Utilities designed primarily for the xbox version of Halo 2.
metalgears
Posts: 18 Joined: Tue Nov 16, 2004 10:11 pm
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by metalgears » Tue Jan 04, 2005 1:05 pm
awwww......poor guy............
"
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
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by peabnuts123 » Tue Jan 04, 2005 3:51 pm
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
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by Scotty » Wed Jan 05, 2005 11:25 am
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
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by peabnuts123 » Wed Jan 05, 2005 11:50 am
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
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by metalgears » Wed Jan 05, 2005 2:02 pm
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
"
nemo enim nostrum sibi vivit et nemo sibi moritur "
Kakashi
Posts: 2 Joined: Sun Mar 28, 2004 10:57 am
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by Kakashi » Wed Jan 05, 2005 3:34 pm
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
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by Tzeentch » Wed Jan 05, 2005 4:44 pm
As has been pointed out elsewhere it's actually in shared.map
BTDonut
Posts: 124 Joined: Sat Aug 21, 2004 8:04 pm
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by BTDonut » Wed Jan 05, 2005 9:29 pm
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???
peabnuts123
Posts: 782 Joined: Thu Dec 11, 2003 11:10 pm
Location: Just behind your computer screen
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by peabnuts123 » Wed Jan 05, 2005 10:34 pm
peabnuts123
Posts: 782 Joined: Thu Dec 11, 2003 11:10 pm
Location: Just behind your computer screen
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by peabnuts123 » Wed Jan 05, 2005 10:37 pm
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
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by (kb)ninjag » Thu Jan 06, 2005 8:29 am
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:
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by Xeph0n » Thu Jan 06, 2005 9:44 am
Whats the problem with the rig? I know the fingers arent perfect, but im busy modelling stuff
NOTE my rig is for 3DS MAX 7.
peabnuts123
Posts: 782 Joined: Thu Dec 11, 2003 11:10 pm
Location: Just behind your computer screen
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by peabnuts123 » Thu Jan 06, 2005 12:42 pm
aww shit, can someone make it for 6?
Camtrack
Posts: 10 Joined: Tue May 18, 2004 12:08 am
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by Camtrack » Thu Jan 06, 2005 1:01 pm
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
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by metalgears » Thu Jan 06, 2005 1:37 pm
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.
"
nemo enim nostrum sibi vivit et nemo sibi moritur "
Camtrack
Posts: 10 Joined: Tue May 18, 2004 12:08 am
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by Camtrack » Thu Jan 06, 2005 2:49 pm
another render
qwertykd
Posts: 7 Joined: Sat Jan 24, 2004 12:46 pm
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by qwertykd » Thu Jan 06, 2005 5:55 pm
u cant ftp into ur xbox if it isnt modded.
peabnuts123
Posts: 782 Joined: Thu Dec 11, 2003 11:10 pm
Location: Just behind your computer screen
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by peabnuts123 » Thu Jan 06, 2005 7:24 pm
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
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by qwertykd » Fri Jan 07, 2005 2:23 am
yeah, heh. you do that.
oh and if ur thinking of temp-modding, thats still a modded box.
Camtrack
Posts: 10 Joined: Tue May 18, 2004 12:08 am
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by Camtrack » Fri Jan 07, 2005 9:44 am
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