Half-Life 2 Style Map Making [message #374886] |
Wed, 04 March 2009 18:17 |
F1AScroll
Messages: 71 Registered: February 2007
Karma: 0
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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
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Re: Half-Life 2 Style Map Making [message #374891 is a reply to message #374886] |
Wed, 04 March 2009 18:33 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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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.
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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.
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Re: Half-Life 2 Style Map Making [message #375106 is a reply to message #375096] |
Fri, 06 March 2009 01:16 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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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.
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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.
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Re: Half-Life 2 Style Map Making [message #375410 is a reply to message #375409] |
Sun, 08 March 2009 05:31 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
Karma: 0
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General (1 Star) |
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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)
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No.
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Re: Half-Life 2 Style Map Making [message #377873 is a reply to message #375414] |
Sun, 29 March 2009 09:55 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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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?
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No.
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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!
Visit Jerad's deer sweat shop
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