does anyone know a way of extracting either the BSP or the BSP model from halo 2 maps?
just want to mod a few/re-model a few
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does anyone know a way of extracting either the BSP or the BSP model from halo 2 maps?
just want to mod a few/re-model a few
There are no public bsp extractors for Halo 2 PC. You can extract bsp's from Halo 2 Xbox maps though, just search around Halomods.com to find a program.
You can use Entity UE v1.6 to extract any h2X bsp. But for H2X model extraction look for ADI v1.2c.
has anyone tried 3d ripper dx with h2v?
Entity extracts models from Halo 2 Xbox maps as well. Why would anybody use an old program like ADI for model extraction? Entity may not be the best extractor, but it is the most stable public model extractor.
Hmm, I'm not sure if anybody has tried it. It would probably work though.
Tried that ripper thing on the bridge part of new mombasa... didn't turn out so well... I'll try some other sections of the game that are smaller but yea it doesn't seem like a good method.
I tried it once... Didn't go that well with my computer
You need to make sure that when you go to take the 3d screenshot that the FOV is filled in correctly, otherwise your models will be squished.
When extracting with Entity, you must weld the vertices of the entire model once it is imported into max. It takes like 5 seconds to do.
As for ADI having NO errors, it depends on what you consider an error. If you plan on converting a bsp for use in Halo 1, there are many errors that will have to fixed regardless of which extractor you use.
Also, to my knowledge, ADI does not have the ability to extract Instanced Geometry, which makes it an inferior extractor. I get what you mean about Entity though, it's not the best program in the world, but it is the best public extractor for bitmaps, models, and bsps.
All i use ADI for is extracting instanced geometry. I also use Entity. So w/e. Just a personal preference.
No 3D ripping program will work with halo 2 based models. They have compressed verticies, normals, binormals, tangents, and UVs. The normals, binormals and tangents are compressed using the bounding box values found in the meta. Verticies are compressed using a similar method.
are the h2x files on the net anywhere?
cos i don't have an xbox (pity me.)
Maybe, but we can't tell you where to get them, as that would be piracy.
3D Ripper works, but every time I tried to use it, Id have to restart the game. Once it went into the wire frame mode when it captured, it wouldn't go back to normal and I couldn't move. But i imported what it captured and it worked pretty good. I half of Coagulation.
Yes-yes old post and all that, but I have some updated info.
Last time I tried 3D Ripper DX it was with version 1.5. I just tried the updated Version 1.8.1 and had success. I was able to rip what looks like 98% of the H2V only map Uplift to a .3DR and/or a .OBJ.
To speed up the process I used this .DDS plug-in (AFAIK it may only be required with 3DS Max 8 and Vista): 3DS Max R8 DDS PlugIn
Of course I will have to fix it up by attaching all the separate objects and verifying/recreating the material tree.
I may try the .OBJ version along with this plug-in which populates the materials for you: GW Objio
cool, so we can expect a uplift mod as soon as you can extract the textures?