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Half-Life 2 Style Map Making [message #374886] Wed, 04 March 2009 18:17 Go to next message
F1AScroll is currently offline  F1AScroll
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When I started modding Half Life 2, I was amazed at how easy it was to make maps. That is because you could make the terrain along with everything else in the map maker instead of making a terrain model and then importing it. I can survive the old Renegade way. But there's just one problem: if you don't have RenX working, you can not make maps. If you could make it so terrain editing could be integrated into the map editor (or make a RenX replacement), then that would be great. I doubt you have the source code to LevelEdit, but if you did, that would be nice of you to do. Thank you.

Do me a favor and ignore all my posts before March 2009. March 2009 and after is fair game, though. ;D
Re: Half-Life 2 Style Map Making [message #374891 is a reply to message #374886] Wed, 04 March 2009 18:33 Go to previous messageGo to next message
saberhawk
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f1ascroll wrote on Wed, 04 March 2009 20:17

When I started modding Half Life 2, I was amazed at how easy it was to make maps. That is because you could make the terrain along with everything else in the map maker instead of making a terrain model and then importing it. I can survive the old Renegade way. But there's just one problem: if you don't have RenX working, you can not make maps. If you could make it so terrain editing could be integrated into the map editor (or make a RenX replacement), then that would be great. I doubt you have the source code to LevelEdit, but if you did, that would be nice of you to do. Thank you.


Even if we had the source code, it wouldn't be possible. HL2 maps are stored as bsp trees which map directly to their map editing software. Renegade has nothing even remotely similar.
Re: Half-Life 2 Style Map Making [message #374892 is a reply to message #374891] Wed, 04 March 2009 18:51 Go to previous messageGo to next message
F1AScroll is currently offline  F1AScroll
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But you can just hax0r it.
index.php?t=getfile&id=9679&private=0
Just Kidding!

Gee, I wish it weren't so hard to make stuff work on my computer... Know any other ways to make terrain to import into Renegade?
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Do me a favor and ignore all my posts before March 2009. March 2009 and after is fair game, though. ;D
Re: Half-Life 2 Style Map Making [message #374904 is a reply to message #374886] Wed, 04 March 2009 21:08 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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you could just expand on hightfield tools tools if you had the source.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Half-Life 2 Style Map Making [message #374926 is a reply to message #374886] Thu, 05 March 2009 02:48 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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we can always rip off their maps and claim it's our own Big Grin j/k but i think crossfire (i think hl2 has it too) would be hell of a fun time!
Re: Half-Life 2 Style Map Making [message #374993 is a reply to message #374904] Thu, 05 March 2009 12:13 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Gen_Blacky wrote on Wed, 04 March 2009 21:08

you could just expand on hightfield tools tools if you had the source.

I've never used the heightfield stuff in my life, is it very useful, ever more useful then RenX (in any cases what so ever)?


Re: Half-Life 2 Style Map Making [message #375030 is a reply to message #374886] Thu, 05 March 2009 14:25 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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Well i think it sucks but that is my opinion Tell Me

I really can't work normally with heightfields Huh


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg
Re: Half-Life 2 Style Map Making [message #375096 is a reply to message #374886] Thu, 05 March 2009 22:55 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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It suck ass, it just makes a plane and you can make hills and stuff and vertex paint and that's about it. Thats why it would be cool to expand it.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Half-Life 2 Style Map Making [message #375106 is a reply to message #375096] Fri, 06 March 2009 01:16 Go to previous messageGo to next message
saberhawk
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Gen_Blacky wrote on Fri, 06 March 2009 00:55

It suck ass, it just makes a plane and you can make hills and stuff and vertex paint and that's about it. Thats why it would be cool to expand it.


And also exactly why it can't be. It's stored as a heightfield, not a BSP tree or anything advanced enough to express "tunnels" or anything of that nature.
Re: Half-Life 2 Style Map Making [message #375409 is a reply to message #374886] Sun, 08 March 2009 05:22 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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Is there any way that you could enable vis systems on heightfield maps? (Though I do think it is better to make your maps in Renx, mainly because you can have a vissystem)
Re: Half-Life 2 Style Map Making [message #375410 is a reply to message #375409] Sun, 08 March 2009 05:31 Go to previous messageGo to next message
saberhawk
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Reaver11 wrote on Sun, 08 March 2009 08:22

Is there any way that you could enable vis systems on heightfield maps? (Though I do think it is better to make your maps in Renx, mainly because you can have a vissystem)


No.
Re: Half-Life 2 Style Map Making [message #375412 is a reply to message #374886] Sun, 08 March 2009 05:41 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Is there a way to Edit the Heightfield map in 3DS Max?

[Updated on: Sun, 08 March 2009 05:41]

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Re: Half-Life 2 Style Map Making [message #375414 is a reply to message #375412] Sun, 08 March 2009 06:15 Go to previous messageGo to next message
saberhawk
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madrackz wrote on Sun, 08 March 2009 08:41

Is there a way to Edit the Heightfield map in 3DS Max?


No.
Re: Half-Life 2 Style Map Making [message #375415 is a reply to message #374886] Sun, 08 March 2009 06:37 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Is there a way to load the Under.W3D in 3DS MAX without errors?
Re: Half-Life 2 Style Map Making [message #375513 is a reply to message #375415] Sun, 08 March 2009 19:47 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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madrackz wrote on Sun, 08 March 2009 08:37

Is there a way to load the Under.W3D in 3DS MAX without errors?

Maybe if you extract it using XCC mixer, and if you have the proper plugins for loading w3d files?
Re: Half-Life 2 Style Map Making [message #375520 is a reply to message #375415] Sun, 08 March 2009 21:28 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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madrackz wrote on Sun, 08 March 2009 07:37

Is there a way to load the Under.W3D in 3DS MAX without errors?


what do you mean by errors , like importer giving error or corrupting the meshes. I would use renx to import .w3ds , 3ds max w3d importer is just a rip off from renx.


http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Half-Life 2 Style Map Making [message #375553 is a reply to message #374886] Mon, 09 March 2009 10:11 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Every char, Weapon and whatever works to load (perfectly). Only Map W3D give me a script error
Re: Half-Life 2 Style Map Making [message #375578 is a reply to message #374886] Mon, 09 March 2009 12:55 Go to previous messageGo to next message
Di3HardNL is currently offline  Di3HardNL
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madrackz i had the same issue, but do the following to make it work:

- import the map in RenX
- simply export the map again as .w3d the name doesn't matter
- import the map in 3DSMax.

That works for me Wink


http://i236.photobucket.com/albums/ff5/Di3HardNL/Di3Logo-1.jpg

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Re: Half-Life 2 Style Map Making [message #375582 is a reply to message #374886] Mon, 09 March 2009 13:32 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Just wanted to make my maps niceier to play online
Re: Half-Life 2 Style Map Making [message #376736 is a reply to message #374886] Thu, 19 March 2009 05:29 Go to previous messageGo to next message
Ma1kel is currently offline  Ma1kel
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That reminds me of spawning map models inside the game, and stealthing it.

Re: Half-Life 2 Style Map Making [message #377873 is a reply to message #375414] Sun, 29 March 2009 09:55 Go to previous message
Jerad2142 is currently offline  Jerad2142
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Saberhawk wrote on Sun, 08 March 2009 07:15

madrackz wrote on Sun, 08 March 2009 08:41

Is there a way to Edit the Heightfield map in 3DS Max?


No.

LIES! Boot your map up in Renegade and use a DXRipper to pull your terrain out into a .3ds file, then import it into 3ds max and edit away. Export to .w3d and there you go!


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