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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Model/bsp Request

Author Topic: Model/bsp Request (11 messages, Page 1 of 1)
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rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 5, 2011 09:54 PM    Msg. 1 of 11       
As much as I hate to do this, I am the point where I cannot acquire the tags on my own at the present time. For my next two maps there are two tags I need, but do not have access to, and would make myself but:

1) I cannot currently export bsps
2) I would not be able to make a accurate model(especially for a character model)

There are two things I need but don't have are both from Halo 2, I am looking for the actual files, not remakes:

1)The bsp from the beginning of outskirts.(Preferably a converted .scenario_structure_bsp tag, but I may be able to export a pre-made bsp if I can get the max files and textures)
2)The 3d model of the arbiter or ,if nothing, else the honor guard.(I only need the .max and textures, I can handle the rigging and mapping myself)

Again, I hate to ask anyone else for tags but this time I can't get the tags on my own.


Twinreaper
Joined: Jun 5, 2010


Posted: Jan 6, 2011 02:27 AM    Msg. 2 of 11       
I can provide both things. Would you also like the bsp perms and the arbiters perms with the max files and textures? I can post links on friday for both.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 6, 2011 04:29 AM    Msg. 3 of 11       
That would be great. I just hope max will export the bsp this time since it was made in a different way.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 7, 2011 09:37 PM    Msg. 4 of 11       
Any idea of when you could get those tags for me? I'm not trying to rush you but I really need those tags for the maps I'm working on.(Especially the bsp because I obviously can't do anything with that map until I have it)

If you can't that's fine, I would just like to know so I can continue looking for them.


Twinreaper
Joined: Jun 5, 2010


Posted: Jan 7, 2011 11:38 PM    Msg. 5 of 11       
I have the bsp extracted and imported into 3dsmax 7. I will have a rar file uploaded soon containing the earthcity_1.bsp and the Arbiter model. It has been years since I setup a CE scene, so any linking or model adjustments will be up to you.


Twinreaper
Joined: Jun 5, 2010


Posted: Jan 8, 2011 12:15 AM    Msg. 6 of 11       
Ok heres the file. Inside the rar archive is the folder for the bsp and the arbiter obj files. All the mesh has been converted into a single mesh object to make editing it easier for you. Have fun with it!

http://cid-3e553768043b2519.office.live.com/self.aspx/.Public/Bsp%5E_request.rar


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 8, 2011 07:51 AM    Msg. 7 of 11       
Quote: --- Original message by: Twinreaper
Ok heres the file. Inside the rar archive is the folder for the bsp and the arbiter obj files. All the mesh has been converted into a single mesh object to make editing it easier for you. Have fun with it!

http://cid-3e553768043b2519.office.live.com/self.aspx/.Public/Bsp%5E_request.rar


Thanks, I appreciate the help. I hope the bsp doesn't give me too many problems.

Edit: I just realized I don't have winrar on this computer.

Oh well I can just it copy to a computer that does.

EDIT2:Well I got the files open, however, the bsp has over 900 shaders! I know that most are duplicates due to lightmaps but still, I know that's not your fault but WOW. And second, I'm not sure if there's anyway around it but, the model of the arbiter has every level of lod fused into one object. I can probably get around both of these eventually but it will take some time.(If I don't post ant thing for 3+ years you know what I'm doing)

I'm not saying you did any thing wrong with exporting, the same thing would have happened if I'd done it too, but I now see why nobody has done this before.(Also were you using a plugin too allow dds textures in max because I can't oppen them, so I've been converting them all to tiffs but I'm not done yet.
Edited by rerout343 on Jan 8, 2011 at 10:01 AM


Twinreaper
Joined: Jun 5, 2010


Posted: Jan 8, 2011 10:25 AM    Msg. 8 of 11       
Yes I did screw up a little. I wasn't thinking when I saved the rips as obj's. By default when exporting to obj, it fuses all LOD and model sections together...sorry about that! I can re-import the models with everything separated and upload an actual max file later tonight, along with a proper separated, un material id'd bsp. And also, by default you should be able to assign a .dds image file in the material editor. I dont have any special plugins besides what came with 3dsmax 7, so not sure how to help you there. In my experience, you should be using a dds texture app to convert the textures to tga (targa with alpha), to preserve the alpha channel, which is always lost when converting to another format such as bmp, tiff or png. Check back for a new link tonight!


MoooseGuy
Joined: Aug 10, 2008

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Posted: Jan 8, 2011 10:46 AM    Msg. 9 of 11       
Tiff's use alphas. How else would you have alpha-applied bitmaps in Halo? I make and save alphas in tiff all the time.


Twinreaper
Joined: Jun 5, 2010


Posted: Jan 8, 2011 11:31 AM    Msg. 10 of 11       
Sorry, I was referring to H2Vista... sorry about that I should have been more clear. For some unknown reason in H2V, when the tool compiles anything but a targa, the alpha seems to get lost. Really pisses me off! And don't even get me started on bump maps! LOL


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 8, 2011 10:22 PM    Msg. 11 of 11       
Thanks for all of the help so far. But if you could at least get arbiter into a different format, that would be great. If your using max 7 or 8 I should be able to open it as a max file.

 

 
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