People familiar with the original Halo Editing Kit (HEK) will feel
very much at home and will enjoy the expanded features of the
Halo 2 Map Editor
tools.
The biggest difference users familiar with the
HEK will notice is that getting a level into the game is easier.
Construction of the level and its subsequent compilation of the
exported geometry are more user-friendly.
New Features
Halo 2 Map Editor Launcher:
Map Editor Launcher gives quick access to common editing functions
such as compiling and lighting the level, creating a .map cache
file, and compiling .bitmap files with a graphical user
interface.
Tree List
View in Halo 2
Guerilla: The tree list view was added by Bungie for Halo 2 for Xbox for easier tag
browsing. The functionality of the tree list view was expanded so
that any tag that is opened has its directory added to the tree
list view if it does not already exist.
Undo Command in Halo 2 Sapien: One of the most
requested features from users, an Undo command was added to
Halo 2 Sapien, and it
works on the most commonly used commands, including object
creation, deletion, movement, and rotation.
Autosave
in Halo 2 Sapien: You
can set up autosave to save your hard work automatically instead of
manually.
Loading
Screen and Progress Bar: A loading screen and progress bar have
been added to display status of the level load and output in
Halo 2 Sapien.
Game Type
Error Checking of Netgame Flags: An error and warning box has
been added to let you know when the level does not meet the
requirements for a particular game type.
Halo 2 Map Editing on Windows
Vista
Most HEK users are accustomed to installing the
editing tools into a directory completely separate from the main
game to prevent mixing their own files with the main installation
of the game. With the Halo
2 Map Editor tools being official products that need to run
within the confines of the Windows Vista limited user environment,
much of that workflow had to be changed.
Because Halo 2 supports custom multiplayer
maps out of the box, it is expected that most users will install
the Map Editor tools into the same directory as the game itself.
It's also assumed that most users will choose the default directory
for installation, which is C:\Program Files. Because the normal
user account level in Windows Vista cannot write files into that
folder, the Halo 2 Map
Editor tools have been adapted to work across multiple
directories.
It is recommended that a user set up a working
directory elsewhere on the hard drive. A predefined or default
location is the user's Documents\Halo 2 folder, which is created
automatically the first time one of the Map Editor tools is used.
All of the custom files a user creates for Halo 2 should go into this working
directory, usually in data and tags folders. When looking for a
file referenced by a tag within a custom working directory, the
Halo 2 Map Editor tools
will first look elsewhere within that working directory. If the
file is not found, the predefined Documents\Halo 2 working
directory is then checked. If it isn't found there, the Halo 2 Map Editor tools will look
for the file among the original Halo 2 assets.
It is perfectly acceptable to have multiple
working directories. Files in one directory will not interfere with
files in another. This also means that a custom .shader file in one
working directory won't be found by tags in a different working
directory; the sole exception is the predefined Documents\Halo 2
directory.
Because the user's Documents\Halo 2 folder is
visible from all custom working directories, it is a generally
handy place to store commonly used assets like custom texture
packs.
Halo 2 for Windows
Vista and Halo CE File and Directory
Differences
Besides the directory structure differences
listed above, the directory structure for Halo 2 can be one of the most
complex aspects of Halo 2
editing. In the HEK, custom maps and their associated assets for
both source (data) and compiled data (tags) were self-contained
within the individual level directories.
In Halo
2 Map Editor, assets (both the source files and the tag files)
are much more scattered around than what end-users may be
accustomed to with HEK editing. The individual level directories
for source files (data\scenarios\multi\mapname) only contain the
level .max source file and exported .ass file (as well as some
other minor files). The individual level directory for the compiled
level tags (tags\scenarios\multi\mapname) contains the .scenario
file, .scenario_bsp file, .scenario_structure_lightmap file,
and.bitmap file used for the lightmap.
All other files such
as image source files (data\scenarios\bitmaps\multi\mapname),
compiled .bitmap tags (tags\scenarios\bitmaps\multi\mapname), and
.shader tags (tags\scenarios\shaders\multi\mapname) are located
away from the main level directory.
Some tag assets such as .scenery objects may be
in different areas than you’re used to.
In general, it is highly recommended that you
explore the contents of all the tag folders to fully familiarize
yourself with the assets available in Halo 2.
Technology
Differences between Halo
2 Map Editor and the HEK
Photon
Mapping: New lighting results in more robust, accurate, and
visually stunning maps. Use a less-intensive lighting setting when
testing map changes.
Material
System: The improved material system has more options and
flexibility. Shader file extensions no longer determine shader
type. Shader templates define shader material and are referenced by
the unified .shader file. Users now have more options for Shader
templates and improved data fields for shader files in Halo 2 Guerilla.
Instanced
and Detail Geometry: Instanced and detail geometry allows the
creation and placement of geometry that does not have to be
stitched into the world.