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Undergoing Halo Map - Doomplatform

Posted: Sat May 15, 2004 11:58 pm
by Red Squirrel
I'm working on a halo map so I'll use this thread to update on it's progress. I have no clue how to use those programs to convert it into the .map format and all that, but I know from autocad I can convert to 3D studio max, and from there (once I get the program) I'll be able to use the pluging to convert to the format I'll need - but from there I have no clue what the steps required are to start adding vehicles and such, but hopefully I'll figure it out. If not I can always send it to someone who knows how and the map can be credited to both of us, or something.

So here's a screen shot of it so far, this is an autocad render and the map colors/textures/lighting won't look at all like this, it's just a model to show how it will be.

The map will be very simple, and I think that's what will make it interesting. The red things are the two bases, and the top balcany will have a teleport going there for snipers. Weapons and vehicles will be spaned accross the flat surface of the map. warhog and banchee fights will be cool on this map, I'm sure.



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Archived topic from Iceteks, old topic ID:2320, old post ID:19671

Undergoing Halo Map - Doomplatform

Posted: Sat May 15, 2004 11:59 pm
by Red Squirrel
More screen shots...

Attachement (click to open)

Archived topic from Iceteks, old topic ID:2320, old post ID:19672

Undergoing Halo Map - Doomplatform

Posted: Sun May 16, 2004 9:11 pm
by Red Squirrel
I added a tunnel that goes under the platform from one base to the other, in the center of the platform there's like a circle where a few vehicles could be place, or perhaps a teleporter or simply just ammo and stuff.

I also added more obsticles so players can sneak on the sides to attack, and there's also a small sniper base, well it's just a moon-like platform but it's a great hight to take sniper shots, and to avoid having too many snipers this one has no way of hiding so people can sniper back from the base, so it's an equal oportunity. :D

It's very hard to tell whether or not this map is well made until I see it in action. I still have to get 3DS max and figure out how to turn it into a halo map, but I know with autocad I'm not wasting my time since I can import it in 3DX max once done, I just prefer autoCAD's interface as it's more precise and has more modling features.

Here's a screen shot of the work so far.

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Archived topic from Iceteks, old topic ID:2320, old post ID:19690

Undergoing Halo Map - Doomplatform

Posted: Sun May 16, 2004 9:12 pm
by Red Squirrel
More...

No. 13 is pretty cool, since I made it bigger - it shows the whole map.

Attachement (click to open)

Archived topic from Iceteks, old topic ID:2320, old post ID:19691

Undergoing Halo Map - Doomplatform

Posted: Sat May 22, 2004 9:46 pm
by Red Squirrel
Wow I can see fullscreen shots without horizontal scrolling now that I set my res to the 21st century.

Anyway just an update. The map itself is pretty much competed, well the structure anyway. I successfully imported it in 3DS max 6 played around a bit (I don't really like the program that much to be honest but maybe it's because I don't know how to use it. :P) and I was even able to export it as the special format which then needs to be compiled so I can import it in another program to add the vehicles, weapons etc.... So I'm about 1/4 through the steps. Basically I'm just making sure I can do it and that everything works, and then I'll work in textures. If it's easier that way I'll probably just use halo textures, which are fine for me and look good. Otherwise I'll make my own.



Archived topic from Iceteks, old topic ID:2320, old post ID:19789

Undergoing Halo Map - Doomplatform

Posted: Wed May 26, 2004 5:28 pm
by Red Squirrel
Attached a smaller version of scr 13 since it shows the whole map. I recomend you download the zip file to get a better view of it though. B)


In terms of possibility of turning this into a map, I'm slowly getting closer but still have trouble. I made a test map which was a square, and it compiled, but then sapian (the program to put vehicles and spawn points and stuff) did not want to open it.

But I really am looking foward to playing on this map so I'll keep trying.

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Archived topic from Iceteks, old topic ID:2320, old post ID:19834

Undergoing Halo Map - Doomplatform

Posted: Sat May 29, 2004 8:37 pm
by Red Squirrel
getting a bit closer... still errors and problems but I'm a step ahead I managed to get it to compile and open in sapien, but in sapien I get some other error. Turns out custom map making can only work for very simple maps. So Ihad to take out allot of stuff from my map to make it compile. Which really sucks since I thought this map was too simple...

Archived topic from Iceteks, old topic ID:2320, old post ID:19991

Undergoing Halo Map - Doomplatform

Posted: Sun May 30, 2004 8:27 pm
by Red Squirrel
Good news!

I got it to load in Sapian (the program to add all the weapons and stuff) and it sort of works now. It's very dark and the textures don't show, but it's a start. Also the map seems to be the right scaling, it's the scale that was worrying me the most since I had no clue how big to make it in Autocad. It seems to be just right.

Archived topic from Iceteks, old topic ID:2320, old post ID:20010

Undergoing Halo Map - Doomplatform

Posted: Sun Jun 06, 2004 6:54 pm
by Red Squirrel
Another screen shot of current progress, see server thread for more details (I posted it there by accident lol )

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Archived topic from Iceteks, old topic ID:2320, old post ID:20225

Undergoing Halo Map - Doomplatform

Posted: Sun Jun 06, 2004 6:54 pm
by Red Squirrel
Note that all the other screen shots are somewhat obsolete. the main walls seperating both bases are completly different, and so are the tunnels. (the pic above shows the tunnels better)

Archived topic from Iceteks, old topic ID:2320, old post ID:20226

Undergoing Halo Map - Doomplatform

Posted: Sun Jun 06, 2004 9:34 pm
by Red Squirrel
Woo the radiosity is starting to show stuff. I killed the fog for now and it's going faster.

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Archived topic from Iceteks, old topic ID:2320, old post ID:20234

Undergoing Halo Map - Doomplatform

Posted: Sun Jun 06, 2004 11:15 pm
by Red Squirrel
I managed to move the camera even in the cpu heavy conditions. Here's some progress and you can start to make out the map more now!

Hopefully the texture will apear though... :blink:

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Archived topic from Iceteks, old topic ID:2320, old post ID:20237

Undergoing Halo Map - Doomplatform

Posted: Sun Jun 13, 2004 6:06 pm
by Red Squirrel
Another radiosity screen shot. I changed a few things around and I keep getting problems but this time I'll let it finish completly and report in a few days when it's done on if it worked and how it looks like.



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Archived topic from Iceteks, old topic ID:2320, old post ID:20455

Undergoing Halo Map - Doomplatform

Posted: Sun Jun 13, 2004 10:08 pm
by Red Squirrel
It's all done! The textures won't show for some reason though, but I have a bit more texture-related work to do anyway. I don't really like the fact that the cement (yeah that's cement) produces it's own light, I'm sure there's a better way of doing this. ;)

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Archived topic from Iceteks, old topic ID:2320, old post ID:20461

Undergoing Halo Map - Doomplatform

Posted: Sun Jun 13, 2004 10:11 pm
by Red Squirrel
This is after I did a radiosity_save... looks much better. I think all those weird distorted colors are because of a texturing issue, which is now fixed. I just need to reimport the new fixed version and redo the render, which I'll do before going to bed.

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Archived topic from Iceteks, old topic ID:2320, old post ID:20462

Undergoing Halo Map - Doomplatform

Posted: Wed Jun 16, 2004 3:07 pm
by Red Squirrel
Been trying to get the textures working properly, the whole tools and all that are required is very frustrating so I'm not even sure if I'll keep trying, as I have more important things to do these days.

Archived topic from Iceteks, old topic ID:2320, old post ID:20502