(Halo 2)Model Extractor Library. (Updated Jan 23rd, 2005)

Utilities designed primarily for the xbox version of Halo 2.
Post Reply
metalgears





Posts: 18
Joined: Tue Nov 16, 2004 10:11 pm

Post by metalgears »

awwww......poor guy............
Image
"nemo enim nostrum sibi vivit et nemo sibi moritur"
peabnuts123





Posts: 782
Joined: Thu Dec 11, 2003 11:10 pm
Location: Just behind your computer screen

Post by peabnuts123 »

you guys do know what this means right?


HALO CE BOOHYA


BTW People where can i get that rig of Xeph0n's? and how can i texture it?
Scotty





Posts: 74
Joined: Thu May 27, 2004 7:27 am

Post by Scotty »

i know people have already asked this, but once importing a model into max, how do you get it to keep the uvws intact and textured, because whatever i do i only get a plain model.
peabnuts123





Posts: 782
Joined: Thu Dec 11, 2003 11:10 pm
Location: Just behind your computer screen

Post by peabnuts123 »

i think you have to texture it urself, but it cant be hard because they are like perfect and i dont think they are very custom
metalgears





Posts: 18
Joined: Tue Nov 16, 2004 10:11 pm

Post by metalgears »

dont forget you have to use an app to extract the dds bitmaps from the .map files too. what you get when you extract the model is just that, the model only. as for UVWs, dont make it hard for yourself, once you have the dds files just drag and drop them onto the model itself.

peace
Image
"nemo enim nostrum sibi vivit et nemo sibi moritur"
Kakashi





Posts: 2
Joined: Sun Mar 28, 2004 10:57 am

Post by Kakashi »

has anyone tried getting the energysword? it says it's in mainmenu.map but i don't see it in there...is it just me?
Tzeentch





Posts: 8
Joined: Sun Oct 24, 2004 5:29 pm

Post by Tzeentch »

As has been pointed out elsewhere it's actually in shared.map
BTDonut





Posts: 124
Joined: Sat Aug 21, 2004 8:04 pm

Post by BTDonut »

ok i just figured out all this stuff, plz dont say anything bad, but u need a modded xbox 2 do all this right or can u use a normal 1???
Image
peabnuts123





Posts: 782
Joined: Thu Dec 11, 2003 11:10 pm
Location: Just behind your computer screen

Post by peabnuts123 »

ok i got it workoing (after figuring out i needed to import the texture co-ordinates) and i got this done:

Image
Image



but i just had two problems, the first one is with the texture co-ordinates, the 2nd, a problem with xephons rig. can anyone help me with these?

Image
Image
peabnuts123





Posts: 782
Joined: Thu Dec 11, 2003 11:10 pm
Location: Just behind your computer screen

Post by peabnuts123 »

and sry for double post but you dont need a modded xbox to do this.
just connect up ur xbox to a network with ur compouter, then FTP it with a program like flash fxp or something and then go into w/e drvive the dvd drive is then go into maps and then copy a map off ur xbox.
(kb)ninjag





Posts: 23
Joined: Sun May 16, 2004 12:10 pm
Location: in a box killing every n00b i see

Post by (kb)ninjag »

going off topic but donut penguins wont rule the earth if we keep playin bloody pengu baseball
Xeph0n





Posts: 44
Joined: Tue Nov 23, 2004 12:23 pm
Location: D-uK Studio 1
Contact:

Post by Xeph0n »

Whats the problem with the rig? I know the fingers arent perfect, but im busy modelling stuff :P NOTE my rig is for 3DS MAX 7.
Image
Visit the all new D-uK forums!
Micro Triangle Displacement Mapping... gotta love it.
peabnuts123





Posts: 782
Joined: Thu Dec 11, 2003 11:10 pm
Location: Just behind your computer screen

Post by peabnuts123 »

aww shit, can someone make it for 6?
Camtrack





Posts: 10
Joined: Tue May 18, 2004 12:08 am

more max images

Post by Camtrack »

Nice pluggin , there is some problems if your configuration in windows is the point for thousands ands "," for decimal , simply swap this and export again

anyone knows here the bitmaps for the reflection and bump for helmet are located ?
metalgears





Posts: 18
Joined: Tue Nov 16, 2004 10:11 pm

Post by metalgears »

theyre in the same place that you found the main bitmap for the chief. i cant remember what they are exactly but just use h2edit to preview them.
Image
"nemo enim nostrum sibi vivit et nemo sibi moritur"
Camtrack





Posts: 10
Joined: Tue May 18, 2004 12:08 am

Post by Camtrack »

another render
Image
Image
qwertykd





Posts: 7
Joined: Sat Jan 24, 2004 12:46 pm

Post by qwertykd »

u cant ftp into ur xbox if it isnt modded. :evil:
peabnuts123





Posts: 782
Joined: Thu Dec 11, 2003 11:10 pm
Location: Just behind your computer screen

Post by peabnuts123 »

uuh actually you can there is something u can do to make it ftpable ill read it up, ill edit my post whe nresaerch done
qwertykd





Posts: 7
Joined: Sat Jan 24, 2004 12:46 pm

Post by qwertykd »

yeah, heh. you do that. :evil:
oh and if ur thinking of temp-modding, thats still a modded box. :evil:
Camtrack





Posts: 10
Joined: Tue May 18, 2004 12:08 am

Post by Camtrack »

to export vertex weights and bones to max :

get the software deep exploration and open the x files and then rexport to max , you will get the mesh with skin modifier aplied
Post Reply