ghost
hard_metal_thick_cov_shadow
hard_metal_thick_cov_apturret
hard_metal_thick_cov_avturret
hard_metal_thick_cov_banshee
hard_metal_thick_cov_creep
hard_metal_thick_cov_wraith
hard_metal_thick_cov_throne
hard_metal_thick_for
hard_metal_thick_for_sentinel
hard_floodflesh_juggernaut
hard_metal_solid
hard_metal_solid_hum
hard_metal_solid_hum_scorpion
hard_metal_solid_hum_pelican
hard_metal_solid_hum_longsword
hard_metal_solid_cov
hard_metal_solid_cov_hunter
hard_metal_solid_cov_wraith
hard_metal_solid_cov_creep
hard_metal_solid_cov_phantom
hard_metal_solid_for
hard_terrain
hard_terrain_ice
hard_terrain_stone
hard_terrain_stone_rough
hard_terrain_concrete
hard_floodflesh
brittle
brittle_glass
brittle_glass_hum
brittle_glass_hum_warthog
brittle_glass_hum_mongoose
brittle_glass_for
brittle_glass_for_unbreakable
brittle_glass_powerup
brittle_glass_reinforced
brittle_elec
brittle_elec_hum
brittle_elec_cov
brittle_elec_cov_ag
brittle_elec_cov_ag_ghost
brittle_elec_cov_ag_banshee
brittle_elec_cov_ag_wraith
brittle_elec_cov_ag_creep
brittle_elec_cov_pg
brittle_elec_cov_pg_wraith
brittle_elec_cov_pg_creep
brittle_elec_for
brittle_elec_for_sentinel
brittle_mech
brittle_mech_hum
brittle_mech_hum_engine
brittle_mech_hum_engine_warthog
brittle_mech_hum_engine_scorpion
brittle_mech_hum_engine_pelican
brittle_mech_hum_engine_mongoose
brittle_mech_cov
brittle_mech_for
brittle_explosive
brittle_explosive_hum
brittle_explosive_hum_bomb
brittle_explosive_hum_flamable
brittle_explosive_cov
brittle_explosive_cov_blamite
brittle_explosive_for
energy
energy_shield_thin
energy_shield_thin_hum
energy_shield_thin_hum_masterchief
energy_shield_thin_cov
energy_shield_thin_cov_elite
energy_shield_thin_cov_apturret
energy_shield_thin_for
energy_shield_thick
energy_shield_thick_hum
energy_shield_thick_cov
energy_shield_thick_cov_jackal
energy_shield_thick_for
energy_holo
energy_holo_hum
energy_holo_hum_cortana
energy_holo_cov
liquid_thin_water_puddle
liquid_thin_water_shallow
liquid_thin_water_deep
liquid_thin_water_bottomless
soft_organic_cloth_hum
soft_organic_cloth_hum_leather
hard_metal_thin_hum_grating
hard_metal_solid_for_cable
bounds
tough_terrain_underbrush
tough_terrain_woodfloor
hard_metal_thin_for_sentinel_enforcer
hard_metal_thin_for_sentinel_aggressor
hard_metal_thick_for_sentinel_aggressor
tough_organic_wood_hollow
tough_terrain_carpet
hard_metal_thin_cov_brute
energy_shield_invincible
brittle_glass_thick
energy_shield_thin_cov_prophet
tough_organic_flesh_brute_tartarus
tough_inorganic_plastic_container
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Click16
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Re: H2: Renewal

Post by Click16 »

Fantastic!
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DarkShallFall
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Re: H2: Renewal

Post by DarkShallFall »

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Of course modeling a map is in order but.... its still damn cool!
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neodos
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Re: H2: Renewal

Post by neodos »

Nice! keep up the great work.
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CaptainPoopface
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Re: H2: Renewal

Post by CaptainPoopface »

Looks great. If it had the ability to tile a basic shader on each slab based on the name or some other attribute, that would be fantastic. Modeling otherwise takes a long time and still doesn't look right in the game unless you're really special. I would gladly play custom maps made from slabs that have material responses and decent stock shaders though. Like concrete, brick, grass, stone, etc.
Nice work.
DarkShallFall
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Re: H2: Renewal

Post by DarkShallFall »

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OwnZ joO
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Re: H2: Renewal

Post by OwnZ joO »

Pretty slick man
DarkShallFall
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Re: H2: Renewal

Post by DarkShallFall »

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Revised logo.
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NotZachary82
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Re: H2: Renewal

Post by NotZachary82 »

This is cool stuff! Shame I don't have an Xbox anymore. I'd love to tinker with this! :)
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Ogrish
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Re: H2: Renewal

Post by Ogrish »

I may just have to go buy that unmodded xbox down the street at the gamestore.
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CaptainPoopface
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Re: H2: Renewal

Post by CaptainPoopface »

From the looks of it, maybe you should call it Nut Twister.

Please don't fall into the old H2 modding trap of spending two weeks on the logo before losing interest in the project and not releasing anything. I would even play maps with that plain red shader on everything.

Perfection is the enemy of completion. Godspeed.
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XZodia
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Re: H2: Renewal

Post by XZodia »

CaptainPoopface wrote:From the looks of it, maybe you should call it Nut Twister.

Please don't fall into the old H2 modding trap of spending two weeks on the logo before losing interest in the project and not releasing anything. I would even play maps with that plain red shader on everything.

Perfection is the enemy of completion. Godspeed.
viewtopic.php?f=10&t=2097
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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DoorM4n
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Re: H2: Renewal

Post by DoorM4n »

So I'm a bit confused on the app. It takes everything from 3ds max and puts to Halo 2? So if I make a map out of boxes in 3ds max, it will convert that to halo format? I may have that flipped.


Also, if I'm correct, then I should build a map out of boxes in 3ds max first and it will spawn coll/phmo in the map of what I made in 3ds max?
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Click16
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Re: H2: Renewal

Post by Click16 »

DoorM4n wrote:So I'm a bit confused on the app. It takes everything from 3ds max and puts to Halo 2? So if I make a map out of boxes in 3ds max, it will convert that to halo format? I may have that flipped.
You scale boxes in 3ds max, and position and rotate them. You run the included script and it saves to C:/boxInfo.amf, you import that amf file into your scnr using Amorphous Remedy. Make sure that your scnr has the collision boxes to match the boxes in 3ds max.
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DarkShallFall
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Re: H2: Renewal

Post by DarkShallFall »

Click16 wrote:
DoorM4n wrote:So I'm a bit confused on the app. It takes everything from 3ds max and puts to Halo 2? So if I make a map out of boxes in 3ds max, it will convert that to halo format? I may have that flipped.
You scale boxes in 3ds max, and position and rotate them. You run the included script and it saves to C:/boxInfo.amf, you import that amf file into your scnr using Amorphous Remedy. Make sure that your scnr has the collision boxes to match the boxes in 3ds max.
You can't scale them. You HAVE to use the length, width, height values. HAVE TO
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Click16
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Re: H2: Renewal

Post by Click16 »

Darkshallfall wrote:You can't scale them. You HAVE to use the length, width, height values. HAVE TO
That's what I meant... But yeah.
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NotZachary82
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Re: H2: Renewal

Post by NotZachary82 »

Ohhhhhh shit. That makes sense. Good to know.

Also, say you have 3 boxes of the same size, does it edit 3 separate box tags (each with their own placement) or does it edit one box tag and place it down in 3 separate places?
DarkShallFall
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Re: H2: Renewal

Post by DarkShallFall »

NotZachary82 wrote:Ohhhhhh shit. That makes sense. Good to know.

Also, say you have 3 boxes of the same size, does it edit 3 separate box tags (each with their own placement) or does it edit one box tag and place it down in 3 separate places?
I didn't feel like coding it to use the same boxes. Also an rth version will be released soon, some bug fixes too. Also a new script.
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CaptainPoopface
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Re: H2: Renewal

Post by CaptainPoopface »

Aww. I hoped it would create all the bloc tags and put them in the scnr. So for someone like me who doesn't model, it doesn't seem much better than just using the bsp viewer as my modeling program. Not to be a stick in the mud. I am still eager to see what people come up with.
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DoorM4n
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Re: H2: Renewal

Post by DoorM4n »

Making boxes and moving them around in an orderly fashion in 3ds max isn't really too hard. I, having almost no modeling skills, was able to piece together Tortuga with boxes (like the app requires) before I built the map on the Xbox using darks box making tool. I remember spending at least 24hrs in total placing boxes for collision. Now that this app came out, I could probably do it in 2 hours--if I knew how to work it. It's pretty amazing that custom maps are here.
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