Congratulations motherfucker, your map is ready for public release!
Wahoo!! Let's make another!
No it's not, I was just kidding. It still needs work.
Halo Custom Edition Map-making Interactive Flowchart
Original flow developed by stunt_man, made clickable by insidi0us
Design Phase
Brainstorm
Conceptualize
Determine basic layout
Next
Prepare Assets
Texture Palette
Prefab set (pre-fabricated, re-usable detail geometry)
Next
First Pass
Block-out map in 3D
As little detail as possible
Use reference models to scale correctly
Apply only 2-3 basic materials
Placeholder textures
Include a light source (ex. "+sky" material)
Get geometry ready for export & structure
Apply basic UV mapping
Ensure there are no open edges
Convert to Editable Mesh
Next
Export to .jms
Blitzkrieg Plugin (3ds Max 7 or 8)
Official Bungle plugin
Not supported by later versions of 3ds max
Fast export even for large/complex maps
Can export as Editable Poly
Can export model regions
Bluestreak Plugin (3ds Max 2012)
Third Party plugin
Supports later version of 3ds Max
Slow export for large/complex maps
Only exports correctly for Editable Mesh
Cannot export model regions (AFAIK)
Save in "\data\" directory
For example: "levels\test\bloodgulch\models\map_name.jms
If re-exporting, replace older version of .jms file
Next
Tool.exe Structure
In tool, use the command: "structure levels\path_to\map_folder map_name"
For example: "structure levels\test\bloodgulch bloodgulch" Generates .scenario and .scenario_structure_bsp tag files
Success
Errors Found
Guerilla .scenario Tag Properties
Skies setup
Selecte a .sky tag
Choose "multiplayer" as the type
If geometry errors are found at this point,
the resulting .wrl file will be named "debug.wrl"
instead of "map_name.wrl"
Success
Errors Found
Debug Phase
Use tool's feedback to identify geometry errors
Common non-geometry related errors
Bad syntax in tool.exe
Invalid folder directory
Use .wrl file to location geometry errors in 3ds Max
Some versions of 3ds Max require the 32-bit version in order to import .wrl files
Delete .wrl geometry when finished
Fix geometry errors
Common geometry-related errors
Open Edges
Overlapping vertices
Select all vertices & weld
Check for slightly offset coordinates
Overlapping edges
Correct model triangulation in Editable Poly
Delete duplicated edges
Overlapping faces
Check for slightly offset coordinates
Delete diplicate faces
Use correct material names for transparent/double-sided geometry
Bad ("stretched") UV's
For first pass, apply a quick box map
For later passes, use error geometry to locate & repair
Bad material names
Material names don't correspond to shader tags
Incorrect use of special material types
Next
Improvements to: Level Population or BSP Properties
Yes
No
Improvements to: Lightmaps
Yes
No
Improvements to: .scenario Tag Properties
Yes
No
Improvements to: Level Geometry
Yes
Detail Passes
Scale adjustments
Add detail to the map
Apply & attach prefabs to level geometry
UV mapping
Establish/distinguish landmarks and important areas
Add detail progressively over multiple passes
Reduces debugging time
Getting the model in-game more often is
crucial to producing playable builds of
incrementally increasing quality
Portaling and sightline optimization
Adjustment of light sources
If it is necessary to run high-quality
lightmaps to achieve the results
desired, consider creating a lighting
test-map that contains only the
section you are trying to light
Next
Sapien Level Population
Place player starting positions
Place netgame equipment (weapons & powerups)
Place netgame flags (CTF flags, hill, race points, oddball)
Place scenery objects (terrain objects, light opjects, etc.)
Next
Sapien BSP Properties
Background Sound
Sound Environment
Fog & Weather
Decal Placement
Next
Sapien BSP Properties
In tool, use the command:
"build-cache-file levels\path_to\map_folder\.scenario"
If map builds are being distributed for testing, ensure that builds are
named differently (replacing & redistributing .map files of the same name
can cause errors for testers & the server
Next
Sapien BSP Properties
Use tool's feedback to identify compilation errors
Common compilation errors:
Tag size limit exceeded
Corrupt lightmaps
Missing Tags
Bad tool.exe syntax