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Thread: A simple question.

  1. #1
    Senior Member teh lag's Avatar
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    A simple question.

    NOTE : Do not reply without reading through all of this. Let's keep stupid posts out of here, and stay to intelligent discussion.

    I've been meaning to ask this for a while, as I'm sure much of the community has, and I think it's time to ask for an answer.

    Why has so much content been removed from the Halo 2 Map Editor's tagset? (Never mind the locked down toolset, part of which is understandable if a desire of keeping "traditional" Halo 2 gameplay was an issue.) The Help File refernces several tags that simply are not present, indicating that we were, at one point, going to receive a complete MP tagset... but for some reason or another, an incredibly large portion vanished.

    We were told, when the editing kit portion of the game was announced, that we would have acess to full multiplayer map creation resources. Yet, there seems to be a very conspicuous lack of things that one would expect for a functional editing kit. There is a very lackluster amount of environmental shaders and bitmaps; the only ones supplied are for forerunner industrial maps. The Help File makes a reference to the folder "tags\scenarios\bitmaps\multi\zanzibar," and points us to "basic_concrete.bitmap" in the shader setup portion of the map creation tutorial. But, when one goes in search of it, the bitmap and folder are nowhere to be found. We have no human or covenant shaders to work with, and I could not find any water shaders, leaving us to find out how to set up the shader_template for water properly ourselves. (It should also be noted that shader_template tags, while NOT accessible through the standard Guerilla tags list, ARE accessible by opening the referenced tag in a .shader, or simply double clicking them in the "all tags" view. Why one method of acess is locked and another is not is beyond me.)

    In the gravity lifts section, we are pointed to "tags\scenarios\objects\multi\lockout\lockout_lift _tube\lockout_lift_tube.crate". It is not included. We are also pointed to "tags\scenarios\objects\multi\halo\coagulation\pow erhaus\powerhaus.crate." It is not included. Not only are we deprived of exising gravity lifts listed in the help file, but due to H2Tool's strip-down, we cannot create our own. The only gravity lift that I could find was tags\scenarios\objects\marathon\gemini\jump_pad, and I'm sure anyone will agree that a one-size-fits-all approach to gravity lifts in the editink kit is going to put severe restrictions on what we can do in our maps.

    Onto backgound sounds - as with other tags, we are severely deprived of them and are unable to make our own. We are given sounds for forerunner industrial interiors, a forest/bloodgulch-ish area, and some sound_scenery tags, which are generally used for adding to existing backgound and ambient sound. Also, we have another case of missing sound mentioned in the Help File - I could not find "tags\sound\ambience\turf\old_mombasa\new_mombasa. sound_looping," which is given as a possible backgound sound tag in the sound effects section. The inability to make our own sounds is also restrictive on its own - part of creating and maintaining a level's feeling is sound. I had plans for a level based on an endless fall through an elevator shaft. Custom sounds (or at least, environmental sounds such as those from the part in The Oracle after you cut the cable) would add immensely to the feeling of being in a fast-moving forerunner platform.

    Scenery is another thing that seems rather missing. This also includes "crate" tags. Granted, we can do instancing, but we cannot make our own crates, or create scenery that is inherintly supposed to be destroyed or damaged. (The covenant sheild device is a perfect example.) There is a very small amount of scenery and other bojects that create ambience to choose from, and I think that having them, or at least being able to make our own, would greatly improve any map.

    I thank you for reading this.
    Last edited by teh lag; June 6th, 2007 at 07:37 PM.
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  2. #2
    a bit of the old in-out Roostervier's Avatar
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    Re: A simple question.

    I can open shader_templates fine, but everything else you mention is right. I have tried setting up a water shader my self as well... it just doesn't work for me, tbqh. I've no idea why either. I think it would be nice to have a full tagset otherwise let us make our own content. See, I am not going to complain about a lack of tags if I can make my own, but the fact that we can't forces me to do so, since I cannot make anything and actually make it look like I spent more than 5 minutes on it (Ok, huge exaggeration, but that is how I feel about the lack of assets).
    Last edited by Roostervier; June 6th, 2007 at 02:31 PM.
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  3. #3
    Kid in the Hall Kornman00's Avatar
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    Re: A simple question.

    Yeah, it would be nice to at least have a wider range of scenery from SP and MP maps for use to use for population :/
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  4. #4

    Re: A simple question.

    I totally agree teh_lag, another problem I've had is I get to a point where I have a question that needs answering so i turn to the only thing given to us...a half-assed tutorial that doesn't explain anything about what I need. For example I needed to know what symbol to use to create fog planes or breakable surfaces and theres no mention of either in the tutorial. I've had more problems with this toolset than the custom edition one and that ones been out for what 4 years now? and it was free. The fact that we had to pay for this one is laughable.

    Edit: Just found materials overview in the index my bad.
    Last edited by Choking Victim; June 6th, 2007 at 04:23 PM.
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  5. #5
    a bit of the old in-out Roostervier's Avatar
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    Re: A simple question.

    Technically this one is "free" with the game. Either way, it doesn't excuse the lack of tags.
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  6. #6
    "Think Different" Masterz1337's Avatar
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    Re: A simple question.

    I blame MS for more mandates.
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  7. #7
    The Silent Photographer Zeph's Avatar
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    Re: A simple question.

    Windows Live
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  8. #8
    Senior Member teh lag's Avatar
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    Re: A simple question.

    I fail to see how Windows Live would cause the removal of source material to build off of. As I mentioned, I can partially understand locking the toolset, as some maps could make it easier to get acheivments, etc. However, giving us so little scenery, or removing shaders that are referenced in the Help File, or providing very limited backgound sound... That I don't understand. Maps need atmosphere and mood, and we don't have enough content given to us to have a really big variation.
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  9. #9
    a bit of the old in-out Roostervier's Avatar
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    Re: A simple question.

    Quote Originally Posted by teh lag View Post
    I fail to see how Windows Live would cause the removal of source material to build off of. As I mentioned, I can partially understand locking the toolset, as some maps could make it easier to get acheivments, etc. However, giving us so little scenery, or removing shaders that are referenced in the Help File, or providing very limited backgound sound... That I don't understand. Maps need atmosphere and mood, and we don't have enough content given to us to have a really big variation.
    ^IAWTP

    Also, I should hope that the MP Tags wouldn't affect Windows Live negatively in our maps. If it was used in other, default, official maps, what would be the harm here?

    Also, if the Devs are for some reason not allowed to talk about it, could you at least post that you aren't allowed? It's a lot better to know that than feel completely shunned by our only source of knowledge concerning the missing assets.
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  10. #10
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: A simple question.

    it doesnt even include tree tags :-(
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