The first video tutorial shows me making a bloodgulch map using the technique of importing and attaching existing bsp terrain model data. This is meant for people who have access to Windows XP and any version of 3ds Max (I'm using the student license version) and shows basic techniques, taking you from step 1 to playing the level in-game in the most straightforward manner possible. I mention pitfalls and potential errors that you could get during the process while showing you step-by-step what to do.
Subsequent video tutorials will cover basically everything else we Halo modding enthusiasts deal with, including explaining all the functions of Tool, taking a comprehensive look at Eschaton and its plugins, and discussing modding approaches with various techniques.
EDIT: In sum, despite great difficulty and much effort, below are the videos. Grab some carrots, sit back, relax, and enjoy.
Halo Modding Complete Tutorial Series: 1.1 -- HEK Setup & Basic Level Structure
by [MT] Sparky
Hello, my name is Sparky.
This is the first video in my Halo Modding Complete Tutorial Series.
I plan to organize the tutorials into categories using a numbering scheme as "category#.video#". This first video is 1.1, which means it is the first video in the first category. Categories will be based upon the types of tools used in the map-making or modding process.
This first category of tutorials involves using the Halo Editing Kit (HEK). [I'll provide a legitimate categorization scheme after further consideration.]
In this first tutorial, I will introduce you to the applications that we will be using. Using these applications, I will take you through the basic steps towards creating a level from existing scenario structure tags in the Halo campaign. The end product will be a playable map using Halo Custom Edition.
Tutorial Series @ MGM:
Halo CE and HEK Starter Kit (download from this wiki page):
http://www.halodemomods.com/wiki/File:H ... er_Kit.zip
AutoDesk 3ds Max (register for a free student license or 30-day trial):
- The command prompt (cmd) that you should duplicate and place inside your Halo Custom Edition folder is located within the Accessories folder found under the Start : Programs menu.
- If you get radiosity errors in Sapien, which would likely result from errors in the structure compilation process, then these can be imported into 3ds max from the Debug.wrl file inside the Halo Custom Edition folder. Tool's WRL error file takes the name of your JMS file, but Sapien just names its WRL error file "Debug" (which gets overwritten regardless of the difference in scenario loaded!).
- In a subsequent video, I'll go into further detail about the use of Devices.
- I made some mistakes, and you saw how they were fixed. Learn from that.
- The red base +exactportal issue will be investigated and I'll get back with the details here later.