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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Exporting/converting maps to generic 3D formats (.obj, .3ds etc.)

Author Topic: Exporting/converting maps to generic 3D formats (.obj, .3ds etc.) (26 messages, Page 1 of 1)
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KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 22, 2015 08:04 PM    Msg. 1 of 26       
Someone whom I barely know asked me a while ago if I could convert some Halo maps to Quake 3, to which I replied, "I'll see what I can do". This was probably over a year ago, but after he asked, I spent a couple of weeks researching and learning new tools for this sole purpose. I found ways to import models, but no way to export maps as models, at least not compiled maps (in Q3, those are easier to convert than raw .map files). I could carry over any map I wanted from Q3, but I can't get any out of this game. I tried 3DRipper, to no avail.

Now, the reason the guy asked me to do this, and not someone else, is because I've done a lot of work with random games' resources - I've converted Minecraft, Skyrim, Mirror's Edge, Fallout (basically Skyrim), and some other similar games' resources to Q3 format. I've made maps out of Skyrim models, which suck due to insanely high poly count on an insanely old engine, but I've also redone a couple of models out of brushes, and made small environments of my own design but using the high resolution textures. I've imported Minecraft worlds to Q3 as well, though obviously only in small chunks.

I'm knowledgeable in these fields of map modding, inter-engine conversion, and some 3D modeling. With all this in mind, I simply need to know if there's any way to export Halo maps to .obj, .ase, .3ds, or any other format that can be opened in a 3D program, such as 3DS Max, Gmax, or Blender. These are easy to bring over to Q3, and considering how old the game is, texture re-alignment should be pretty easy as well, for the most part. I would probably rebuild everything manually out of brushes anyway.

If there are any programs out there that I could not find, please let me know. This is my first foray into such a radically different engine, I would like to see this project through to its end. And new maps are always welcome in Q3, though for legal reasons I might not put them in public space (I've gotten in trouble before, for something a lot simpler).


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 22, 2015 08:42 PM    Msg. 2 of 26       
Yes there are ways to get all halo ce stuffs to max or other formats.

There is a maxscript gbx model importerv2 for 3ds max to import any gbx model (any model that is not bsp) http://ghost.halomaps.org/bluestreak/gbxmodel/

There is aether for importing bsps as .obj. http://hce.halomaps.org/index.cfm?fid=4312

All imports will be textured and rigged like they would be in halo.
I just dont think we have a collision model script or program yet.

Edited by Maniac1000 on Feb 22, 2015 at 08:45 PM


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 22, 2015 11:12 PM    Msg. 3 of 26       
Thank you very much, I can't test it right now because I don't have Halo on this computer any more - I reformatted my drive less than two weeks ago, so I lost most of my smaller, less frequently used programs. That includes HEK and the Halo game itself. I also forgot how to get all of that, so I need to wait for the guy who made this request in the first place to show me how to get it all again.

Whether this does or doesn't work I'll update the thread and if/when it does work I'll post some pics.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 23, 2015 12:49 AM    Msg. 4 of 26       
Quote: --- Original message by: KittenIgnition
Thank you very much, I can't test it right now because I don't have Halo on this computer any more - I reformatted my drive less than two weeks ago, so I lost most of my smaller, less frequently used programs. That includes HEK and the Halo game itself. I also forgot how to get all of that, so I need to wait for the guy who made this request in the first place to show me how to get it all again.

Whether this does or doesn't work I'll update the thread and if/when it does work I'll post some pics.


What would you want ?

A .max or .obj file of what bsp's

Also what version of 3ds max would you need it for.


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 23, 2015 01:44 AM    Msg. 5 of 26       
I forget what maps he specifically wanted, but obj would be the final file format I think, because I can import that directly into Q3's editor.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 23, 2015 02:27 AM    Msg. 6 of 26       
Here i went and did all the stock multiplayer maps for you.
https://www.mediafire.com/?4blappxi94r2rq5


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 23, 2015 08:39 AM    Msg. 7 of 26       
Wow, thanks a lot. Did not expect someone to do it for me. Now all I need to do is clean up the textures, make some shaders, and it should be good to go. I do still need to install Halo though, because not all textures were included there.


Xx1Talon1xX
Joined: Feb 2, 2015

Mexicans, Mexicans Everywhere!


Posted: Feb 23, 2015 11:48 AM    Msg. 8 of 26       
Wow, just reading the thread and the quick outcome was pretty cool considering this site :D
just would like to ask, if you o get the halo ce maps in Quake 3, I'd love to see the outcome :)

Edit

And if you need to extract specific textures easy, you could use Texmod
Edited by Xx1Talon1xX on Feb 23, 2015 at 11:49 AM


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 23, 2015 04:30 PM    Msg. 9 of 26       
https://www.youtube.com/watch?v=vNJ04vIReHw

Here's Chillout, with only one texture at the moment. The maps are really small, is this the proper scaling from Halo? I know that you can move way faster in Q3 than any other FPS, and the field of view makes it look even smaller, but still... it's tiny!

When I get the rest of the textures (it should be tonight, if the guy comes online), I'll at least finish this map, and one or two others.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 23, 2015 07:20 PM    Msg. 10 of 26       
All things needed for chillout.
The location path is pretty self explanatory
https://www.mediafire.com/?kvkr6wveq96o0qf
If you would like I could upload the other maps in this way.

Edited by Maniac1000 on Feb 23, 2015 at 07:44 PM


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 23, 2015 09:03 PM    Msg. 11 of 26       
Where and how did you get those textures? I just installed the game and HEK, all the map resources appear to be in archives, which I can't access. I need the lightmap data. Having access to all the shaders in some readable format would be nice too, but I can recreate any transparency or animations on my own. Really I just need the lightmaps now, and I'd like to get them on my own, if you could tell me how.

I got Chillout sort-of working, with a few collision bugs and really bad lighting: https://www.youtube.com/watch?v=2u7zXcIIUTI
Edited by KittenIgnition on Feb 23, 2015 at 09:04 PM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 23, 2015 09:18 PM    Msg. 12 of 26       
To get that last zip file all I did was import the .object to max2010 and save as .zip (max saves all resources in zip)
To get the lightmaps use aether.
To extract textures from halos .bitmap format, use firesythe's batch bitmap extractor. http://hce.halomaps.org/index.cfm?fid=2027
Edited by Maniac1000 on Feb 23, 2015 at 09:20 PM
Edited by Maniac1000 on Feb 24, 2015 at 12:52 AM


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 24, 2015 07:27 AM    Msg. 13 of 26       
How do I use Aether? It says to import a project, but the only ones that exist in the game directory are tutorials. What am I missing?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 24, 2015 09:40 AM    Msg. 14 of 26       
Aether opens .scenario

Use hek+ to rip maps and get the scenario.


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 24, 2015 07:00 PM    Msg. 15 of 26       
Oh god, now I remember what really annoyed me about working with this game: HEK+ (at least the version I found) crashes every time I try to open a menu. The version I have is Halo_Editing_Kit_Plus_12-17-06.zip, which is probably out of date, but last time I think I had the latest version and the same thing happened.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 24, 2015 08:04 PM    Msg. 16 of 26       
In the hek+ properties check disable desktop composition, and run as win xp


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 24, 2015 09:08 PM    Msg. 17 of 26       
;_; Aether crashes whenever I try to load a scenario.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 24, 2015 09:44 PM    Msg. 18 of 26       
Is the aether folder located in your halo ce root directory?


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 24, 2015 09:46 PM    Msg. 19 of 26       
No, should it be?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 24, 2015 09:47 PM    Msg. 20 of 26       
Mine is.


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 24, 2015 10:06 PM    Msg. 21 of 26       
I extracted everything from Chillout.map using HEK+, then opened the .scenario in levels/test, and Aether is saying:

Error type: File not found
Details: chillout.scenario_structure_bsp could not be found
Action Taken: Load BSP skipped


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 24, 2015 10:27 PM    Msg. 22 of 26       
In hek+ check boxes extract recursively and use folder names


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 25, 2015 12:41 AM    Msg. 23 of 26       
Nah, still crashes. I open Chillout.map; select all the folders; right click > extract to... C:\empty\Chillout, with recursive and use original folder names; then open Aether; new; select C:\empty\Chillout\levels\test\chillout\chillout.scenario; then save the .aeth file to wherever it is by default; and that's where it crashes.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 25, 2015 01:23 AM    Msg. 24 of 26       
Dont extract to wherever you are.
Hit the "Use Default" button in the extract to window.

Should be C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\Tags
or without the (86) on xp
Edited by Maniac1000 on Feb 25, 2015 at 01:25 AM


KittenIgnition
Joined: Feb 22, 2015


Posted: Feb 25, 2015 02:15 AM    Msg. 25 of 26       
Alright, I think I finally have all the steps down to get all the textures and models I need. When I get the game working, I'll be able to better recreate dynamic shaders just from what I see. All I'm wondering about is the fog and other stuff that isn't saved to the map model itself - if it's just fog, I can figure that out and probably get it working myself (my current fog shader isn't working here for some reason, but I can fix it no problem), but if there's anything else, like light rays or particles, I might have to abandon them if there's no easy way to get all of that directly from the game. I hate making particles in Quake 3. It's the worst.

Here's a small gallery, with a broken image thanks to my FTP server acting up and the admin not being online: http://kitteh.maverickservers.com/images/halotest/

It still needs a lot of work I think, but that will come when I get the game working. Depending on just how much more work this one map needs, I might venture to several other maps.

And for anyone who actually has Quake 3, here's the PK3: https://dl.dropboxusercontent.com/u/34855518/chillout.pk3

There are some collision bugs that can only be fixed by manually building all collision on the map out of brushes, which might not be too difficult considering how low-poly the game is to begin with, but I get sick at the thought of rebuilding anything, after having to build an entire Minecraft scene, first in Minecraft (filling in caves manually as well), then inside Radiant, out of brushes, while figuring out how to most efficiently group them together while still keeping all of the textures intact. It's quite tedious work.


Xx1Talon1xX
Joined: Feb 2, 2015

Mexicans, Mexicans Everywhere!


Posted: Feb 25, 2015 10:49 AM    Msg. 26 of 26       
Quote: --- Original message by: KittenIgnition
Alright, I think I finally have all the steps down to get all the textures and models I need. When I get the game working, I'll be able to better recreate dynamic shaders just from what I see. All I'm wondering about is the fog and other stuff that isn't saved to the map model itself - if it's just fog, I can figure that out and probably get it working myself (my current fog shader isn't working here for some reason, but I can fix it no problem), but if there's anything else, like light rays or particles, I might have to abandon them if there's no easy way to get all of that directly from the game. I hate making particles in Quake 3. It's the worst.

Here's a small gallery, with a broken image thanks to my FTP server acting up and the admin not being online: http://kitteh.maverickservers.com/images/halotest/

It still needs a lot of work I think, but that will come when I get the game working. Depending on just how much more work this one map needs, I might venture to several other maps.

And for anyone who actually has Quake 3, here's the PK3: https://dl.dropboxusercontent.com/u/34855518/chillout.pk3

There are some collision bugs that can only be fixed by manually building all collision on the map out of brushes, which might not be too difficult considering how low-poly the game is to begin with, but I get sick at the thought of rebuilding anything, after having to build an entire Minecraft scene, first in Minecraft (filling in caves manually as well), then inside Radiant, out of brushes, while figuring out how to most efficiently group them together while still keeping all of the textures intact. It's quite tedious work.


Reinstalling to test this map out :)

 

 
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