1. Post #41
    Corra_Ashu's Avatar
    January 2010
    505 Posts
    -snip-

    http://dl.dropbox.com/u/54374248/DARE.rar

    That link is all the textures that Dare uses.

    Not sure if her head and such stuff is among the model files.
    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
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  2. Post #42
    nekonoodle's Avatar
    May 2012
    105 Posts
    At least we have a Recon helmet we can edit to look like Dare. Just needs a quick reskin, and presto!

  3. Post #43
    Civil's Avatar
    December 2009
    3,355 Posts
    At least we have a Recon helmet we can edit to look like Dare. Just needs a quick reskin, and presto!
    This is not the place to speak for everyone else. No offence.

    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.
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  4. Post #44
    Gold Member
    wraithcat's Avatar
    December 2007
    9,782 Posts
    This is not the place to speak for everyone else. No offence.

    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.
    I wouldn't mind a look.

  5. Post #45
    nekonoodle's Avatar
    May 2012
    105 Posts
    This is not the place to speak for everyone else. No offence.
    Sorry. It was just a recommendation for the other people. I'll just shut up.

  6. Post #46
    Civil's Avatar
    December 2009
    3,355 Posts
    ^My above post = having a bad day

    http://dl.dropbox.com/u/54374248/DARE.rar

    That link is all the textures that Dare uses.
    Here is the dare.emf: http://dl.dropbox.com/u/54374248/DARE-emf.rar

    If it is not clear enough it also uses the odst_gear texture for the backpack.

    That texture can be downloaded in the op.
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  7. Post #47
    Corra_Ashu's Avatar
    January 2010
    505 Posts
    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
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  8. Post #48
    Gold Member
    Viper123_SWE's Avatar
    May 2011
    3,271 Posts
    Yes.

    How?

  9. Post #49
    nekonoodle's Avatar
    May 2012
    105 Posts
    ^My above post = having a bad day
    It's fine. We all have bad days. Good work, by the way.

  10. Post #50
    Gold Member
    wraithcat's Avatar
    December 2007
    9,782 Posts
    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
    Sure, if you'd be so kind
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  11. Post #51
    Gold Member
    itak365's Avatar
    March 2009
    2,437 Posts
    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.

  12. Post #52
    Civil's Avatar
    December 2009
    3,355 Posts
    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.
    There is meshes for the heads as seen in that screen-shot above.

  13. Post #53
    Gold Member
    itak365's Avatar
    March 2009
    2,437 Posts
    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.

  14. Post #54
    Civil's Avatar
    December 2009
    3,355 Posts
    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 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.

  15. Post #55
    Gold Member
    itak365's Avatar
    March 2009
    2,437 Posts
    Well, what are the models supposed to look like in the files?

  16. Post #56
    Corra_Ashu's Avatar
    January 2010
    505 Posts
    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,

  17. Post #57
    who1fe's Avatar
    September 2011
    112 Posts
    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"
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  18. Post #58
    Prototype556's Avatar
    May 2011
    840 Posts
    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?
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  19. Post #59
    overwatch pvt's Avatar
    January 2012
    1,073 Posts
    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?
    I for one like jello phys, it makes it much easier to do complex poses.
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  20. Post #60
    who1fe's Avatar
    September 2011
    112 Posts
    ...would it be possible to use DARE's base model for female ODSTs?
    Dont see why not, her head is a seperate mesh from the body as is anyway, just slap your favorite female head right on, no blending or fancy stuff required.

    Dares not the most attractive lady I've seen now that i look at her again after playing the game :L

  21. Post #61
    Gold Member
    itak365's Avatar
    March 2009
    2,437 Posts
    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.

  22. Post #62
    Prototype556's Avatar
    May 2011
    840 Posts
    I meant more of like, hacking permutations on DARE's model.

  23. Post #63
    Senscith's Avatar
    May 2007
    350 Posts
    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.
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  24. Post #64
    Prototype556's Avatar
    May 2011
    840 Posts
    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.

  25. Post #65

    February 2012
    18 Posts
    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?

  26. Post #66
    who1fe's Avatar
    September 2011
    112 Posts
    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?
    It's not included in my OP, go up a few posts and grab the link Civil posted for Dare, an emf file is a format created by the people who made the original ripping tools wayyy back when. It supports bones, markers, and mesh/skin stuff for importing into 3ds max, If you want the importer script, Adjutant has an option to generate the maxscript for you, see my OP for the link to Adjutant.

  27. Post #67

    February 2012
    18 Posts
    ^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.

  28. Post #68
    who1fe's Avatar
    September 2011
    112 Posts
    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.


  29. Post #69

    February 2012
    18 Posts
    Ok, I did that, but when I try to open the MSE in 3ds Max 2013, it fails to open.

  30. Post #70
    who1fe's Avatar
    September 2011
    112 Posts
    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.

  31. Post #71

    February 2012
    18 Posts
    Ok, I'm downloading max 2011 right now. Hopefully it works.

  32. Post #72

    February 2012
    18 Posts
    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.

  33. Post #73
    Civil's Avatar
    December 2009
    3,355 Posts
    Fixed the halo 3 odst plasma rifle illumination:



    The stuff in the background is this:

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  34. Post #74
    overwatch pvt's Avatar
    January 2012
    1,073 Posts
    I would love to have that road!
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  35. Post #75
    who1fe's Avatar
    September 2011
    112 Posts
    Fixed the halo 3 odst plasma rifle illumination:

    The stuff in the background is this:

    "pictures"

    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.

    Edited:

    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.
    If nobody sources it, i guess i could put her together in a max real quick.


    EDIT: Also, dunno what format source has env cubemaps in but h3/odst/reach cubemaps are extractable now due to a new update

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  36. Post #76
    Civil's Avatar
    December 2009
    3,355 Posts
    EDIT: Also, dunno what format source has env cubemaps in but h3/odst/reach cubemaps are extractable now due to a new update

    That can easily be converted into source cubemap format.

    Which is this:


  37. Post #77
    Gold Member
    wraithcat's Avatar
    December 2007
    9,782 Posts
    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.

    Edited:



    If nobody sources it, i guess i could put her together in a max real quick.


    EDIT: Also, dunno what format source has env cubemaps in but h3/odst/reach cubemaps are extractable now due to a new update

    Map cubemaps are relatively useless. Effect cubemaps are generally the ones that are usefull.

  38. Post #78
    who1fe's Avatar
    September 2011
    112 Posts
    That can easily be converted into source cubemap format.

    Which is this:

    "format pic"
    Ah, h3's default format is a bit strange, the cube i posted was modified for hce, you just need to move the far right face to the left, open up adjutant and grab the update if you havent, you'll see what i mean by weird, its in the format you posted above but... different, I could post the default format if people care, but meh.

    Map cubemaps are relatively useless. Effect cubemaps are generally the ones that are usefull.
    All cubemaps are extractable, though the plasma rifle uses an old cubemap thats in hce already, bungie re-uses everything in their games, its the mirror surface cubemap in h3, and cyborg visor reflection in hce, same cubemap different format from game to game. If people want it i can post it later

  39. Post #79
    Civil's Avatar
    December 2009
    3,355 Posts
    Ah, h3's default format is a bit strange, the cube i posted was modified for hce, you just need to move the far right face to the left, open up adjutant and grab the update if you havent, you'll see what i mean by weird, its in the format you posted above but... different, I could post the default format if people care, but meh.
    Post the default one.

  40. Post #80
    who1fe's Avatar
    September 2011
    112 Posts


    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.