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Combreal

HEK_tutorial_combre.txt

Dec 10th, 2023
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  1. --------------------------------------
  2. How to make a Halo CE map from scratch
  3. --------------------------------------
  4.  
  5. Requiered softwares : Halo CE - Halo Editing Kit - 3ds max 2k8 or 9
  6. --------------
  7.  
  8. Must keep in mind
  9. Backup everything, create shortcut, do lots of information researchs (browse forums), experiment, enjoy
  10. --------------
  11.  
  12. Halo CE modding concepts
  13.  
  14. 3d modeling tool -> model made of polygones with materials rendered on the surface
  15.  
  16. Data (raw) / Tags (spread data in HEK format)
  17.  
  18. HEK 3 tools
  19. - Guerilla : edit any tag
  20. - Sapien : render BSP (map model), object, etc Also able to edit tags (used to gametypes, spawn markers, etc)
  21. - Tool : compile data into tags and tags into .map
  22.  
  23. --------------
  24. Work flow
  25. * Create map folders
  26. * Create a TIF for the ground
  27. * Create a model in 3ds max
  28. * Add textures in 3ds max
  29. * Export to .jms
  30. * Generate bitmaps and create shader
  31. * Add a sky
  32. * Create lighting
  33. * Add sceneries, players spawn points and equipement
  34. * Build the map
  35.  
  36. --------------
  37. Details
  38. * Create map folders
  39. C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\data\levels\thepit\bitmaps
  40. C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\data\levels\thepit\models
  41.  
  42. * Create a TIF for the ground
  43. mspaint as Administrator
  44. ground.tif 512x512 using brush paint
  45.  
  46. * Create a model in 3ds max
  47. 30 / 20 / 70 (MasterChieff Size)
  48. Go wild
  49.  
  50. * Add textures in 3ds max
  51. Multi subobject
  52. +sky
  53. ground (bitmap)
  54. walls (bitmap) metal panels generic (b30)
  55.  
  56. * Export to .jms
  57. JMS Exporter v1-0-3
  58. C:\Program Files\Autodesk\3ds Max 2009\Scripts
  59. MAXScript\Run script
  60.  
  61. * Generate .bitmaps
  62. tool bitmaps levels\thepit\bitmaps
  63. Compressed with explicit Alphga in Guerilla
  64. New shader_environement (simple parametrization, load the bitmaps, Primary detail map scaler 28, Primary Detail map -> Add detail ground from b30)
  65.  
  66. Create the map structure
  67. tool structure levels\thepit thepit
  68.  
  69. * Add a sky
  70. Guerilla sky\dusk\dusk mutliplayer
  71.  
  72. * Create lighting
  73. tool lightmaps levels\thepit\thepit thepit 0 0.7
  74.  
  75. * Add sceneries, players spawn points and equipement
  76. Open the .scenario in Sapien
  77. Hierarchy view/Scenery -> Edit types -> Add c_metaltall
  78. Right click on the map and setup the sceneries on the Properties palette
  79. Hierarchy view/Player starting points
  80. Right click on the map and setup the player starting points on the Properties palette
  81.  
  82. * Build the map
  83. tool build-cache-file levels\thepit\thepit
  84.  
  85. --------------
  86. Links
  87. http://hce.halomaps.org/hek/ (modding bible)
  88. http://ghost.halomaps.org/tutorials/ (tutorials list)
  89. http://hce.halomaps.org/index.cfm?fid=410 (Halo CE)
  90. http://hce.halomaps.org/index.cfm?fid=411 (HEK)
  91.  
  92. Now go make your maps, only limit is your imagination!!
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