Help with H2 and 3ds Max

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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AnimuX





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Help with H2 and 3ds Max

Post by AnimuX »

I've noticed even in the original "how to" for using ADI and Chr2 to grab models and related files from Halo 2 maps that people have had problems with H2 bump map files.

The problem I run into is chr2 can extract the bump map but 3ds Max 8 does not recognize the bump dds format (other dds bitmaps for skins work just fine). Also, the plugin I'm using for photoshop CS 8 allows photoshop to open the file but it is displayed as a solid black image.

My question is what do I need to successfully extract bump map files from halo 2 game files in order to use them in 3ds max?

I would rather have the original bump maps than use some generic type or even the camo bump. (I'm trying to make some decent renders of MC)

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Patrickssj6




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Post by Patrickssj6 »

...left for good
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Darco




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Post by Darco »

i use darkmatter to extract bump maps.
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Reaper Man





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Post by Reaper Man »

or you could simply download the photoshop .dds plugin and resave.
try this thread for some high resolution, custom normal maps by Jean-Luc
http://forums.yayap.com/viewtopic.php?t=25
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Darco




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Post by Darco »

i have the plugin, and the bump maps wont open for me unless i extract from darkmatter.
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AnimuX





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Post by AnimuX »

I just noticed the alpha channel in those bump dds files has some information after all. The RGB is blackened out, though. I don't know if it's partial information or not but it isn't very detailed.
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Post by AnimuX »

ImageImage

I ended up sticking with the camo bump. I haven't found a utility that can convert the game bumps into files 3dsmax will import.

...and Milkshape is my new fav utility. Extract the .obj files with ADI. Use Milkshape to put them together and export as 3DS format. Import the .3ds into 3ds Max and say goodbye to holes, inverted faces and other errors in your extracted models. The obj-3ds plugin for Max didn't do so well. (Line down the middle of the visor problems for example..)

Now I just have to properly rig the good model....

I photoshopped out the skin to stick with the MC green and added in a little wear and variation in color at the joints and common points of contact where paint might get worn away. It's not high res so it still looks pixelated if you zoom in closely.
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Darco




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Post by Darco »

put the alpha channel in the spec level slot. if you use darkmatter alpha, you can extract bump maps. entity may be able to do it too. then its just a matter of inverting in photoshop and adding a little blur. but w/e, if you dont wanna take my advice then dont. but i do know what im talking about.
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[CV] Jordan





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Post by [CV] Jordan »

Or...
Don't use the extracted black and white bumps. Even with the Nvidia normal map filter, they DO NOT look right. Go with camo, make your own, or just use Jean's. :)
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Post by AnimuX »

Darco: I tried darkmatter but it was crashing. I think I need to reinstall the .net framework or something.
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Darco




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Post by Darco »

i liked trep's more for the halo 2 look. jeans looks too custom to me.
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[CV] Jordan





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Post by [CV] Jordan »

Did Trep release his bump?
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Darco




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Post by Darco »

it was posted on yayap way back when.
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