Help with Entity

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Mithos





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Joined: Wed Feb 02, 2005 4:20 pm

Help with Entity

Post by Mithos »

Hello, Ive recently started modding Halo 2 and am very interested in extracting and animating the various models. I have already extracted a bunch using Entity UE, but I've run into a problem; the uv/texture co-ordinents for the models are messed up.

Is there any way to fix the uv's?

I know ADI exports models with uv's intact, but as far as I know, it can't export sbsp's, it also messes up the Scarab model.

Any help or alternatives given are greatly appreciated.
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DemonicSandwich




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Re: Help with Entity

Post by DemonicSandwich »

Mithos wrote:Hello, Ive recently started modding Halo 2 and am very interested in extracting and animating the various models. I have already extracted a bunch using Entity UE, but I've run into a problem; the uv/texture co-ordinents for the models are messed up.

Is there any way to fix the uv's?

I know ADI exports models with uv's intact, but as far as I know, it can't export sbsp's, it also messes up the Scarab model.

Any help or alternatives given are greatly appreciated.
Entity vertically flips the UV mapping of all models durring injection and extraction.

So either vertically flip the texture or vertically flip the UV mapping to fix it.
Also, some models UV get messed anyway but most are just upside down.
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
Mithos





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Post by Mithos »

Sweet, thank you very much! One last question, when rendered, the textures appear to be far lighter then they are in the .tif file, any way to fix that?
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DemonicSandwich




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Post by DemonicSandwich »

Mithos wrote:Sweet, thank you very much! One last question, when rendered, the textures appear to be far lighter then they are in the .tif file, any way to fix that?
If you are using 3Ds max and you are using the default DDS format textures then the render is applying the image's Alpha channel.

When you add a DDS texture to a material, go to the slot its in and change the "Alpha Source" setting to None.

Labeled in red is the tilling value. Change the V Tilling shown to -1 and it will vertically flip the bitmaps without editing the bitmap or the UV mapping.
Image
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
Mithos





Posts: 38
Joined: Wed Feb 02, 2005 4:20 pm

Post by Mithos »

Again, thank you very much, you have been a great help!
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