notes... Level origin should not be in a water area. river riverworld_water_rough' 4x UV maps: #1 colour, #2 darkness based on y position, #3 unknown, #4 waviness. ~water_volume with normals outside. Link the structure design file using Guerilla, just like slip surfaces. Direction of the current is set with the X axis of a child empty called #water_direction
this is awesome i am glad someone made this. One question how do I stop the water like flowing? like i dont want it to move, just completely still. Also is it possible to change the colour of it?
The flowing effect is because of the texture used. Valhalla's river texture is animated to flow. And you can only change the transparency of the water, not the color. The color of the water is linked to the texture as well. If you want a different color, you will have to use a different texture. For example you could name your material to "jun water_cheifcrater". This would be that muddy still water from Sierra 117.
Thank you for this tutorial, it's super informative! Do you know if there is a way to make the water physics slower or faster when it is pushing a dead player?
Sorry for the late reply, for that I would have to do some learning myself, as campaign maps use multiple BPSs, and would have to link them all together in blender. Which might cause issues with vertices limits. As well as manually setting the textures would take a while. I don't think I could compress all that into a tutorial. Though if you plan on using just one bsp, you could export that bsp using the "extract-import-info" command on the bsp you want. Then take the extracted .ass into blender and clean it up and reimport it. Def join some halo modding discords tho, I have some linked in the description. Ppl there are great and will help u learn.
I finally made it thanks to your tutorial. Thank you so much, for real, there's no other guides about it on youtube. Are you going to make other tutorials? Would be cool!
@@killtrocity24 Sorry I didn't see this comment, I never got notified lol. I might do more. I've been pretty head down working on my campaign level recently, but maybe when its done. Tho I think VKMT is making a modding tutorial series soon. I would def subscribe to them. They know a ton.
To bring your level from blender into Halo 3, you will need the Halo-Asset-Blender-Development-Toolset addon for blender, found here. github.com/General-101/Halo-Asset-Blender-Development-Toolset/releases/tag/224 There is also this great tutorial that teaches the basics of importing a custom map into Halo 3 ua-cam.com/video/Ekm5YBrZAOA/v-deo.html
notes... Level origin should not be in a water area. river riverworld_water_rough' 4x UV maps: #1 colour, #2 darkness based on y position, #3 unknown, #4 waviness. ~water_volume with normals outside. Link the structure design file using Guerilla, just like slip surfaces. Direction of the current is set with the X axis of a child empty called #water_direction
Very well made! Also you can import the design tag through osoyoos :)
I enjoy feeling like a little hacker man
this is awesome i am glad someone made this. One question how do I stop the water like flowing? like i dont want it to move, just completely still. Also is it possible to change the colour of it?
The flowing effect is because of the texture used. Valhalla's river texture is animated to flow. And you can only change the transparency of the water, not the color. The color of the water is linked to the texture as well. If you want a different color, you will have to use a different texture. For example you could name your material to "jun water_cheifcrater". This would be that muddy still water from Sierra 117.
Thank you for this tutorial, it's super informative! Do you know if there is a way to make the water physics slower or faster when it is pushing a dead player?
Thanks! Appreciate it, as for the speed I'm not sure how to change that. :/
I’ve been looking for good tutorials on halo tools. Is there any chance you could do a quick guide to make a campaign bsp work in mp for h3 ?
Sorry for the late reply, for that I would have to do some learning myself, as campaign maps use multiple BPSs, and would have to link them all together in blender. Which might cause issues with vertices limits. As well as manually setting the textures would take a while. I don't think I could compress all that into a tutorial. Though if you plan on using just one bsp, you could export that bsp using the "extract-import-info" command on the bsp you want. Then take the extracted .ass into blender and clean it up and reimport it. Def join some halo modding discords tho, I have some linked in the description. Ppl there are great and will help u learn.
thank you 💚
I finally made it thanks to your tutorial. Thank you so much, for real, there's no other guides about it on youtube. Are you going to make other tutorials? Would be cool!
@@killtrocity24 Sorry I didn't see this comment, I never got notified lol. I might do more. I've been pretty head down working on my campaign level recently, but maybe when its done. Tho I think VKMT is making a modding tutorial series soon. I would def subscribe to them. They know a ton.
how did you add the map on blender?
To bring your level from blender into Halo 3, you will need the Halo-Asset-Blender-Development-Toolset addon for blender, found here. github.com/General-101/Halo-Asset-Blender-Development-Toolset/releases/tag/224 There is also this great tutorial that teaches the basics of importing a custom map into Halo 3 ua-cam.com/video/Ekm5YBrZAOA/v-deo.html