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Author Topic: How do can i extract the halo 1 xbox maps? (10 messages, Page 1 of 1)
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DexterS4
Joined: Apr 22, 2014

360 it's the best


Posted: May 14, 2015 03:50 PM    Msg. 1 of 10       
I have the hek plus but it's only for the halo custom edition maps,Any idea?
I will replace the pc mediocre shaders for the xbox version.
The pc version is graphically horrible just a for the shaders and i will fix that


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: May 14, 2015 03:53 PM    Msg. 2 of 10       
You can't easily as far as I know. It's not just "rip and done."

You can try to recreate them by all means using what PC rips out. Look at Lumoria's recreations for the Xbox shaders.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 14, 2015 03:55 PM    Msg. 3 of 10       
Im not aware of the exact procedure. But I do remember glossing over a few xbox ripping tools in sparkies "Halo ce starter pack".

I thought I should also point out the galactic fantastic waffles had the same idea a year or three back. I'm unsure if his labour bore any fruits but it would be a damn good idea to speak to him (if he is available) about the topic.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: May 14, 2015 04:00 PM    Msg. 4 of 10       
As far as I remember you can extract tags with HEK+ after decompressing the map.


MosesofEgypt
Joined: Apr 3, 2013


Posted: May 14, 2015 05:27 PM    Msg. 5 of 10       
I believe altis is right, but if you also want to rip bitmaps then you should use arsenic for ripping the bitmaps and my bitmap convertor for turning them into PC tags. I haven't released the new version of my bitmap convertor, but the old one works just as well. you can get it here.

http://chief-01.deviantart.com/art/Halo-Bitmap-Optimizer-and-Converter-471995477

You'll want to do this because xbox bitmaps have a handful of differences that will not work with PC halo. Sometimes they'll even crash tool or halo if used. They're just a bit different in their structure and xbox uses formats that pc cant handle, like p8 bump and monochrome.

Also, if the tool seems kinda daunting, READ THE USEFUL HELP WINDOW. I tried to write it so all questions people may have are answered in it.
Edited by MosesofEgypt on May 14, 2015 at 05:30 PM


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: May 15, 2015 07:46 AM    Msg. 6 of 10       
that's somethink I have been thinking of as well. do they have normal maps? the old halo one maps?

Edited by DOOM899 on May 15, 2015 at 07:47 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 15, 2015 09:56 AM    Msg. 7 of 10       
Quote: --- Original message by: DOOM899

that's somethink I have been thinking of as well. do they have normal maps? the old halo one maps?

Edited by DOOM899 on May 15, 2015 at 07:47 AM


Normal maps were introduced after haloce..........plze how u no noe that?


DexterS4
Joined: Apr 22, 2014

360 it's the best


Posted: May 15, 2015 05:10 PM    Msg. 8 of 10       
Quote: --- Original message by: MatthewDratt
You can't easily as far as I know. It's not just "rip and done."

You can try to recreate them by all means using what PC rips out. Look at Lumoria's recreations for the Xbox shaders.

I believed lumoria used XBOX shaders,by the by good shaders.
I'm trying to recreate textures and shaders of XBOX version but the teleport hate me,the teleporter in the XBOX version used a similiar material to water and the PC version just a 2 animations of the texture(left+up).

left xbox---right pc

my recreation.

@MosesofEgypt i tested your program,but i have not idea how do can i use,bitmaps do not have the xbox,and firts i need extract the maps
Edited by DexterS4 on May 15, 2015 at 05:11 PM


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Jul 25, 2015 09:01 PM    Msg. 9 of 10       
Shameless bump:

I'm trying to rip a BSP from an Xbox map and it's not working. After decompressing the map, when I try to recursively extract the .scenario tag using HEK+, it stalls at the .scenario_structure_bsp tag. The outputted .scenario_structure_bsp tag is corrupted and stands at 1KB filesize.

I know it's possible because SBB-Mike ripped the Halo 1.5 maps from xbox map files somehow.

I've also tried exporting all the Xbox tags with Arsenic. The tags export correctly and everything appears intact (filesizes all make sense and all tags can be opened in Guerilla) - but I can't build a cache file with tool. Error:

Quote:
L:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool build-cache-file
levels\test\hangemhigh\hangemhigh_1
Couldn't read map file './toolbeta.map'
postprocess: structure vertices are 0 bytes but should be 41104 or 55784 bytes.
postprocess: structure vertices are 0 bytes but should be 139608 or 189468 bytes
.
postprocess: structure vertices are 0 bytes but should be 2912 or 3952 bytes.
postprocess: structure vertices are 0 bytes but should be 12656 or 17176 bytes.
postprocess: structure vertices are 0 bytes but should be 11704 or 15884 bytes.
postprocess: structure vertices are 0 bytes but should be 25872 or 35112 bytes.
postprocess: structure vertices are 0 bytes but should be 4032 or 5472 bytes.
postprocess: structure vertices are 0 bytes but should be 20664 or 28044 bytes.
postprocess: structure vertices are 0 bytes but should be 448 or 608 bytes.
postprocess: structure vertices are 0 bytes but should be 1680 or 2280 bytes.
postprocess: structure vertices are 0 bytes but should be 448 or 608 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 336 or 456 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 336 or 456 bytes.
postprocess: structure vertices are 0 bytes but should be 336 or 456 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 896 or 1216 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
postprocess: structure vertices are 0 bytes but should be 224 or 304 bytes.
failed to load scenario_structure_bsp tag 'levels\test\hangemhigh\hangemhigh'
failed to load structure bsp 'levels\test\hangemhigh\hangemhigh'
### FAILED TO LOAD SCENARIO.

Cache pack file bitmaps hits: 0 for 0.00M
Cache pack file bitmaps adds/misses: 0 for 0.00M
Cache pack file sounds hits: 0 for 0.00M
Cache pack file sounds adds/misses: 0 for 0.00M
Cache pack file loc hits: 0 for 0.00M
Cache pack file loc adds/misses: 0 for 0.00M


The only difference I can see in Guerilla is that the xbox .scenario_structure_bsp tag uses compressed vertices. I have no idea what this means, and I have no idea how to get around it.

Anyone have any ideas? Keep in mind I don't need to make any changes to the BSP - I simply want to port it to CE.

Any help would be greatly appreciated.


Grunter
Joined: Apr 6, 2015

I'm back from the dead and reporting for duty!


Posted: Jul 29, 2015 02:25 PM    Msg. 10 of 10       
Quote: --- Original message by: DexterS4

Quote: --- Original message by: MatthewDratt
You can't easily as far as I know. It's not just "rip and done."

You can try to recreate them by all means using what PC rips out. Look at Lumoria's recreations for the Xbox shaders.

I believed lumoria used XBOX shaders,by the by good shaders.
I'm trying to recreate textures and shaders of XBOX version but the teleport hate me,the teleporter in the XBOX version used a similiar material to water and the PC version just a 2 animations of the texture(left+up).
http://i.imgur.com/NNZ5dww.gif http://i.imgur.com/1nHSR5E.gif
left xbox---right pc
http://i57.tinypic.com/96zwhh.jpg
my recreation.

@MosesofEgypt i tested your program,but i have not idea how do can i use,bitmaps do not have the xbox,and firts i need extract the maps
Edited by DexterS4 on May 15, 2015 at 05:11 PM


I know what your talking about. (Drives my OCD crazy to be honest.)
I would use OS to recreate that.

 

 
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