i'v been thinking about making neat halo moddng tool (viewtopic.php?t=2976), but it seems like thats covered
...
so i came up with this idea:
couldn't you build a template application for building halo maps? if so, why not?
seems like agood idea to me
i'v got some ideas, but i'll need some help, anybody who's interested PM me. (i suppose i'll be using REALbasic)
i'll edit the site i'v made to include a forum for this.
links:
HaloEdit Forum — http://coolmods.myfastforum.org/forum10.php
map builder for mac, is it possible?
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- halonerd12
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map builder for mac, is it possible?
--halonerd12--
It's not exactly an easy process. It's possible but there's a few considerations. You'd have to make from scratch a couple of tools that are used by CE makers that were given to them.
Problem number 1: creation of a new bsp tag from the new model you've created. I suppose you could always reverse engineer the chimp script or blitzkrieg to produce .jms files. But there's still the issue of creating sbsp tags based off of that.
Problem number 2: creating a scenario tag for that new map. Might be possible to modify existing scnr tags.
Problem number 3: creating bitmap tags for the new level or editing the existing lightmaps and textures to suit the map by hand.
Problem number 4: compiling all of the new stuff into new mapfile. (somewhat easy, you could do this by batching bg and then rebuilding just using different sbsp and scnr tags provided those new versions don't have dependencies that don't exist in the map.)
Problem number 1: creation of a new bsp tag from the new model you've created. I suppose you could always reverse engineer the chimp script or blitzkrieg to produce .jms files. But there's still the issue of creating sbsp tags based off of that.
Problem number 2: creating a scenario tag for that new map. Might be possible to modify existing scnr tags.
Problem number 3: creating bitmap tags for the new level or editing the existing lightmaps and textures to suit the map by hand.
Problem number 4: compiling all of the new stuff into new mapfile. (somewhat easy, you could do this by batching bg and then rebuilding just using different sbsp and scnr tags provided those new versions don't have dependencies that don't exist in the map.)
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Mac Hacker
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i like problem #4 i didnt know that at all now that makes me want to make new shitz 
Quick tut for demo CE->Demo & SP->MP
step 1 find a CE map that is kool
step 2 batch demo bg to folder called "Demo CE"
step 3 batch CE map after changeing header in hex to the folder called "Demo CE"
step 4 batch the CE map to a folder called "test"
then after that finishes go to the ui folder and find the mutiplyer tagc tag meta and xml and copy them to the ui folder in the folder "Demo CE"
step 5 remove the var kill penalty dependecy from the mulyplayer tagc
step 6 open rebuild window in C#MT "apple+r"
step 7 find demo bloodgulch map (make sure you used demo hack on it)
step 8 edit the senerio and bsp fields to direct towards the new bsp and senerio "scnr" hit build (use console to watch progress rebuilding)
step 9 test out map in halo demo
Quick tut for demo CE->Demo & SP->MP
step 1 find a CE map that is kool
step 2 batch demo bg to folder called "Demo CE"
step 3 batch CE map after changeing header in hex to the folder called "Demo CE"
step 4 batch the CE map to a folder called "test"
then after that finishes go to the ui folder and find the mutiplyer tagc tag meta and xml and copy them to the ui folder in the folder "Demo CE"
step 5 remove the var kill penalty dependecy from the mulyplayer tagc
step 6 open rebuild window in C#MT "apple+r"
step 7 find demo bloodgulch map (make sure you used demo hack on it)
step 8 edit the senerio and bsp fields to direct towards the new bsp and senerio "scnr" hit build (use console to watch progress rebuilding)
step 9 test out map in halo demo
TsGh
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TaxiService
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