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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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r.e.l. 237 Secret Agent
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Joined: 12 Mar 2008 Posts: 270
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Posted: Sun Mar 16, 2008 7:11 pm Post subject: Halo Combat Evolved Maps to GE |
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ok this will be my first venture into hacking ge and i plan to do this.
Dragonsbrethren wrote: | Okay, from the sound of it you can get away with following step one for now. Download Sparkedit, export the mesh to .obj, then follow SubDrag's tutorial for importing a room from Hammer, once you've got the .obj the process should be the same. Let us know how it goes, if you have trouble you can start a new topic about it. If I had a copy of Halo I'd give it a try myself, I don't though.
If you get the room imported the next thing you'd want to do is use a model editor to group the rooms together and try importing it as a map. |
r.e.l. 237 wrote: |
ok i exported the mesh into obj but now how do i get the textures that i need? im sort of confuesd as im new to this lol |
well i think right now where im stuck is getting the texures, halo maps are saved in a maps folder and when i opened the map in sparkedit, it used a bitmaps.map file to load the bmps i supposed, which would be the textures. now im stuck on how to get the textures out of there if anyone would know it would really help |
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Dragonsbrethren Hacker
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Joined: 23 Mar 2007 Posts: 3058
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Posted: Mon Mar 17, 2008 1:03 am Post subject: |
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I'm betting that .map file is some sort of archive, like a zip file. Try searching that same forum you found the information about getting the maps from, maybe you'll find something about it there. |
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r.e.l. 237 Secret Agent
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Joined: 12 Mar 2008 Posts: 270
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Posted: Mon Mar 17, 2008 7:35 am Post subject: |
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well i have manged to batch extract all the textures from the hang em high map with halo map tools, yet they are all in .dss format. now what i figure is i need to convert them to .bmp and resize them to the right size for ge, but i still need an .mtl file because when i extracted the .obj in sparkedit, no .mtl file came with it.
also do i need the map bsp or something like that cuz i can get that with hmt |
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r.e.l. 237 Secret Agent
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Joined: 12 Mar 2008 Posts: 270
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Posted: Mon Mar 17, 2008 11:41 am Post subject: |
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well ok here i am again, still kinda stuck in the same spot. do i NEEd an .obj and an .mtl file to be able to create the map? i have the .obj of the map "hangemhigh.map", the .obj file size being 243 kb... i don't know if that's what i need lol but when i "exported mesh to .obj" in sparkedit, it did not export an .mtl file |
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SubDrag Administrator
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Joined: 16 Aug 2006 Posts: 6125
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Posted: Mon Mar 17, 2008 2:32 pm Post subject: |
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Without the .mtl you have no textures. So it'd be really hard otherwise to have a full map. In your .obj file there's nothing like "mtllib" or "usemtl"? |
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r.e.l. 237 Secret Agent
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Joined: 12 Mar 2008 Posts: 270
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Posted: Mon Mar 17, 2008 4:28 pm Post subject: |
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well so far im still stuck on getting an obj with that mtl, i am coming close though. if anything i would try to reference the textures myself if that is possible |
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r.e.l. 237 Secret Agent
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Posted: Wed Mar 19, 2008 11:34 am Post subject: |
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ok do any of u know how to convert .map to an .obj? i have somewhat found a way with this program called deepexploration but it gives an error when converting to wavefront obj...
there are certain settings it has when converting but i dont know what could be causing the error or if its just not able to convert a .map (or that halo map) to .obj
so the program has a option of doing batch extraction of geometry files from suppored files, .map being one of them. when i select the hangemhigh.map these are the export options.
im not sure what is causing that problem but am wondering if anyone knows another way to do this |
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SubDrag Administrator
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Posted: Wed Mar 19, 2008 2:36 pm Post subject: |
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Ah good, finally something that does .mtl. Uncheck save vertex normals (not needed). You definitely want save texture coordinates checked. Also, check off Triangulate. That's good news it separates into groups. |
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r.e.l. 237 Secret Agent
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Posted: Wed Mar 19, 2008 6:38 pm Post subject: |
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yeah i tried that but it still just crashes when attempting to convert
maybe its some other settings... but it shouldnt be like that cuz the other stuff i left alone and its just asking if it exports textures which i do want, as bitmaps... |
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SubDrag Administrator
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Posted: Wed Mar 19, 2008 6:51 pm Post subject: |
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Are you sure it converts halo .maps? A lot of games use that extension. |
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r.e.l. 237 Secret Agent
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Posted: Wed Mar 19, 2008 6:57 pm Post subject: |
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i'm not sure, i know it supports .map files but i dont know if it supports halo's which is why i was looking for another program that could do that possibly |
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r.e.l. 237 Secret Agent
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Posted: Thu Mar 20, 2008 7:42 pm Post subject: |
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these are the other settings i can change maybe its that
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SubDrag Administrator
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Posted: Fri Mar 21, 2008 3:48 am Post subject: |
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Are you sure it supports halo? |
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r.e.l. 237 Secret Agent
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Posted: Fri Mar 21, 2008 9:55 am Post subject: |
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lol it doesnt support "halo" it supports .map files
when i see .map files it classifies them as quake map files so.. maybe not |
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r.e.l. 237 Secret Agent
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Posted: Sat Mar 22, 2008 4:34 pm Post subject: |
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every step forward i take is like 10 steps back.
right now im at a part where i need the map's bsp tags (no idea how to get them though) and i need a .scenario_structure_bsp file to convert it with this thing called halo ce bsp tag converter into an .obj with bitmaps and a .mtl file... everyone @ forums.halomods.com tells me "oh just use halo "sbsp extractor" (really ce bsp tag converter) to convert to .obj with bitmaps referenced in a material (.mtl) file. yet everyone fails to mention the humongous detail of how i need a .scenario_structure_bsp file to load in halo ce bsp tag converter and where on earth im gonna get that file.... most unhelpful and misleading forum i've been on to in a while
anyways i'm reaching here but maybe someone here knows what i could do? |
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