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10/6/2006 1:50:30 AM
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H2V Developer Diary Two

Matt Priestley, of the Halo 2 Vista team, checks in this week to let us know what's going down in his department. In his second developer diary he touches on the team's progress, how H2V was received in Barcelona and how some Vista-specific features are shaping up

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  • [url=http://main.halodev.org/modules/news/]Prometheus[/url] <--Oh dear, so sad. Some one already beat you to it. Truely there are only 2 programs that you need to download; Halo CE installer and the HEK installer. You still need your choice of modeling and art programs if you want to do that stuff. I've used the Hammer editor, and guess what? I hated it. Thats all I'm going to say about it. I don't have to follow steps exactly to make a map, probably because I understand how the programs work. Granted that I have to make the mesh first, export it, then compile it. Oh it hurts to do that! Radiosity is a mere single step, as long as you know how to flippin type a few letters in. population is grouped and simple. tag editing is in a separate program, oh dear i have to switch, how much I bleed! building the cache file is so simple that a monkey can do it. It has been stated that bungie will be giving us THEIR tools for heavans sake! can you not read? are you so blind that your head us up your ___? [quote][b]Can you describe broadly the tools you’re building for creating user content?[/b] David Mertz, Lead Designer: Those familiar with the Halo tool set will be able to start editing right away. Bungie has made some great improvements to the tools, and we are building upon those improvements to make the tools easier to use and (somehwat) more accessible to average users. Bill Roeske, Lead Programmer: The tool path right now falls into three categories - importing, editing, and population. The importer, Tool, is responsible for translating raw level geometry from modeling programs and images for textures into an optimized tag file format that the game engine can read. Guerilla, the next stage, lets the user configure parameters within imported tag files, fine-tuning how the game engine will interpret it. A good example of that would be changing the type of compression used on an imported texture map. Finally, Sapien is the tool that is used for populating a multiplayer level after its geometry and textures have been set up. Map designers have a fully navigable view of their level exactly as it will look and sound in the game to use for placing spawn points, weapons, vehicles, sound effects, territory goals, oddballs and everything else that makes a Halo 2 level uniquely Halo (probably the easiest feature for regular Joes to use).[/quote] Final note: not everyone is blessed with a good broadband connection. Some people aren't rich enough, nay! They are not able to get a good connection! Some people live with 56k still, you may not believe it though, sine obviously you've been blinded all these years.

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