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Thread: The Ultimate Halo CE Tutorial Index

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    Arrow The Ultimate Halo CE Tutorial Index

    Going to make a dynamic and more extensive version of Ghost's tutorial index here, including all still-working tutorials from the index as well as any new ones I come across. I will be splitting these up into multiple posts by section in the likely event that all these links will eventually push me past the character limit.
    Feel free to make suggestions to tutorials I've missed as I go along.
    Also, if any links break, let me know here.
    When I can, I will upload any video tutorials to Youtube.
    EDIT: This is now also hosted on Modawiki. Thanks, Siliconmaster!

    Contents:
    Level Creation and Modeling (37, See below)
    Character and Biped Modeling, Animating, and Tagging (7)
    Vehicle Modeling, Animating, and Tagging (9)
    Weapon Modeling, Animating, and Tagging (10)
    Scenery Modeling, Animating, and Tagging (5)
    Sound Tag Creation (3)
    User Interface (UI) Element Creation (10)
    Sky Elements Creation (1)
    Bitmaps, Textures, and Shaders Creation and Tagging (12)
    Single Player Modding/Scripting and Implementation (12)
    Miscellaneous Tutorials (22)

    Level Creation and Modeling

    [HTML: hce.halomaps.org] Official HEK Mapping Tutorial

    [VIDEO] Kirks4 - Complete Mapping Tutorial:
    [VIDEO] LlamaJuice - Complete Mapping Tutorial (Youtube only):

    • Part 1: This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    • Part 2: This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    • Part 3: This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    • Part 4: This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    • Part 5: This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    • Part 6: This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    • Part 7: This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    • Part 8: This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    • Part 9: This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    • Part 10: This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.

    [VIDEO] Firedragon04 - Making an outdoor map

    [VIDEO] Massacre - Making Cliffs

    [VIDEO] Firedragon04 - Creating an Indoor Forerunner Map
    [IMG/TEXT] SnaFuBAR - Quickly Creating Forerunner Structures
    Local version of image:


    [VIDEO] PopeAK49 - Forerunner Ground Base Tutorial

    [VIDEO] ThePlague - Modeling a Basic Human Map

    [TEXT] English Mobster - Notes on Human Architecture circa 2552

    [PDF] Yayap The Grunt - Beginner's Map Creation Tutorial

    [VIDEO] kirks4 - Creating an Underground Tunnel
    [VIDEO] Dominator - Basic Base Modeling

    [VIDEO] Offspring - Base Modeling using Editable Poly

    [VIDEO] Hlls - Spline Modeling

    [VIDEO] Jahrain - Modeling using Maya

    [VIDEO] Jacob Rye - Modeling a Cave in 3DS Max

    [TEXT] GUY - Using Box Modeling Techniques

    [TEXT] Hailfire - Using Height Maps to Create Terrain

    [VIDEO] afridge - Gmax Map Modeling / Level Creation

    [VIDEO] afridge - Gmax Texturing & Exporting with Chimp

    [PDF] {KaS} Korori - Basic Mapping and Level Creation

    [VIDEO] [CAF]Eclips - 3DS Max Basics

    [VIDEO] TriggerHappy MC - Adding Glass to Your Creations

    [VIDEO] {RtN}spikes - Make Glass With Colors

    [VIDEO] Johnomatic - Making Ladders

    [VIDEO] {WK}H Guru - Adding Water

    [PDF: ghost.halomaps.org] Unknown - Adding an a30-style Waterfall to Your Map

    [VIDEO/TEXT] MetKiller Joe - Light Bridge

    [VIDEO] {NcS}~Rm - Fixing Geometry Errors

    [TEXT/PICTURE] Oscuro - Reducing Triangle Count Effectively
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    [VIDEO] Matooba - Setting up Player Spawns (Youtube only)
    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.


    [GBX] Xzzy - Portals, Portals, Portals
    Local:
    Quote Originally Posted by Xzzy
    Well all my attempts to acquire some brand of official knowledge on portals came up with a dead end (and I went all the way to Bungie itself on this one, the response I got was interesting, but ultimately unhelpful), so I broke down and spent an evening with a dummy map to try and figure out some of the subtleties a bit.

    It was both educating, and frustrating. Still a lot to learn but I gotta get to bed, and need to type all this in before I forget it. A few "rules" of portals that seem to be true:

    • Always use exact portals, if you can. They cull much better. My test for this was two identical hallways, with two 90 degree corners. The hall fitted with 3 exactportals did three things better:


    1) Kept the skybox from rendering. This was the biggest surprise. Once I got two or three portals "away" from the sky, the skybox no longer got rendered. A potentially important point for people with interior/exterior maps trying to squeak out every bit of efficiency that they can.

    2) Didn't "guess". Because they follow edges of the map precisely, the engine can trim off polys much better. I noticed with normal portals, a lot of the time weird patches would get rendered because the Halo engine was incorrectly guessing the PVS (potentially visible set).

    3) Halo is much more willing to cull objects behind an exact portal. As soon as a given exact portal is not visible to you, anything behind it is not drawn. With normal portals, whether a space gets drawn or not varies based on coordinates, heading, and random guessing.[*] The contents of a portal are drawn ONLY if part of the portal is visible to you. This is critical to keep in mind because it means when portalling a map, it's not a matter of slicing your map up into blocks and hoping everything comes out right. What you have to do, rather, is enter your map, find a location getting poor FPS, and identify what is getting drawn to slow things down. Then you have to section that area off with portals, taking care that no piece of the portal you are creating is visible from the location you were standing from. Otherwise the portal does no good.[*] That said, sometimes you get lucky. Halo does a semi-decent job of "guessing" the culling, even if sometimes a portal is visible. However, it is prone to guessing wrong and drawing everything, like I said above it depends on coordinates and heading. This can lead to weird laggy spots in your map.[*] Horizontal portals don't seem to do much. I need to make another dummy map to test this better, but from what I've seen so far they just don't plain work well. Not sure why, just wasn't able to get good results. They DO work well when used to "cap" a couple vertical portals, but putting a large horizontal plane in your map won't do diddly.[/list]
    Next, I need to investigate how adjacent portals work, all I've done so far is section off pieces of the map to try and get it to dissappear. Need to experiment to find out how a fully "sealed" map behaves.

    I also want to see how far I can push exact portals, see if it's possible to portal an outdoor map using them.

    If I get time later I'll put my max/scenario files up so people can get visualize a bit how portals work. The moral of the story however is that the portal system shown in the tutorial map with the HEK is nowhere near the best way to set them up. Every map needs custom attention, and a map maker willing to spend some time in wireframe mode to understand how Halo is parsing a map.


    [TEXT] Matooba - Portals
    Local:
    Quote Originally Posted by Matooba
    Placement of Portals

    The final step to completing a level is the addition of surfaces or planes that define portals. These portals are used by the engine for several purposes.

    The primary function of these portals are as "visibility portals", portals that the Halo game engine uses to try and cull out objects that cannot be seen to improve performance by not rendering such objects.

    The portals in general help break up the level so that it can be handled in parts to help performance in general. Attributes can also be set for portals, such as ambient sounds to play in the portal as well as environmental audio effects. Portals can also be used to define weather volumes and fog volumes.

    There are 2 kinds of portals that are defined, "portals" and "exact portals". The following are descriptions for each:

    1) Exact Portals: (Material name: +exactportal) These are portals defined by surfaces or planes with the +exactportal material applied to them. Exact portals are created such that the faces (edges and vertices) match the surrounding geometry (edges and vertices). These faces in effect create a "seal". The volume that is between these surfaces or planes is an exact portal. The direction of the normals of the faces helps determine how the portal is defined.

    2) Portals: (Material name: +portal) These are portals defined by surfaces or planes with the +portal material applied to them. These portals are created by faces or planes that are used to divide the game environment. These planes must create a seal with the level, but do not have to match vertices and the associated edges with the surrounding geometry. These planes are much more loosely defined and placed in the level and are used to break or divide the level up into sections. The direction of the normals for the faces helps determine how the portal is defined.

    A volume defined as an Exact portal CAN have standard Portal areas defined within it and vice versa as long as the above rules outlined in their definitions are satisfied. However, an open ended or non-enclosed Portal cannot intersect an Exact portal, a "vis error" or rendering anomaly will occur. In other words, be careful to not let a Portal plane improperly divide or bisect an Exact portal volume. Portals can be used to help portal horizontally (looking left and right in the XY plane) AND vertically (looking up and over objects or geometry that vary in the Z-Axis). Later, when the level is running in the Sapien or the game, use rasterizer_wireframe 1 to view the level and exit and enter the doorways to see how the level geometry and objects are not drawn from the player view as this portal volume is entered and exited.
    Notes:
    Exactportals,

    Make sure the normals for the faces point outwards, this will help define the volume between the faces. the normals can be viewed by clicking on the Show Normals check box under Selection. If the normals are not easily visible, the lengths of the visual representations of the normals can be increased using the Scale value. Once this is complete, assign the +exactportal material to the faces by selecting all the faces and setting the Material ID to that of the exactportals.
    Portals,
    Under Create click on Plane.
    Enter the following values in the listed fields, Length Segs: 1 and Width Segs: 5
    Create the plane such that the edges extreme edges extend past the extents of the level.
    Take this plane and create 3 more planes for a total of 4 planes that run lengthwise "North" to "South".
    Convert all the planes into an Editable Mesh (Edit Mesh) and Attach all the planes into 1 object called "terrain portals".
    Planes and faces should be aligned to try and divide the level evenly. Vertices and the associated edges and faces should be aligned along major edge boundaries in the level.
    Faces running "West" to "East" should be created using the existing vertices and edges for the planes. Only the middle 4 edges and associated vertices should be used. In addition, the edges should be extended past the level boundaries. Make sure that the normals are consistent for all the faces, this will determine how the portal volumes are created. In the example, the faces running "East" to "West" have their normals pointing North, while the faces running "North" to "South" have their normals facing "East".

    Link the "terrain portals" object to the reference frame "frame" object.
    The level has now been portalled. :P

    I hope this will reduce lag in some of those good maps i see out there.


    [TEXT] DEEhunter - High Quality Lightmapping

    [TEXT] Firescythe - Aether (High-Quality lightmaps)

    [VIDEO] Inferno - Getting rid of Phantom BSP
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    Re: [Tutorial] The Ultimate Halo CE Tutorial Index

    Last edited by English Mobster; October 15th, 2009 at 06:28 PM.
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    Re: [Tutorial] The Ultimate Halo CE Tutorial Index

    Vehicle Modeling, Animating, and Tagging
    [VIDEO] TheGhost - Turret Tutorial:
    [VIDEO] Doug/Nero the Great - Custom Flying Vehicle

    [TEXT] SSDC & Cpt D - Vehicle Animations

    [VIDEO] {AHS}SONIC - Custom Physics

    [GBX] KiLLa - Creating Regions (mainly for vehicles)
    Local:
    Quote Originally Posted by KiLLa View Post
    I figured, since I've never seen anything posted on region creation, I'd make a easy to follow "pic-tut".
    So here ya are!





    Enjoy!
    In case image ever breaks, I have also attached it to this message:



    [VIDEO] HaloMan - How to make your own Vehicle

    [PDF] {AHS}SONIC - Getting Custom Vehicles into a Map

    [PDF] Cmaster - Scripting More than 6 Vehicles

    [VIDEO] HaloGuru - Fixing Missing Strings
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    Re: [Tutorial] The Ultimate Halo CE Tutorial Index

    Last edited by English Mobster; October 17th, 2009 at 05:36 AM.
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    Re: [Tutorial] The Ultimate Halo CE Tutorial Index

    Sound Tag Creation
    [GBX] Teh Lag - Custom Sounds
    Local:
    Quote Originally Posted by t3h_lag
    Might as well make a full sounds tutorial for the tut resource, alot of of people who ask me how to do sounds have trouble with sunny's, and that one doens't deal with the more advanced stuff.
    *You need the xbox adpcm codec, and p0lar's dll fix!*

    >>Making normal sounds<<

    A) First, save your sound. The format will differ based on what the purpose of the sound will be.

    -For music, background sound, or dialog, save your sound as a Microsoft PCM, 16 bit, 44.100 KHZ, stereo (mono for dialog). In goldwave this would be Microsoft PCM 16-bit signed stereo. I think.

    -For an impulse (such as a weapon firing, reloading, vehicle engine, etc); compiling an impulse sound with the above settings can cause a lot of bad things to happen ingame. The correct format for an impulse sound is Microsoft PCM, 16 bit, 22.050 KHZ, mono.

    B) Put it in a directory like data\weapons\ak101\sounds\reload_empty or whatever the sound is for

    C) In the CMD promp type "tool.exe sounds weapons\ak101\sounds xbox 1" for xbox compression (use for effects\animation sounds) or "tool.exe sounds weapons\ak101\sounds ogg 1" for OGG compression (use for music, background, or dialog. You need p0lar bear's DLL fix for this.) For extremely long sounds (>30 secs), in guerilla click the "split long sounds into permutations" and run tool again.

    D) Set up the sounds in guerilla. This is setting the sound type, distance ranges, and all the values below.

    For music, set the sound type to "music" and min\max distance to 0. . All values below for music should follow this :

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    As a general rule, effects\animation sounds should have all values under "randomization" and the scales like they are below, except for "gain modifier." Gain is how loud the sound is played - for example, an explosion might have a gain of 1, and the sound of an ejection port opening might have a gain of 0.1. You can turn this up/down if it turns out to be too much in one direction. However, gains above 1 tend to crash Sapien. Skip fraction should always be at 0, no matter if the sound is for music or effects, this says how often (out of 1, so 0.5 = 1\2) the game skips the sound. Be sure to change the class setting to something appropriate. You can also set the random pitch bounds, but anything below 0.9 or above 1.1 in these values creates a fairly large difference in pitch, so try to keep the numbers close.

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    Occasionally, you will want to set the distance values in Guerilla, but the only time I've found myself doing this is for a vehicle where the engine or an animation on startup may need to be louder than normal. For example :

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    As far as inner/outer cone values

    Read the guerilla tooltips for the settings. I don't quite know where you would want to use these, but its basically setting angles beyond which there is modified gain (volume) for the sound.

    >>Making sounds with pitch ranges (I.E. the warthog's engine)<<

    A) Make a base folder, like data\vehicles\m1a1\sounds\engine

    B) In that folder make 4 others - "idle," "med," "high," and "superhigh." Names don't matter, but it helps to be organized.

    C) In each folder, put the corresponding sound. The "idle" should have a slow, low pitched version of your sound, while "superhigh' would have the sound playing at maximum speed. Try to keep the difference between the pitches uniform, as will be explained later.

    D) Run tool, compress it as xbox.

    E) In guerilla, set up the tags as normal. At the part where it says "when scale is zero," and "when scale is one," set up numbers based on how your sound is designed to play. If a scale of zero (vehicle standing still) is your base sound, the pitch there would be 1 and scale of one would be something higher (whatever you made the sound in part C). Depending on how your sound is setup, a number of different systems here could work. When in doubt, look at existing tags set up in a similar way.

    F) Under "pitch ranges," you'll need to do something similar. "Natural Pitch" is the fraction of the original sound that is being played. If "idle" is your default, then its natural pitch would be 1. If "superhigh" is 1.5 times the pitch of "idle" in that case, its natural pitch would be 1.5.

    F part 2) Under "bend bounds," choose numbers that represent how much you want that particular part of the sound to be "bent" towards a low or high pitch. All bend bounds should connect in order, so you get a clean transition between all sounds. Ex : Idle 1.0 to 1.1, Med 1.1 to 1.5, High 1.5 to 1.75, Superhigh 1.75 to 2.0. These numbers are just examples; use whatever the pitch difference is between your sounds when setting up the tag yourself.

    I hope this is useful to everyone.

    EDIT : p0lar's dll fix is here - http://gbxforums.gearboxsoftware.com...ad.php?t=50931
    The XBOX adpcm codec is here - http://wiki.fpsgamers.se/uploads/Hal...dpcm_codec.rar

    Another edit from 2008 : That link no longer works. Just pop "XBOX adpcm codec" into Google, it should turn up. Be sure to set the priority of the codec to 1, or tool will not be able to compile!

    MOBSTER ADDITION: P0lar's DLL fix he says to use is outdated. Use this.
    XBOX adpcm codec (one that works): http://www.xbox-scene.com/tools/tool...AlFpEFOmMnryQT

    [PDF: ghost.halomaps.org] NiTrOuSoXiDe - Creating Sounds for Halo

    [TEXT] Advancebo: Distant Weapon Sounds
    Last edited by English Mobster; February 12th, 2010 at 11:15 PM.
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    Re: [Tutorial] The Ultimate Halo CE Tutorial Index

    User Interface (UI) Element Creation
    [VIDEO] TheGhost - Custom Ammo Meters for Weapons

    [PDF: ghost.halomaps.org] Mithos - Custom Reticles (Aiming Crosshair)

    [VIDEO] Burnination - Creating Sprites (for Crosshairs/Reticles)

    [GBX] Random - Creating new .font tags
    Local:
    Quote Originally Posted by Random
    Getting new and interesting Fonts into Halo by:Random

    Step one: Find what font you want in halo, You can find many new custom fonts online for download or just use the ones that came with windows.

    Step two: Open up good old Tool and type "tool windows-font"

    Step three: A cool little window will pop up and in there you will pick your font, the font size, and how the font will look. If you want big font in halo make the size of the font in this window bigger.

    Step four: Create a back up of large_ui.font and rename the new font you just compiled large_ui.font. (you can replace any font you want, by creating a back up and saving your new font with the name of the font you are coping.)

    Step Five: Compile your ui or map and enjoy.

    Optional, you can change the color of the text in widgets, but it will not change everything using the font to the color you choose. So if you want all red text, It will take some time to get everything red.


    [GBX] Kornman00 - Creating New HUD Messages
    Local:
    Quote Originally Posted by kornman00
    Grab some propcorn and prepare for a little present from Korny...

    HUD Message Text Tutorial, by Kornman00.
    I figured this stuff out a while back, but never cared enough to write a tutorial, but I thought, as a gift for you guys for the holidays I would :^)

    NOTE: Anywhere you see quotes, its to say that this is EXACTLY how this value must be or w/e it is.
    Also, this is COMPLETELY different from a string list or unicode string list, and thus can't be created or imported with Steelix's app thing. These are those blue messages that appear in the hud like "you picked up 24 rounds of pistol ammo"

    Step 1: Preparing your files
    To start off, you will need to create 2 files.
    1st file is the "hud messages.hmt" file. This file MUST be in Unicode format and goes in your "data\" folder where your editing tools were installed to. For this case, we are going to be putting it in the path "data\levels\test\hud messages.hmt". The name of the file is important. Tool will be looking for the file titled "hud messages.hmt". So....don't be a rebel!

    NOTE: If you don't know how to save a text file in Unicode, when you go to save with Notepad or something better than it (anything out there...), there should be a dropdown box at the bottom of the save dialog entitled "Encoding" or "Converter". Find "Unicode" in this list and select it and save.

    2nd file is your scenario tag. To keep things consistant the name of the scenario file is "test.scenario" in this case. The path for the scenario tag is "tags\levels\test\test.scenario". Again, the folder "tags\" is where your editing tools were installed to. You don't HAVE to use those parths and scenario tag name, these are just for this test case. If your map was called "zombie" then your set up could be like so:
    HMT file: "data\levels\zombie\hud messages.hmt"
    Scenario tag: "data\levels\zombie\zombie.scenario"

    Step 2: Creating your HUD Messages
    Heres the meat of the tutorial, where we actually do something fun!

    brb
    .
    .
    .
    .
    back

    OK, the format in which each "message" is, goes like this:
    "<name>=<text>"

    For example:
    "pickup=Hold %action to pick up %custom-1"

    all buttons always begin with "%". To mark where your test begins, you use the "=" character.

    For a list of button identifiers refer to listing 1

    a-button
    b-button
    x-button
    y-button
    black-button
    white-button
    left-trigger
    right-trigger
    dpad-down
    dpad-left
    dpad-right
    start-button
    back-button
    left-thumb
    right-thumb
    left-stick
    right-stick
    action
    throw-grenade
    primary-trigger
    integrated-light
    jump
    use-equipment
    rotate-weapons
    rotate-grenades
    zoom
    crouch
    accept
    back
    move
    look
    custom-1
    custom-2
    custom-3
    custom-4
    custom-5
    custom-6
    custom-7
    custom-8
    NOTE: "custom-#" is for internal stuff in the engine. It uses them for formatting strings at runtime with names of a weapon, or the icon of a weapn.

    Step 3: Importing this **** into a tag...
    To import a hud message text data file, we use this Tool command signature:
    "tool hud-message <path> <scenario-name>"

    For this test case, we would fill in this signature with the following data:
    "tool hud-message levels\test test"

    We didn't include the trailing '\' in the "<path>" argument because Tool likes to be a rebel and do its own thing by adding '\' to the end of it anyway.

    We entered "test" into the "<scenario-name>" argument because tool takes the "<path>" and appends it to the begining of "<scenario-name>", along with its damn rebelious '\' character, and the ".scenario" file extenstion. The end result of the all this would be "levels\test\test.scenario". Tool looks for this in your "tags\" folder. NOT CREATE, it LOOKS for it. If it can't find it, it *****es at you with a message like this one:
    "file_open('tags\levels\scnr.scenario') error 0x00000002 'The system cannot find the file specified. '
    couldn't open scenario tag 'scnr.scenario'."
    So again...don't be a rebel!

    Recap
    HMT file: "data\levels\test\hud messages.hmt"
    Scenario tag: "data\levels\test\test.scenario"
    tool command: "tool hud-message levels\test test"

    Example
    pickup=Hold %action to pick up %custom-1
    swap_powerup=Press %action to swap %custom-1 for %custom-2
    touch_device=Press %action to touch device %custom-1
    custom_device=Press %action to %custom-1
    swap_weapon=Hold %action to swap for %custom-1
    remind_to_switch_weapons=Press %rotate-weapons to switch to %custom-1
    enter_vehicle=Press %action to enter %custom-1 of %custom-2
    exit_vehicle=Press %action to exit %custom-1
    flip_vehicle=Press %action to flip %custom-1
    respawn_fail_moving=Waiting to respawn...teammate moving to fast
    respawn_fail_unsafe=Waiting to respawn...too many enemies nearby
    respawn_fail_combat=Waiting to respawn...teammate in combat
    respawn_fail_vehicle=Waiting to respawn...teammate must exit vehicle
    Questions, Comments, tutorial corrections mb?

    PDF mbmb


    [PDF] Zeph - Custom UI Map Creation Basics

    [VIDEO] dg945 - Custom UI / Main Menu Map

    [VIDEO] TheGhost - Custom Pickup Icons

    [VIDEO] UnevenElefant5 - Making HUD Bitmaps in 3DS Max

    [PDF] Kirby_422 - Custom Health Bar Tutorial

    [TEXT] S3anyBoy - Making a Scoring System
    Last edited by English Mobster; February 5th, 2010 at 09:29 PM.
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    Re: [Tutorial] The Ultimate Halo CE Tutorial Index

    Sky Elements Creation
    Last edited by English Mobster; October 17th, 2009 at 02:10 AM.
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    Re: [Tutorial] The Ultimate Halo CE Tutorial Index

    Bitmaps, Textures, and Shaders Creation and Tagging
    [HTML: ghost.halomaps.org] CrowPath - Creating Bump Maps

    [PDF] Sunny Sharma - How to Beautify Textures for the Engine

    [GBX] Masterz1337 - Creating a Chrome Metal Shader
    Local:
    Quote Originally Posted by Masterz1337
    I've used these quite alot, and they always come out quite nice.

    1. Open a shader environment tag
    2. make sure the only flags checked are "Overbright" "Extra Shiny" "Lightmap is specular" These are under specular properties nea rthe end of the tag.
    3. Set everything in Specular Properties and reflection properties to 0, in reflection properties referance a cubemap ( I use vehicles\warthog\reflection diffuse metal.bitmap.

    Note: I store my cubemaps in a separate folder, use the vehicles\warthog\reflection diffuse metal.bitmap if you want to use the same one I use.


    Compile map or load sapien and enjoy!


    [VIDEO] Dano - Forerunner Texture Tutorial (Youtube only)
    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.


    [HTML: 3d-resources.com] Unknown - UV Mapping the Easy Way

    [TEXT] Junkfoodman - Easy Cel-shading
    Local:
    Quote Originally Posted by JunkfoodMan
    1) open your desired skin(i chose MC)
    2)goto Filters>blur>gaussion
    3)after that, goto Filters>artistic>cutout
    4)now goto Filter>Brush Strokes>accented edges,
    measurements-
    Edge width-1
    Edge brightness-8
    Smoothness-1
    5) save, then inject back into map.


    [TEXT] DEEhunter - Fake Bumping

    [TEXT] Advancebo - Creating a Custom Muzzle Flash Bitmap

    [TEXT] Ifafudafi -Multipurpose map

    [TEXT] SMASH - Making Realistic Metal Layers

    [VIDEO] InvaderVeex - Making Forerunner Floor Tiles

    [VIDEO] Johnomatic - Making Alpha Maps
    Last edited by English Mobster; October 17th, 2009 at 04:26 AM.
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    Re: [Tutorial] The Ultimate Halo CE Tutorial Index

    Single Player Modding/Scripting and Implementation
    [PDF] Multix - Basic Scripting Tutorial

    [TEXT/PDF] Many Authors - Big Book of Scripts

    [PDF] Gamma927 - Scripting Variables Tutorial

    [VIDEO] DHalo - Cutscene Camera Movement

    [VIDEO] BioCroc - Vehicle Teleporting (with Application)

    [VIDEO] PlasmaGhost - AI Tutorial
    [TEXT]p0lar_bear - Rules of Thumb for Making Solo Maps (Local Only)

    Here's a list of some tips, tricks, and other stuff with scripts to make a solo map good.

    Friendly AI

    Whenever you make an AI encounter you want to be friendly with the player, add in the (ai_allegiance) command to make an AI team friends
    with the player. For example, if you make a solo map in which you are a
    Covenant Elite, and would like Covenant encounters to buddy up with
    you, use this command in a startup script:
    (ai_allegiance 'player' 'covenant'). Valid teams
    are 'player', 'human', 'covenant', 'flood', and 'sentinel'.

    Checkpoints

    To make a map less frustrating to play, you have to know when to make
    the game do a checkpoint. Usually, I'd put checkpoints before and after
    BIG battles, long sequences, or when you have to traverse a large
    distance and would like to not have to drive/walk a long ways again, like
    in the Silent Cartographer. The checkpoint script command is
    (game_save).

    Objective Parameters

    Let's say there's a vehicle, person, or position you have to protect, or
    else the mission fails, like protecting Capt. Keyes in the end segment of
    Truth and Reconciliation. How they did that was, they placed a Keyes
    biped down with a name, and attached it to the AI encounter of the
    marine squad that follows you around. There was a script that continually
    checked for Keyes's health, and if it hit 0, the game would revert to your
    last checkpoint.

    To make a came continually check a unit's health, make a continuous
    script with the command (unit_get_health <unit>) in an (if) statement, so
    when the unit dies, the game is lost. Here's a sample, which assumes
    your biped's name was 'protectme':

    (if (= (unit_get_health protectme) 0) (game_lost))

    You can also make it wake a dormant script that uses (camera_control 1)
    and (camera_set_dead <unit>) with (game_lost) to show how badly you
    phailed and rub it in your face. >

    Friendly to all

    Make sure your map can be played by all. Do not force the player to use
    a 'skill' weapon in an area that may cause a newbie to get killed 50 times
    before they finally get it. You should usually provide alternative routes
    and strategies. For example, before an enemy-infested area, stick some
    dead marines with dropped pistols, ARs, shotguns, maybe rockets, and
    ammo. And maybe there's a cliff next to you with a sniper rifle on it' You
    don't have to set all of that down, but don't just lay down a plasma pistol
    and expect everyone to be able to get through the area. Also, do not
    make enemy AI overpowered or overwhelming in number without a
    powerful weapon or vehicle to help the player get by. Keep in mind that it
    takes at least 8 headshots to an fully sheilded elite with a pistol to kill,
    and not 3 like the cyborg biped.


    [TEXT] p0lar_bear - Navpoints/Waypoints Tutorial (Local only)

    Meh. Same difference. Via scripts, there are four ways to set a navpoint (the engine refers to them as waypoints), and those are by attaching the waypoint to either a cutscene flag or an object, and have it visible to either one unit, or a team. To set a waypoint, use
    (activate_nav_point_flag) or (activate_team_nav_point_flag) to attach the
    waypoint to a cutscene flag, and use (activate_nav_point_object)
    (activate_team_nav_point_object) to attach a waypoint to a named
    object. When done with a waypoint, use a (deactivate_nav_point') or
    (deactivate_team_nav_point') to turn it off. Since I don't know how to
    refer to the players as units, I usually set a team waypoint. The full
    syntax of a team waypoint command is
    (activate_team_nav_point_flag/object <waypoint type> <team>
    <flag/object> <vertical offset>).

    <waypoint type> can be, by default, 'default', 'default_red', 'flag_blue', 'flag_red', 'target_blue', 'target_red', 'skull_blue', 'skull_red', 'crown_blue', and 'crown_red'. Singleplayer maps should use only the default, and maybe, if you have to kill a certain enemy, the target nav points. the 'default' type and red types of waypoints should be used on urgent things, like the exit on an area that would ahve a timed escape, or an enemy that is about to own you.

    <team> should always be set to 'player', if you want the player to see the waypoint!

    <flag/object> is what you are attatching the waypoint to, which depends on the type of command you're using. Simply put in the name of the desired object or flag you wish to attach the waypoint to.

    <vertical offset> is how much higher on the z-axis the waypoint is placed from the object or flag's marker in sapien. If you attach it to something on the ground, like a door, biped, or weapon, make sure to set it to about .6 or higher, but if its something like a picture on a wall, or if the flag/object is otherwise not on the ground, set it to 0.

    (deactivate_team_nav_point_flag/object) is a bit different. The syntax for it is (deactivate_team_nav_point_flag/object <team> <object/flag>), where <team> is what team you wish to not see the navpoint anymore, and <object/flag> is the object or flag the navpoint is attached to.

    So, let's say we wanted to set a normal waypoint at a position we want the player to go to. Lay down a cutscene flag, name it nav_1, then add a script in your map that has this command: (activate_team_nav_point_flag default 'player' nav_1 .6)

    Now for something a little more useful. Let's make it so we put a waypoint on a warthog, and it turns off whenever the player is in the driver seat,
    and turns on if the player is ejected. Place a warthog and name it
    drive_me. Now, make and compile this script:

    (script continuous hog_checker (if (vehicle_test_seat_list drive_me 'w-
    driver' (players)) (deactivate_team_nav_point_object 'player' drive_me)
    (activate_team_nav_point_object 'default_red' 'player' drive_me 1)) )

    In theory, that will constantly deactivate the waypoint while a player is in
    the driver seat, and then constantly activate it when there is no player in
    the driver seat. I don't know if more than one waypoint can be put on the
    same object or flag, but if it doesn't, then this should work fine.

    Anyway, read up hs_doc, or the HS Bible, and find out more ways on how
    to make and use waypoints effectively.


    [TEXT] adumass - AI Follow Tutorial

    [PDF] Unknown - AI Driving Warthogs

    [PDF] P0lar Bear - Trigger Volumes for Dummies

    [TEXT] L0d3x - Firefight Map Tutorial
    Last edited by English Mobster; November 1st, 2009 at 02:45 PM.
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