Halo Custom Edition Map Creator Program

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Halo Custom Edition is a stand alone version of Halo PC, supporting only multiplayer mode. This version of Halo, which was released by Gearbox, allows custom maps, which you can make using the HEK; improved netcode, small tweaks, and more features. Here's what you need to do to play Halo Custom Edition 1.

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Since I don't know exactly what you did, I'll tell you everything that I would do. First I would put that file I just downloaded into the bitmap folder with my map model. The directory should be as follows:datalevelsbeginnerbitmaps (.tif file here)models (.gmax or.jms file here)Next, in tool, I would enter the following command:tool bitmaps levelsbeginnerbitmapsThat should create the.bitmap in the respective tag folder.Next I would create the.scenario and.scenariostructurebsp.During the process, if you haven't made the shaders yet, it will ask you what type of shader you want to use for each material you have on the map.

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After that you open guerilla and open the shader you're using for your ground. In the shader, you use the.bitmap the you created earlier. After you've modified the shader, save and close it. Next, in sapien or tool, you do the lightmaps.

Once that's done, open up the map in sapien and you should see the bitmap on your map.EDIT: I didn't catch it earlier but the command you used is wrong. It should be level sbeginnerbitmapEdited by darkassassin14 on Nov 10, 2013 at 05:25 PMEdited by darkassassin14 on Nov 10, 2013 at 05:25 PM. Quote: - Original message by: darkassassin14Since I don't know exactly what you did, I'll tell you everything that I would do.

First I would put that file I just downloaded into the bitmap folder with my map model. The directory should be as follows:datalevelsbeginnerbitmaps (.tif file here)models (.gmax or.jms file here)Next, in tool, I would enter the following command:tool bitmaps levelsbeginnerbitmapsThat should create the.bitmap in the respective tag folder.Next I would create the.scenario and.scenariostructurebsp.During the process, if you haven't made the shaders yet, it will ask you what type of shader you want to use for each material you have on the map. After that you open guerilla and open the shader you're using for your ground. In the shader, you use the.bitmap the you created earlier. After you've modified the shader, save and close it. Next, in sapien or tool, you do the lightmaps.

Once that's done, open up the map in sapien and you should see the bitmap on your map.EDIT: I didn't catch it earlier but the command you used is wrong. It should be level sbeginnerbitmapEdited by darkassassin14 on Nov 10, 2013 at 05:25 PMEdited by darkassassin14 on Nov 10, 2013 at 05:25 PMI typed tool bitmaps levelbeginnerbitmaps by accident on this topic. I even just typed it in tool the right way (which I was doing) and it came up with the 1 - 9 choices again.Also with the ExampleTutorialGround.tif it will say!!!!WARNING!!!!

Or something like that and then you have to open up guerilla and change it to blah blah with explicit alpha.The one I have doesn't get the warning and so I open it with guerilla and it's something other than explicit alpha so I change it to explicit alpha. Then when it comes to Sapien I open my map up and the ground it white.Edited by TheOnlySkiff69 on Nov 10, 2013 at 05:41 PM.

Halo custom edition maps

Quote: - Original message by: darkassassin14It shouldn't, but, to be safe, I'd get rid of it. I like commas.Alright so I typed tool bitmaps levelsbeginnerbitmaps and I got this and before you ask yes my Halo Custom Edition root directory is in my Program Files (x86) not Program Files:C:Program Files (x86)Microsoft GamesHalo Custom Editiontool bitmaps levelsbeginnerbitmapsCouldn't read map file './toolbeta.map'### parkrockmossydif.tifbitmap created: #256x#256, compressed with color-key transparency, 42K-bytesSo what would I do from here?Edited by TheOnlySkiff69 on Nov 10, 2013 at 06:11 PM. Quote: - Original message by: darkassassin14Next is the part I said about creating the shader. If you already have the shader you want made, then you open the shader in guerilla and link the.bitmap to it.

Once that's done, save it and open the map in sapien.Give me a step by step on what to do in Guerilla after this happens:C:Program Files (x86)Microsoft GamesHalo Custom Editiontool bitmaps levelsbeginnerbitmapsCouldn't read map file './toolbeta.map'### parkrockmossydif.tifbitmap created: #256x#256, compressed with color-key transparency, 42K-bytesSorry I'm a bit new.Edited by TheOnlySkiff69 on Nov 10, 2013 at 06:31 PM. Quote: - Original message by: darkassassin14In guerilla, go to radiosity properties and click 'simple parameterization.' Next, go to physics properties and choose what kind of material your ground will be. Lastly, but most importantly, go to diffuse properties. In the base map box, you click the button with the '.' In it and go to the.bitmap file which should be in tagslevelsbeginnerbitmaps.

Then, to add detail to the map, in the primary detail box, enter 'levelsb30bitmapsdetail sand (or ground).' Next you save it and done.Ok I'm sorry but when I open Guerilla up I got to all the tabs and I don't see radiosity properties anywhere and if I'm suppose to open the.tif I already checked and I don't see radiosity properties anywhere. Quote: - Original message by: darkassassin14You have to open the shader file first. If you created the shader while you were making the.scenario file, then it should be in the 'tags' folder.What type of shader should I choose?:C:Program Files (x86)Microsoft GamesHalo Custom Editiontool structure levelsbeginner beginnerCouldn't read map file './toolbeta.map'building intermediate geometry.choose a type for the shader 'parkrockmossydif':1. Shadertransparentplasmachoice (1-9):Edited by TheOnlySkiff69 on Nov 10, 2013 at 07:43 PM.

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