(Halo 2)Model Extractor Library. (Updated Jan 23rd, 2005)
-
- Posts: 16
- Joined: Sat Nov 20, 2004 2:32 pm
-
- Posts: 18
- Joined: Tue Nov 16, 2004 10:11 pm
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
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)
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)
- 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.
-
- Posts: 18
- Joined: Tue Nov 16, 2004 10:11 pm
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.
-
- Posts: 18
- Joined: Tue Nov 16, 2004 10:11 pm
hey noztek
hey noztek would you pm me with details as to how you got the model looking so damn good? props with the redering
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
Energy Sword
-------------------
thx for the props
Energy Sword
-------------------
-
- Posts: 18
- Joined: Tue Nov 16, 2004 10:11 pm
whoah
man this one model has introduced me to tons of friggin sweet software, milkshape especially. what did you mean by flip noztek?
Re: whoah
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 thinkmetalgears wrote:man this one model has introduced me to tons of friggin sweet software, milkshape especially. what did you mean by flip noztek?