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

Utilities designed primarily for the xbox version of Halo 2.
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Snave




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Post by Snave »

Sweet

quick little render for you all
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qphase





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my render

Post by qphase »

yeah so it's not really all that good, and how do you move arms and the like? FYI: I know the shadow map on the ground plane is messed up.
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Post by emerica6708 »

how do i add it to the list?? what do i use i even tryed hex work shop and when i did that it said the file couldnt execute or somthing i really want to know how to make it work can sombody plz help me or post the .ini file thats already been added to
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Post by metalgears »

Just a question, please dont flame, but is there a tut on how to extract the MC model? And from what map would it be, shared.map? I know posting and asking how to do something is an act of heresy in these parts, heh, but if anyone would point me to a tut or pm me that would rock. also im using 3dsmax 5 if thats a problem. thanks
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Post by Jefff »

Since people are having problems adding it to the list file download this one but you still need to learn to do it yourself. Keep in mind the # is a comment line. So if you add #ModelLib it won't work! Also edit the file with notepad or wordpad. Don't hex edit it. Don't use Micro$oft Word. Notepad or Wordpad is easier. BTW: Rename it list.ini (it isn't a ppf)
qphase





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Post by qphase »

I found the MC and his textures in mainmenu.map, Miranda is in single player shared, you need to either import these into your favorite 3d editor or get Maya. To install the plugin do the following:
  • install adi 1.2 C
    download and extract the modelLib rar to Libraries in the adi folder
    add a new line in the list.ini that contains "ModelLib.dll" (no quotes, and open the file up in notepad)
To extract the models do the following
  • open up the mainmenu.map
    click the mode tag
    find objects/characters/masterchief/masterchief
    click the home icon in the lower left hand corner
    click "wavefront obj" checkbox
    click "export model" and select where to save
    the program will create a objects / characters / masterchief folders
    browse to the masterchief folder
    now each of the files in there is a mixture of LOD models and different parts to the whole model
    when you open the files up you have to do so in sets in this case every four models is a different LOD
    Be sure to import only one of the LOD's at a time
    this would mean importing masterchief.0.obj-masterchief.3.obj for the smallest LOD and masterchief.16.obj-masterchief.19.obj for the highest LOD.
    Only one LOD detail should be in a scene at a time to prevent you from getting to confused.
    The procedure is basically the same for Miranda, but her model isn't quite the same (no LOD's) she has two uniforms dress and captain and a head model
    something else to note is that all obj files are subdivided into smaller models, for miranda her eyes are seperate from her face etc.
I hope this clears up a little of the confusion, you'll have to find the textures on your own.
metalgears





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Post by metalgears »

Ok. I grabbed myslef a copy of a certain OBJ importer for Max 5, and when i got to import all those OBJ, i got really crappily modeled version of the chief. There are a lot of option such as Material Inclusion and crap but as of right now i dont want to fuXor anything up. Heres a pic of what it looks like. Hopefully someone can clear up anything that they might think wrong. I mainly would like to see the bump mapping working. thanks again.
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Underdog





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;)

Post by Underdog »

lemme just say thanks Swamp Fox and the rest of iron forge. TSF acutally inspired me to give this a try with the grid from halo 1. Im still not very good. Tutor me any1? :twisted:
qphase





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Post by qphase »

bump mapping works but not all of the maps are available, and I'm not sure whether or not max supports normal maps, I used them for my image but it's hard to tell since I used the active camo bump map (the only one that would extract properly)
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Post by hitmanbob »

could som1 send me a uvw mapped model of the mc, i dont hav a modded xbox and i dont want to ask for an h2 map cuz thats totally illegal
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Post by Snave »

hitmanbob wrote:could som1 send me a uvw mapped model of the mc, i dont hav a modded xbox and i dont want to ask for an h2 map cuz thats totally illegal
if you dont have a modded xbox, then what are you doing at halo"mods".com ??
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Post by Vinx »

CE snave, CE ;)
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Post by NoZTeK »

WOW lol this is working real good for me. I just got home and made some quick renders:
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Post by hitmanbob »

i got halo pc and ce, and i dont want a modded xbox cuz i want 2 be able to play XBL when i get it(stupid santa)
metalgears





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hey noztek

Post by metalgears »

hey noztek would you pm me with details as to how you got the model looking so damn good? props with the redering
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Post by NoZTeK »

I just used Milkshape 3d... I selected all faces in milkshape and then flipped them and flipped them again and then I exported it to max, then from there I imported it to max, made materials for the render and applied and rendered it with brazil....
thx for the props

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Snave




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Post by Snave »

why did you use milkshape to import them? just import them striaght into max, just use the obj importer for max in the utilities section
metalgears





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whoah

Post by metalgears »

man this one model has introduced me to tons of friggin sweet software, milkshape especially. what did you mean by flip noztek?
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Snave




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Re: whoah

Post by Snave »

metalgears wrote:man this one model has introduced me to tons of friggin sweet software, milkshape especially. what did you mean by flip noztek?
with halo1 when you imported the models, the polies were flipped all you had to do was flip the polies the right way, but you dont have to wory about that with this extractor i dont think
NoZTeK





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Post by NoZTeK »

well most of the model is flipped the correct way.. but some parts are black then when i flip the face once its all black and when i flip it again the faces are all smoothed
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