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Welcome
Introduction
About the Halo 2 Map Editor and its Tools
What's new in Halo 2 Editing
Technology Overview
The Halo 2 for Windows Vista Engine
System Requirements
Definitions & Terms
Definitions & Terms
The Development Environment
Map Editor Contents
Map Editor Installation
Additional Tools and Utilities
Development Tools Overview
.ass Exporter
Halo 2 Tool
Halo 2 Guerilla
Halo 2 Sapien
Halo 2 Map Editor Launcher
Using .ass Exporter
Using .ass Exporter
Using Halo 2 Sapien
Asset Manipulation Gizmo
Halo 2 Sapien Game Window
Halo 2 Sapien Menus
Placing Objects
Placing Lights
Spawn Zones
Decorator Brush
World Ruler
Reset Object Z Height
Gravity Lifts
Teleporters
Sound Effects
Kill Trigger Volumes
Adding Extra Vehicles & Turrets
Game Types
Game Types
Assault
Capture The Flag
Juggernaut
King of the Hill
Oddball
Slayer
Territories
Using Halo 2 Guerilla
Sky Boxes
Sky Light Values
Starting Equipment
The Object Palette
Description Text
Location Text
Map Shots
Using Halo 2 Map Editor Launcher
Using Halo 2 Map Editor Launcher
Halo 2 Tool Level Creation
Halo 2 Level Creation
Import Structure
Generate Lightmaps
Import Descriptions
Creating Unicode Strings
Building Cache Files
Halo 2 Tool Texture Creation
Import Bitmaps
General Level Design Information
Design Style Guidelines
Technical Design Rules
Design Suggestions
Player Statistics and Metrics
Equipment List
Weapons
Vehicles
Multiplayer Level Design
Getting Started
Tutorial 1: Creating an Environment in 3ds Max
Tutorial 2: Exporting an Environment from 3ds Max
Tutorial 3: Importing an Environment to Tag Format
Tutorial 4: Placing Spawn Points Using Halo 2Sapien
Tutorial 5: Creating and Editing Environment Tags Using Halo 2 Guerilla
Tutorial 6: Synching Tags and Launching into the Game Environment
Portals
Additional Resources
Links
Console Command List
File Specifications
.ass File Specification
Credits
Appendix
Sample .ass file

Generate Lightmaps

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The Halo 2 Tool lightmaps command computes and stores high-quality light and shadow detail by way of photon mapping, a method that simulates real-life light particles.

Note: Higher-quality settings take much longer to run than draft modes but look considerably better. Start out with draft-quality settings, and then move up to a production-quality setting when you are ready to publish the map.

Syntax

C:\<Halo2ArchitectDirectory>\H2Tool lightmaps <scenario-path> <structure-name> <quality>

<scenario-path>: Name and location of the level's .scenario file on the disk for which Halo 2 Tool will create lightmaps. This parameter can be relative ("scenarios\multi\...") instead of absolute (C:\...") as long as Halo 2 Tool is run from inside a valid Halo 2 directory structure.

<structure-name>: Name of the level's .scenario_structure_bsp file. This file must be in the same directory as the .scenario file.

<quality>: Any of the following quality settings.

 

Setting

Photon Count

Sample Count

Gather Distance

Antialiasing Samples

Bounced Lighting

direct_only

100,000

0

1.0

1

No

draft_low

5,000,000

0

1.0

1

Yes

low

5,000,000

3

1.0

1

Yes

draft_medium

10,000,000

0

2.0

2

Yes

medium

10,000,000

5

2.0

2

Yes

draft_high

15,000,000

0

3.5

2

Yes

high

15,000,000

8

4.0

2

Yes

draft_super

20,000,000

0

4.0

2

Yes

super

20,000,000

8

4.0

4

Yes

Example

This example will result in lightmaps being generated for a map called Gladiator, using gladiator.scenario_structure_bsp with low-quality light settings.

C:\<Halo2ArchitectDirectory>\H2Tool lightmaps "\scenarios\multi\gladiator\gladiator" gladiator low

If successful, Halo 2 Tool will create a .scenario_structure_lightmap file and a .bitmap file in the same directory as the .scenario file, named for the .scenario_structure_bsp. The .scenario_structure_lightmap file stores information used during lightmap generation, while the .bitmap file contains the actual light and shadowing for the .scenario_structure_bsp file.

Errors encountered during the conversion process are reported on the command-line screen and stored in debug.html, found in the base directory of the .ass file that is being imported.