Halo1 mp Maps to H2
Halo1 mp Maps to H2
Is there any way to convert halo 1 mp maps to halo 2? I'm not sure what the differences are between the format of the bsps, but if anyone could share any information, it would be greatly appreciated. Entity is capable of extracting the bsps and bsp collision models from the ce renditions of the maps. If it must be done manually and is just a lengthy process, I would be more than happy to do whatever necessary if someone were to point me in the right direction. Thank you
- XBC-Requiem
- Posts: 362
- Joined: Wed Jan 03, 2007 5:58 pm
- Location: Illinois, USA
- Contact:
![]() |
Hmmmm... I'm no expert at this, but it sounds like this could be done... hell, if we (And by "we", I mean the community, having little to nothing to do with me as an individual) have managed to get AI into multiplayer and do SP>MP conversions, I don't see why we can't get this to work.
If this works, I can almost see the same thing being done with the vehicles and weapons. It would definately be cool.
Well, I like OwnZ joO's idea. I think that the BSP needs to be opened with the most simple of BSP extracting tools (one that has few dependencies on the properties of the BSP and basically opens it up as a plain BSP) and converted. It seems like it would be a simple enough process, but it would take some complicated minds to figure out :)
Anyway, I'd be more than happy to help, if you point me in the right direction.
If this works, I can almost see the same thing being done with the vehicles and weapons. It would definately be cool.
Well, I like OwnZ joO's idea. I think that the BSP needs to be opened with the most simple of BSP extracting tools (one that has few dependencies on the properties of the BSP and basically opens it up as a plain BSP) and converted. It seems like it would be a simple enough process, but it would take some complicated minds to figure out :)
Anyway, I'd be more than happy to help, if you point me in the right direction.

Well that would only get the collision of the bsp in game, you'd have to make shaders and everything or w/e, I'm no expert, but the problem with custom bsp injection as i understood was it had to have the same number of vertices and faces or one of the two, so you could only edit it, now that we can rebuild maps, i think you could just get the number of faces and vertices, add the chunks to the bsp meta, rebuild the map, and inject with entity or an app that properly does injection of bsp collision.
dw, itll happen 

Halo 2 Prophet - Skin with ease with the simple 3D point and click interface.
Halo 3 Research Thread - Contribute to the research into Halo 3.
Halo 3 Research Thread - Contribute to the research into Halo 3.
Well... after toying with entity, I do know that getting the collision of halo 1 maps [via their ce counterparts] is already possible. The bsp's collision can be extracted to .obj and then injected into whatever map you want, and it does work. The model itself though, while it can be extracted into all of it's pieces, cannot be injected back in.
So, if it is known how to extract the models from both halo ce and halo 2 maps, and the current apps are also able to reconstruct these pieces into the full map, then that means that everything we need to know is already known by someone, correct? For if it is known how to read both forms of bsp tags in order to reconstruct the .obj pieces aswell as how the textures work, then the process of creating a blank bsp and constructing the extracted .obj files with the information from the bsp we wish to inject, should be possible. We just need the right information.
Erm.. Not sure if that made sense. But here's my thought process for this:
- Entity is able to extract a halo ce bsp into a series of .obj files along with the texture bitmaps as well as a file [which i think] describes how the .obj files should go back together to form a complete map aswell as where the textures should go.
- Entity can also do the same process for halo 2 maps
- Entity has a bsp viewer which is capable of fully reading and constructing the physical aspects of both halo ce and halo 2 maps
- If it is known how to extract all of this information from halo ce and halo 2 maps, then this information could also be applied to inject a bsp from one game into the other, could it not?
I know many of you are far more knowledgeable than me as to the inner workings of these apps, but this just makes sense as far as i can tell.
So, if it is known how to extract the models from both halo ce and halo 2 maps, and the current apps are also able to reconstruct these pieces into the full map, then that means that everything we need to know is already known by someone, correct? For if it is known how to read both forms of bsp tags in order to reconstruct the .obj pieces aswell as how the textures work, then the process of creating a blank bsp and constructing the extracted .obj files with the information from the bsp we wish to inject, should be possible. We just need the right information.
Erm.. Not sure if that made sense. But here's my thought process for this:
- Entity is able to extract a halo ce bsp into a series of .obj files along with the texture bitmaps as well as a file [which i think] describes how the .obj files should go back together to form a complete map aswell as where the textures should go.
- Entity can also do the same process for halo 2 maps
- Entity has a bsp viewer which is capable of fully reading and constructing the physical aspects of both halo ce and halo 2 maps
- If it is known how to extract all of this information from halo ce and halo 2 maps, then this information could also be applied to inject a bsp from one game into the other, could it not?
I know many of you are far more knowledgeable than me as to the inner workings of these apps, but this just makes sense as far as i can tell.
Luckily for me I can calculate the collision bsp and serialize the havok data for the enviorment objects. I still need to write a havok shape rebuilder. I assume you have already started that though. So care to share?kornman00 wrote:That isn't going to happen, unless you can re-calculate the collision bsp and havok shape data for the envirnoment objects.
- DarkShallFall
- Posts: 1992
- Joined: Fri Jan 20, 2006 2:49 pm
- Location: MI, USA
- Contact:
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
I would kiss your feet if you did this but you guy are nerds lol. ne ways check it..........http://forums.halomods.com/viewtopic.php?t=55493

Iron_Forge wrote:I assume I won?..I should get an emblem...
That's just a model injected into coagulation. That doesn't even compare. I believe there are a few guys working on this ATM. Probably shouldn't tell but if everything keeps up, hopefully we will be seeing more of this in the near future.Darkshallfall wrote:I would kiss your feet if you did this but you guy are nerds lol. ne ways check it..........http://forums.halomods.com/viewtopic.php?t=55493

Me and Detox are working on this...
http://img368.imageshack.us/img368/3592/capturekq4.jpg
It doesn't work right now tho.
http://img368.imageshack.us/img368/3592/capturekq4.jpg
It doesn't work right now tho.
That barely does anything. I don't beleive that transfers surfaces, leaves, BSP3D nodes, BSP 2D Nodes, BSP 2D References, Edges, or last I remember faces? Maybe faces but heh.h4xx3d wrote:Well... after toying with entity, I do know that getting the collision of halo 1 maps [via their ce counterparts] is already possible. The bsp's collision can be extracted to .obj and then injected into whatever map you want, and it does work. The model itself though, while it can be extracted into all of it's pieces, cannot be injected back in.
So, if it is known how to extract the models from both halo ce and halo 2 maps, and the current apps are also able to reconstruct these pieces into the full map, then that means that everything we need to know is already known by someone, correct? For if it is known how to read both forms of bsp tags in order to reconstruct the .obj pieces aswell as how the textures work, then the process of creating a blank bsp and constructing the extracted .obj files with the information from the bsp we wish to inject, should be possible. We just need the right information.
Erm.. Not sure if that made sense. But here's my thought process for this:
- Entity is able to extract a halo ce bsp into a series of .obj files along with the texture bitmaps as well as a file [which i think] describes how the .obj files should go back together to form a complete map aswell as where the textures should go.
- Entity can also do the same process for halo 2 maps
- Entity has a bsp viewer which is capable of fully reading and constructing the physical aspects of both halo ce and halo 2 maps
- If it is known how to extract all of this information from halo ce and halo 2 maps, then this information could also be applied to inject a bsp from one game into the other, could it not?
I know many of you are far more knowledgeable than me as to the inner workings of these apps, but this just makes sense as far as i can tell.

shade45 wrote:Me and Detox are working on this...
http://img368.imageshack.us/img368/3592/capturekq4.jpg
It doesn't work right now tho.
Oooooooh...HeH!!! I want.
@Detox
Well, I said I knew nothing of the process, and that is true =) But i'm glad you guys do!
If you do get it working, do you think you'll release a tutorial describing the process, or just do it youself and receive a great deal of fame? Hehe, I wouldn't blame you if you did. Just so long as i eventually get to play the classics with the goodness that is halo 2
Well, I said I knew nothing of the process, and that is true =) But i'm glad you guys do!

If you do get it working, do you think you'll release a tutorial describing the process, or just do it youself and receive a great deal of fame? Hehe, I wouldn't blame you if you did. Just so long as i eventually get to play the classics with the goodness that is halo 2
