
Collective et al
Joined: Oct 5, 2012
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Posted: Oct 5, 2012 11:56 AM
Msg. 1 of 3
Hello all--
I'm an artist who has loved halo for way too long, and just happened to (finally?) find this site. I have to say, I am very, very impressed with the work and dedication I've seen here. To find something you love, take it into your own hands, and produce all these infinite permutations thereof is something special. I think I've been inspired to learn something about game design and ultimately design my own map just thanks to what I see here.
That said--- I'm working on a project that involves synthesizing camouflage for fantastic environments, at least two of which will be Halo ones.
Because I have absolutely 0 programming experience (and because I'm running Mac w/ no boot camp, and because my project is due in 2 weeks) I'm asking something absurdly easy, but I can't (or don't think) I can do myself.
I need landscape textures from two levels--
Halo, the level from H1 http://halo.wikia.com/wiki/Halo_%28Halo:_Combat_Evolved_Level%29
and
Quarantine Zone, from H2 http://halo.wikia.com/wiki/Quarantine_Zone_%28level%29
I'll take any and all--sky, cliff, grass, tree, forerunner structure, rusty metal, dirt--anything that would affect the efficiency of a soldier's camouflage in said environments. I ask for a relatively large sample of the texture, hopefully something that can be scaled up and looked at in real world size (keeping the in game proportions of pattern to human size). I have no idea as to the resolution of the existing map textures--if this is a naive fantasy, I'll take whatever I can get. The idea is to have a few 1' by 1' printed swatches for visual reference.
Finally, I ask for the file in some standard picture format (.jpeg, TIFF, ect), owing to my blatant ignorance of programing file formats.
IN RETURN: I'll post up images of the camo patterns when I finish, and I'll send a tyvek or textile sample (depending on what I end up using) to whoever helped me and wants one.
Thank you all for reading, and thanks so much in advance. Please let me know if there's anymore information you would like--I'll happily answer.
Thanks again, and I'm happy to join this community --Collective
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Oct 5, 2012 01:11 PM
Msg. 2 of 3
If you already have the HEK, you may need a program called BSP converter and the HEK+ program: I know how to tell you how to use This OneSTEP1: decompressing a30.map (halo): This is done using the HEK+ program, but if you're using Windows Vista or newer: you're going to have to go to its properties, and under the compatability tab - disable desktop composition. from there, make sure it *ISN'T* set to overwrite tags under Settings/plugins/tag extractor/. Just open up a30.map and extract everything(this also provides the level BSP and any tags that were used in the map, like AI, dialog, and music, etc.) STEP2: extracting the BSP textures: This uses the BSP converter, since you're probably not going to using the level's model right now, don't worry about the settings, just make sure it can extract bitmaps, and make sure it's set to .TIF If I can find a file hosting site, I might as well just give you the dang texture folder :) EDIT» It turns out, that this map uses existing textures from a few other maps: ^ ^WYSIWYG zip removed Edited by OrangeJuice on Oct 5, 2012 at 01:17 PMEdited by OrangeJuice on Oct 5, 2012 at 01:35 PMEdited by OrangeJuice on Oct 5, 2012 at 01:36 PMEdited by OrangeJuice on Oct 14, 2012 at 01:02 PM
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Collective et al
Joined: Oct 5, 2012
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Posted: Oct 6, 2012 01:14 PM
Msg. 3 of 3
Hey Orangejuice thanks so much for your help.
The way things stand I may ultimately just go into the games and take a bunch of high res screenshots--to better see color, light, placement proportions--but thanks all the same.
Best, Collective
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