At least we have a Recon helmet we can edit to look like Dare. Just needs a quick reskin, and presto!
When I get home I will look in the model files for anything that has with Dare to do so that if there is not a model already included somewhere in the OPs upload then I can have it uploaded on my dropbox for those that are interested to work with it.
EDIT:wraithcat if you wanna put this model ingame i'll send it to you,cause i did my own rig on it and everything is pretty much ready on it unless you wanna edit the rig some yourself
I'm sorry to keep asking, but with the original files, does it also have the models for the characters including their heads, or does it just have the bodies and the textures? I saw their facemaps, but I can't tell whether there's meshes for the heads.
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.
Well, what are the models supposed to look like in the files?
ok i don't think people understand it much but, all heads for dutch,romeo,buck,mickey and sgt johnson and all their gear are all in that files on the first post, bungie packs all of the models into one file so all odst characters but dare are in 1 file because dare uses a women's body! same goes for the spartan's, brute,elites and marines and so on,
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.
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"
Whatever you guys do, please do not make these ODSTs with jello phys, please. Also, would it be possible to use DARE's base model for female ODSTs?
Dares not the most attractive lady I've seen now that i look at her again after playing the game :L
Okay, so it was just a matter of me not knowing how to use 3dsmax, then. That's not too bad, then. I just didn't know they'd all be layered like that.
I meant more of like, hacking permutations on DARE's model.
Its entirely possible, I did it at one point some time ago, I just never got around to releasing the models. You need to do a bit of hacking because of Dare's backpack and shoulder straps aren't the same as everyone else. As well as the abdominal pouches need to get resized and stuck over.
But aside from some minor scaling and positioning, its pretty easy.
That would be nice. Also, Bloo said he planned on releasing his ODSTs (seen above). However, he also said because of these new ones (the thread's) with the nice shiny whatever it's called (I'm not a tech, IT guy, person), he's probably going to re-do them with the new model you guys got.
Where is DARE's Armor/head? I checked the Max files, but can't seem to find them inside? Which max file is it in?
P.S. - Since im new to modelling, what is an .emf File?
^ok. I downloaded all of those things. However I still don't understand how to open the EMF file. I can't open it in Adjutant either.
You dont open the emf file in adjutant, you use adjutant to get the maxscript, which you open in 3ds max and use to import the emf file.
Ok, I did that, but when I try to open the MSE in 3ds Max 2013, it fails to open.
there may be issues with the later versions of 3ds max, many people on the halomaps forums have issues with the maxscript and hce in general, try using at least max 2011. The original plugin was generated in max 2009, and much has changed in 3ds max since then.
Ok, I'm downloading max 2011 right now. Hopefully it works.
Ok, I can't get the DARE models to open up. I tried 3 different versions of Max and all 3 have failed to open the .mse files I get from Adjutant. I've also tried importing. Can someone who is able to open the DARE model in 3ds Max please export it as a different file type like a .max or .fbx or something, and then upload it here for me? I've tried to fix this, but I just can't figure it out.
Fixed the halo 3 odst plasma rifle illumination:
The stuff in the background is this:
I would love to have that road!
Nice, though if you havent noticed in h3, some weird shader magic makes the top back tail all blue.
EDIT: sorry about the extremely large image, not really any good 3p profiles out there.
very top left of the image, tail is blue and has its env cubemap. I had to manually color the diffuse to get it right myself... still dunno how its like that.
also the odst maps are still uploading in case your wondering, 2.5 gb compressed... so yeah.
EDIT: Also, dunno what format source has env cubemaps in but h3/odst/reach cubemaps are extractable now due to a new update
Some of the faces are flipped/awkward (imo anyway), this is straight from map files. Thats the reason for the seams anyway.
EDIT: wait, that actually might already be the source format, sorry lol. But there are totally seams everywhere like that...
If so, have fun! saves me the time of editing it myself lol, ill get the pr cubemap extracted.
If theres any discretion as to what the pr cubemap actually is... it is in fact the above cubemap, "mirror_surface"
falloff values are in the shader info as well, its just purple and orange.