Basic Modding: How do I make a new map?

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Leatherneck
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Basic Modding: How do I make a new map?

Post by Leatherneck » Sat Jul 18, 2009 11:02 am

Ok guys,
So, how do I make a completely new map without using HEK or CE (since I don't have Full)?
I'm pretty sure somehow I have to make bloodgulch blank, and then go from there.
If someone could explain the basics, maybe link me to a TuT, that would be great.
I'm not familiar with Hex (in fact it scares me shitless) but I'd be willing to learn.
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Re: Basic Modding: How do I make a new map?

Post by Moxus » Sat Jul 18, 2009 11:07 am

You use a variety of scenery pieces to craft a new map. That's the basic version.

-=Moxus=-
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Re: Basic Modding: How do I make a new map?

Post by Leatherneck » Sat Jul 18, 2009 11:18 am

Moxus wrote:You use a variety of scenery pieces to craft a new map. That's the basic version.

-=Moxus=-
In Eschaton (that's what i'm messing around in) which tags control like the walls and floor of bloodgulch, and how do I edit them?
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Re: Basic Modding: How do I make a new map?

Post by Fuel » Sat Jul 18, 2009 11:33 am

Thats not really basic modding.
Do you mean the shaders?
if so they are in soso and for the environments they are in senv.
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Re: Basic Modding: How do I make a new map?

Post by Leatherneck » Sat Jul 18, 2009 11:47 am

Fuel wrote:Thats not really basic modding.
Do you mean the shaders?
if so they are in soso and for the environments they are in senv.
ok, maybe it's not that basic :)
I thought soso and senv just affect the way an object is rendered. That's what it looks like when I go to the meta editor
but, lets say I wanted to alter the terrain, not just the way it looks, or where the boulders are located, but put a hole in one of the walls and add a tunnel there (kinda like the |M| mod) how would I go about doing that?
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Re: Basic Modding: How do I make a new map?

Post by Fuel » Sat Jul 18, 2009 12:19 pm

Swordedit does that.
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Re: Basic Modding: How do I make a new map?

Post by Moxus » Sat Jul 18, 2009 12:24 pm

Leatherneck wrote:
Moxus wrote:You use a variety of scenery pieces to craft a new map. That's the basic version.

-=Moxus=-
In Eschaton (that's what i'm messing around in) which tags control like the walls and floor of bloodgulch, and how do I edit them?
We don't make maps by editing the structure of Blood Gulch. I told you: [We] use a variety of scenery pieces to craft a new map. The CE people make maps by modeling an entirely new BSP.

-=Moxus=-
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Re: Basic Modding: How do I make a new map?

Post by Devious » Sat Jul 18, 2009 12:32 pm

The maps sparky and fonzie just released were made in CE.

The only way for you to make a map without CE, as Moxus said before is to build a BSP out of scenery (hangar walls, bases etc...) and then null the original bloodgulch BSP.
The armaments which thunderstrike the walls
And monarchs tremble in their capitals.
The oak leviathans, whose huge ribs make
Of lord of thee, and arbiter of war;
Alike the Armada's pride, or spoils of Trafalgar.

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Re: Basic Modding: How do I make a new map?

Post by Leatherneck » Sat Jul 18, 2009 12:33 pm

Fuel wrote:Swordedit does that.
O__o Swordedit doesn't like me :(
But anyway, how would I do that?
Moxus wrote:
Leatherneck wrote:
Moxus wrote:You use a variety of scenery pieces to craft a new map. That's the basic version.

-=Moxus=-
We don't make maps by editing the structure of Blood Gulch. I told you: [We] use a variety of scenery pieces to craft a new map. The CE people make maps by modeling an entirely new BSP.

-=Moxus=-
Ok...how did you go about making Crossing?
Devious wrote:The maps sparky and fonzie just released were made in CE.

The only way for you to make a map without CE, as Moxus said before is to build a BSP out of scenery (hangar walls, bases etc...) and then null the original bloodgulch BSP.
How do I build a new BSP?
& thanks for your help everyone :)
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Re: Basic Modding: How do I make a new map?

Post by Devious » Sat Jul 18, 2009 12:38 pm

Moxus made crossing with the method I just described.

You can use either Swordedit, Sparkedit, or Eschaton to move scenery.

Here is the basic method used to make scenery based maps.

1) Import the scenery you want to use for your map with eschaton.

2) Spawn the scenery

3) make the map and place spawns .

4) Test you map

5)Fix any glitches

6) Null out the bloodgulch BSP (I think modzy made an app that does that)
The armaments which thunderstrike the walls
And monarchs tremble in their capitals.
The oak leviathans, whose huge ribs make
Of lord of thee, and arbiter of war;
Alike the Armada's pride, or spoils of Trafalgar.

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Moxus
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Re: Basic Modding: How do I make a new map?

Post by Moxus » Sat Jul 18, 2009 12:38 pm

Leatherneck wrote:Ok...how did you go about making Crossing?
For the third time: A variety of scenery pieces were used to craft the map.
Leatherneck wrote:How do I build a new BSP?
& thanks for your help everyone :)
You get Halo:Custom Edition, and use the tools included with it to turn a model into a map BSP.

-=Moxus=-
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Kayar wrote:The Collective: Spamming its way to a better tomorrow.
Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

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Re: Basic Modding: How do I make a new map?

Post by Leatherneck » Sat Jul 18, 2009 12:49 pm

Devious wrote:Moxus made crossing with the method I just described.

You can use either Swordedit, Sparkedit, or Eschaton to move scenery.

Here is the basic method used to make scenery based maps.

1) Import the scenery you want to use for your map with eschaton.

2) Spawn the scenery

3) make the map and place spawns .

4) Test you map

5)Fix any glitches

6) Null out the bloodgulch BSP (I think modzy made an app that does that)
Moxus wrote:
For the third time: A variety of scenery pieces were used to craft the map.
---
You get Halo:Custom Edition, and use the tools included with it to turn a model into a map BSP.

-=Moxus=-
Ok, I get it. I thought that there was somewhere with coordinates for the walls, the ground, etc., that I could edit. Devious, could ya link me to the bsp-nuller-outter app plz? & Moxus, I understood that you used scenery, but I didn't know exactly what you did with it. So you just import more scenery, move it, and it works. I get it.

One more question; What if you run out of places to add scenery in the Scnr? Like, if you needed more than 20-30 pieces of scenery, how would you add more?
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Re: Basic Modding: How do I make a new map?

Post by Moxus » Sat Jul 18, 2009 1:00 pm

Leatherneck wrote:
---

---

Ok, I get it. I thought that there was somewhere with coordinates for the walls, the ground, etc., that I could edit. Devious, could ya link me to the bsp-nuller-outter app plz? & Moxus, I understood that you used scenery, but I didn't know exactly what you did with it. So you just import more scenery, move it, and it works. I get it.

One more question; What if you run out of places to add scenery in the Scnr? Like, if you needed more than 20-30 pieces of scenery, how would you add more?
There we go :).

I used the scenery as building blocks, like LEGO, placing them together to form the figure of the map. As for your second question, while you're limited by the diversity of pieces (the number of different pieces you can have), you could have virtually any number of those unique pieces (That is to say, you might only be able to have 4 different boulders in the D-Swapper, but you could have as many boulders spawned as you wanted). Be mindful, though, as too many pieces can cause video lag.

-=Moxus=-

P.S. If you respond quickly, it may take me a while to respond; I'll BRB.
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Kayar wrote:The Collective: Spamming its way to a better tomorrow.
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Re: Basic Modding: How do I make a new map?

Post by Devious » Sat Jul 18, 2009 1:04 pm

You can duplicate multiple pieces of a single object. you don't need to spawn duplicates.
The armaments which thunderstrike the walls
And monarchs tremble in their capitals.
The oak leviathans, whose huge ribs make
Of lord of thee, and arbiter of war;
Alike the Armada's pride, or spoils of Trafalgar.

Leatherneck
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Location: Texas

Re: Basic Modding: How do I make a new map?

Post by Leatherneck » Sat Jul 18, 2009 1:08 pm

There we go :).

I used the scenery as building blocks, like LEGO, placing them together to form the figure of the map. As for your second question, while you're limited by the diversity of pieces (the number of different pieces you can have), you could have virtually any number of those unique pieces (That is to say, you might only be able to have 4 different boulders in the D-Swapper, but you could have as many boulders spawned as you wanted). Be mindful, though, as too many pieces can cause video lag.

-=Moxus=-

P.S. If you respond quickly, it may take me a while to respond; I'll BRB.[/quote]

I love legos! :mrgreen:
I didn't realized that scenery is unaffected by gravity, so you can just stick it anywhere. this makes more sense.
Aight, thanks for the help!
Devious wrote:You can duplicate multiple pieces of a single object. you don't need to spawn duplicates.
kk. Can you link me to that BSP-null-out app? plz?
When loading the main gun, remember: pointy end first!

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