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Tutorial: HOW TO FORGE IN HALO 2!!! - Custom BKT Map Editor For Halo 2

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Jacrae
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Tutorial: HOW TO FORGE IN HALO 2!!! - Custom BKT Map Editor For Halo 2

Post by Jacrae on Tue Aug 16, 2016 5:07 am

Using Halo 2 Map Editor Launcher
Halo 2 Forge  


Map Editor Launcher is a graphical interface for Halo 2 Tool.

Halo 2 Map Editor Launcher.


The Game Window - Console/Client
The Game Window is used to place and modify objects in the scenario. It also allows preview of these additions in the scenario. The Game Window displays the scenario as it would appear in the game. The Game Window runs most Halo 2 game subsystems, including sound and physics.
 

 
Halo 2 Sapien Game Window
 
Located along the bottom of the Game Window is the status bar. It displays the coordinates of the cursor and camera position.
Halo 2 Sapien Controls
The following table lists the default controls and key commands used in Halo 2 Sapien, including shortcut keys for menu items. There are many other contextual key commands and controls that are specific to the type of object being edited or manipulated (such as lights).
 

ToDo this
Select an object in the Game WindowLeft-click it
Add objects to a selectionHold down CTRL while left-clicking the objectsCTRL while left-clicking the objects
Deselect an object or objectsLeft-click the ground or a wall
Move a selected objectClick and drag the object or object handle
Select multiple objectsClick and drag a selection box around them
Jump to and zoom in the camera on a locationDouble-click the location in the Game Window with the left mouse button
Jump to an object selected in the Hierarchy paneDouble-click the object in the Hierarchy pane or in the Game Window
Place a new instance of a selected objectRight-click the location you want to place it
Access camera controlsClick the wheel button anywhere in the game window
Display the Debug menuHold down the wheel button while pressing HOMEHOME
Change the camera movement speedRotate the mouse or tapSHIFT or tapSHIFTSHIFT
Rotate the camera yaw in the Game WindowHold down the wheel button and move the mouse left and right
Rotate the camera pitch in the Game WindowHold down the wheel button and move the mouse forward and backward
Move the camera forward in the Game WindowHold down the wheel button and press WW
Move the camera backward in the Game WindowHold down the wheel button and press AA
Pan the camera left in the Game WindowHold down the wheel button and press SS
Pan the camera right in the Game WindowHold down the wheel button and press DD
Move the camera up in the Game WindowHold down the wheel button and press RR
Move the camera down in the Game WindowHold down the wheel button and press FF
Delete the selected objectPress DELETEDELETE
Open the developer console in the Game WindowPress TILDE (~)TILDE (~)
Reset the mapPress ALT+RALT+R
Copy object Press CTRL+KCTRL+K
Paste object transform valuesPress CTRL+LCTRL+L
Create a new scenarioPress CTRL+NCTRL+N
Open an existing scenarioPress CTRL+OCTRL+O
Save a scenarioPress CTRL+SCTRL+S
Reset object ZPress CTRL+ALT+ZCTRL+ALT+Z
Import commentsPress CTRL+SHIFT+LCTRL+SHIFT+L
The Hierarchy Pane
The Hierarchy Pane is the main interface for selecting and placing assets in the scenario. It’s similar to a Windows Explorer window, with the asset type tree in the left pane. Individual asset information is in the right pane. The folders are not actual file folders that reside on the hard drive; they are simply visual representations of the assets contained within the scenario. There are three buttons within the Hierarchy Pane: Edit Palettes, New Instance, and Delete.
 

 
Hierarchy View Window.
 
The Asset Type Palette
Sapien and the Halo 2 engine load only the game assets needed for each scenario. To load a specific asset, it must be added to the asset set. Individual assets are added through the Asset Type Palette. The Asset Type Palette is the list of assets Sapien and Halo 2 load into memory when a scenario is launched.
To add an asset type to a scenario
1.      In the Hierarchy Pane, click Edit Palettes to display the Asset Type Palette.

2.      On the Object Class menu, select the category of the object to add to the scenario, and then click Add.

3.      Browse to the location of the correct tag, click Add Tags, and then click Done.
There is no visual representation of assets within the scenario in the Hierarchy Pane. To verify your scenario assets, refer back to the list in the Asset Type Palette.
Note: Any asset added to the palette will always be loaded when the scenario is launched, even if the scenario does not contain that asset.
After the assets have been added to the Scenario palette, they can be placed within the scenario. To place an object, select the category in the Hierarchy pane—for example, objects\scenery—and then right-click in the Game Window to place the scenery object. After placement, use the Properties palette to set the type (only asset types on the palette are available).
For more information on placing objects, see the Placing Objects section.
The Properties Palette
The Properties palette is used to edit a selected object in the scenario. It displays the properties of the currently selected object in the Hierarchy pane. See the individual help sections for information on which properties may need to be configured on each particular object.
Note: Some boxes in the Properties palette are grayed out. These values are informational and are not editable.
 

 
Properties Palette Window.
Tool Window
The Tool Window displays the properties of the Asset Manipulation Gizmo. These options change the way Gizmo functions in selecting and positioning objects within the scenario.
 

 
Tool Window.
 
Local Axes: Sets the axes on the Gizmo to match the rotation of the object. If this is not checked, the Gizmo axes are positioned universally and do not move with changes to an object's position.
Gravity: Disables the movement handles on the Gizmo.
Active Marker Handles
Center Position: Toggles the free move handle (center handle) of Gizmo.
Translation: Toggles the move handles of Gizmo.
Rotation: Toggles the rotation handles of Gizmo.
Custom: Only used when setting trigger volumes. Allows resizing specific faces of trigger volumes (otherwise the whole volume is scaled).
Creation Options
Random Yaw: When checked, objects placed in the scenario (via right-click) have a randomly generated yaw setting.
Random Pitch: When checked, objects placed in the scenario (via right-click) have a randomly generated pitch setting.
Random Roll: When checked, objects placed in the scenario (via right-click) have a randomly generated roll setting.
View Options
Lock Selection: Locks the currently selected object so that another object cannot be selected.
Don't Draw Objects: Disables drawing objects in Sapien.
Draw Transparent Geometry: Renders transparent geometry, such as glass, in the Game Window.  
Only Draw Selected Items: Renders the currently selected object in the Game Window.

Asset Manipulation Gizmo
Manipulation-G

The Asset Manipulation Gizmo consists of three triangles and four cubes of different colors. The triangles control rotation, and the cubes control movement. The Gizmo moves, rotates, resizes, and reshapes various assets within a scenario.
 

The Asset Manipulation Gizmo.
 
Rotate
You can rotate an asset with the Gizmo along three different axes. Each rotation handle (a yellow, purple, or cyan triangle) controls a different axis. To rotate an object, drag the desired rotation handle until the asset reaches the desired rotation.
Note: For rotating a light source, press and hold SHIFT to access the rotation handles while rotating the light source.
·        <<yellow_triangle.jpg>> The yellow rotation handle rotates the asset around its y axis (y = yaw).
·        <<magenta_triangle.jpg>> The purple rotation handle rotates the asset along its r axis (r = roll).
·        <<turquoise_triangle.jpg>> The cyan rotation handle rotates the asset along its p axis (p = pitch).
Move (or Translation)
Assets can be moved along their x, y, and z axes or in free move mode, which allows the asset to be placed along any axis. Each movement handle (a green, orange, purple, or gray square) controls a different axis. To move an object, drag the desired movement handle into position.
·        <<green_cube.jpg>> The green movement handle moves the asset along the y axis.
·        <<orange_cube.jpg>>The orange movement handle moves the asset along the x axis.
·        <<purple_cube.jpg>>The purple movement handle moves the asset along the z axis.
·         <<grey_cube.jpg>>The gray movement handle in the center of the Gizmo moves the asset along all axes at once. This is also called free move mode.
 

 
The scale function of the Gizmo with a box scenery object selected.
 

 
The scale function of the Gizmo on a custom light object.
Scale (or Resize)
To activate the scale function of the Gizmo, press and hold ALT, and then drag the asset to adjust its scale. The scale function on some assets, such as custom lights, may have more than one scalable component. To activate the additional scale function on a light, press and hold CTRL. This allows for the scaling of the light plane itself. For an example of the scale function on a custom light object, see Figure 3.
The Gizmo provides a visual reference for making precise changes to assets by using the rotation, position, and scale attributes in the Properties palette.


Definitions and Terms
BKT FORGE EDITOR 
.ass (amalgam scene specification): (source file type) An intermediary format file produced by the 3ds Max exporter. When run through Halo 2 Tool, .ass files generate .scenario and .scenario_structure_bsp files, which can then be edited by other tools.
base directory: A directory that contains data and tags folders for Halo 2 Map Editor design.
.bitmap: (Halo 2 file type) An image file that is referenced by other Halo 2 file assets. For example, a .shader file references a .bitmap file for the image of a texture.
.bmp (Windows bitmap): (source file type) An image file used internally by Windows®. It supports 1-, 4-, 8-, 16-, and 24-bit color formats; 32-bit color support with an integrated alpha channel was added upon release of Windows XP and is supported by Halo 2 Tool.
BSP: The geometry of the entire level.
bump map: A map that defines surface relief.
.crate: (Halo 2 file type) A scenery object that has physics and/or may be destroyed in the level. They can be crates, dumpsters, car models, or even teleporters.
.decorator_set: Defines a collection of model objects and decals that can be applied to the level with the decorator brush in Halo 2 Sapien.
detail map: A map that defines the “noise” of a surface, such as that representing fine grain.
diffuse map: A map that defines color.
frame node: An object that controls where the origin of your game world is and which objects within the max file get exported. You’ll be linking objects to this frame node, and anything unlinked is not exported later. Halo 2 does not use frame nodes by default so these can be omitted from the level editing process.
geometry errors: (geometry creation) Reported in the tools whenever they are encountered. These errors are also logged in a .wrl file format which can be imported into most 3D modeling programs to help resolve the error.
.item_collection: Defines a collection of weapons, powerups, or ammo. A collection can be single or multiple items. Item collections are found under Netgame Equipment and placed inHalo 2 Sapien.
.jpg (Joint Photographic Experts Group): (source file type) A 24-bit lossy image file commonly found on the Internet that can be viewed in Internet Explorer and edited in a variety of art packages (e.g., Photoshop, Paint Shop Pro, Microsoft Paint).
.light: (Halo 2 file type) Defines a stationary light fixture placed in Halo 2 Sapien. These light fixtures are not meant to illuminate an entire level and should be used sparingly.
.map: (Halo 2 file type) A distributable collection of all files (e.g., .shader, .sky) that make up a multiplayer map. The Halo 2 engine loads these files directly.
multilingual_unicode_string_list: (Halo 2 file type) Localizable text used for level preview descriptions and location names for Territories game types.
normals: The direction a face or polygon is facing. Faces are only visible from one side unless the % flag is used on the shader to make it a double-sided face.
photon mapping: A method of lighting in computer graphics using ray tracing. A lighting map using this method takes much longer than traditional methods; however, it realistically simulates the way light reacts in the real world. Photon mapping has the ability to simulate complex visual phenomena, such as refracting light through water and transmitting color through tinted glass.
.scenario: (Halo 2 file type) A file that contains spawn points, weapon locations, flag locations, level shot location, description text location, and other parameters needed to make the architecture design a fully playable level.
.scenario_structure_bsp: (Halo 2 file type) A tag file generated from exported 3ds Max geometry and compiled to be loaded by the Halo 2 game engine.
.scenario_structure_lightmap: (Halo 2 file type) A file that contains the lighting information for a level. These file types are generated by Halo 2 Tool and are used by the Halo 2 game engine to control settings for properly lighting a level.
sealed/unsealed world: (geometry creation) A sealed world is one where the level geometry is completely welded together. For example, a simple box-shaped room where the ceiling, walls, and the floor all share common corners without any gaps is a sealed world. If the ceiling were deleted from this world, it would be an unsealed world with open edges. Sealed worlds are recommended for Halo 2 level creation.
.shader: (Halo 2 file type) A file that determines visual characteristics or properties of objects found in Halo 2. For example, a .shader file containing information for a metal surface would determine how light bounces off the surface as well as referencing a material effects tag that describes the sound made when a player runs across it.
.shader_template: (Halo 2 file type) A tag that tells a .shader file the order to use when rendering.
.sky: (Halo 2 file type) A file containing the properties of the sky, such as sunlight and cloud movement.
.vehicle_collection: (Halo 2 file type) Defines a vehicle or vehicles such as a Warthog or Ghost. Vehicle collections are placed in Halo 2 Sapien.
tags: Data file types that Halo 2 Tool can use. These are created by running raw data files (e.g., .tiff, .jme) through Halo 2 Tool.
.tga, .targa (Truevision Graphics Adapter, Truevision Advanced Raster Graphics Adapter): (source file type) A raster graphics file that supports 1 through 32 bits per pixel. These file types are typically uncompressed but can be compressed using lossless run-length encoding.
.tif (tagged image file format): (source file type) An image file that supports 24 and 32-bit alpha-channeled images with either lossless or lossy compression.
.txt (text): (source file type) A file that contains only text. These file types do not support any formatting and can be opened with any text-viewing program.
Unicode text (*.txt) files: A type of text file that allows international characters to be stored and displayed.
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Kiko Mia
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Re: Tutorial: HOW TO FORGE IN HALO 2!!! - Custom BKT Map Editor For Halo 2

Post by Kiko Mia on Tue Aug 16, 2016 5:20 am

Halo 2 Map Editor and Forge
This is absolutely fantastic work @Jacrae , it is also important to note that these mods can be also accessed from the BKT client which the link is in the FAQ section of this website or available directly through Source Forge or Halo 2 Vista's installation files!

Any further questions or a direct copy to the map editor please ask me or @Jacrae and we will send you a ZIP file through the forums PRIVATE MESSAGE, but there are so many ways you can get to the map editor. The only hard part is getting to use it.

-Kiko Mia
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Ricardo Harerra
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Re: Tutorial: HOW TO FORGE IN HALO 2!!! - Custom BKT Map Editor For Halo 2

Post by Ricardo Harerra on Wed Sep 07, 2016 12:16 pm

@Kiko Mia wrote:
Halo 2 Map Editor and Forge
This is absolutely fantastic work @Jacrae , it is also important to note that these mods can be also accessed from the BKT client which the link is in the FAQ section of this website or available directly through Source Forge or Halo 2 Vista's installation files!

Any further questions or a direct copy to the map editor please ask me or @Jacrae and we will send you a ZIP file through the forums PRIVATE MESSAGE, but there are so many ways you can get to the map editor. The only hard part is getting to use it.

-Kiko Mia
Okay so here is the status! 
I have made a few maps myself, maybe we could playtest them and possibly incorporate them in a future BKT Halo 2 Vista Tournament?
That would be the dream haha!
@Jacrae @Kiko Mia
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Kiko Mia
--------- A Top 250 Player ---------
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Re: Tutorial: HOW TO FORGE IN HALO 2!!! - Custom BKT Map Editor For Halo 2

Post by Kiko Mia on Wed Sep 07, 2016 12:19 pm

Code:
Okay so here is the status! 
I have made a few maps myself, maybe we could playtest them and possibly incorporate them in a future BKT Halo 2 Vista Tournament?
That would be the dream haha!
@Jacrae @Kiko Mia


Oh wow that really would be incredible, send me the files and ill take a look at it right now!

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Re: Tutorial: HOW TO FORGE IN HALO 2!!! - Custom BKT Map Editor For Halo 2

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