Can't find anything for Dare, but at least it's got everything for the squad. Neat!
Edit: It seem to only have textures for most of the characters, but it's got something for Dutch. Is this intentional, or am I just missing something because I don't know the file structure?
Dare is a seperate biped in the actual game, the odst squad models are combined into one "render_model" ingame seperating the pieces into "permutations" the games tag system sorts through each of these permutations for the appropriate occasion. Take it from a halo veteran, bungie has never completely changed its game engine or tools in the time its developed the franchise, only either expanded or added a few new tag classes, and ofc the rendering side of things.
Every single bitmap for the models is in the rar file, but you may have to do some looking, i left the folder directories the same as bungie has it in tag data, if you need anything in particular just lemme know and i can point out the directory, but for the most part, look in the bitmap folders and the source folders within the bitmap directories. The source folders for the most part contain the raw bitmap files ripped from map content, while the bitmap directories contain edited/seperated bitmaps that i used for materials/rendering in 3ds max.
As per the models themselves, the entire squad plus johnson is there (with the exception of dare due to the above post), if you dont know how to use the layer system, its a little icon at the top right of max, just hover till you see the "manage layers" popup, layers makes things 50x easier to manage things in max especially with a large group of models/markers/bones. If all else fails just unhide all and do your own management.
Lemme know if anything is actually amiss with the files, or if you have any general questions.
Well, fair enough, but where would those be located, is what I'm asking. I'm not the most experienced with modeling programs so I'm sort of blindly clicking around.
I only see explicit references for characters in the bitmaps folders, and a folder called envelopes, which has something for Dutch's head.
If your new to 3ds max right click in the viewport window and select "unhide all" you might get a pop-up saying something about layers, just ignore it and click yes, every single model piece including the heads will be unhidden, from there go about bussiness as usual, i was unaware so many people didnt know about/use the layer system. Envelopes are packages that contain skin information tied to a mesh, just ignore it, forgot to delete it when i was messing with dutch's head.
If there are not models for the others heads then if I can find them I might upload them.
That is if nobody else does that.
They are all there, no point in duplicates. Just unhide all the layers, once again I appologize for using a system people were unfamiliar with. Only thing thats actually missing is Johnson's teeth mesh, which was a mishap on my part.
just so everyone knows when you go to mess with the oni_emblem.tif it is black in 3ds max you need to open it in photoshop and lasso tool it and thin copy it to a new scene and thin save it or it will remain black that's the only way i know how to do it and the helmet decals as well, almost all decals extracted from graveminds new tool needs this to be done, unless anyone knows of a better way
No, dont do that lol, your getting the wrong format extracted, most of the decals are actually dxn formatted, gravemind hasnt fixed the alpha issues with the dxt3-5mono/alpha formats. if you do that, the diffuse and the alpha get merged... use the dropdown box for the "preview in format" section and pick dxn, it will look really green, but its because the diffuse and alpha are seperated by channels, the red chanel is diffuse, the green is the alpha, blue channel is just extra pixel info that makes it a monochrome texture. Also if a texture cant be extracted in .dds or .tiff try the other format and it should work, normal maps have to be extracted as a .tiff file.
lol lot more than i thought happened in the past few days...
ah! last edit i promise! To avoid even more confusion all of the models are in the same max file! Which is located here "...h3/odst/objects/characters/odst/odst_ik.max" i cant remember if i left the other two max files "import.max, and odst.max" if i did the import is the raw mesh's straight from the emf (which is riddled with stretched extra faces and no discern-able smoothing and normals are flipped every direction) just use the "odst_ik.max"