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Halo Combat Evolved Maps to GE
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r.e.l. 237
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 PostPosted: Sun Mar 16, 2008 7:11 pm    Post subject: Halo Combat Evolved Maps to GE Reply with quote Back to top

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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 PostPosted: Mon Mar 17, 2008 1:03 am    Post subject: Reply with quote Back to top

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
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 PostPosted: Mon Mar 17, 2008 7:35 am    Post subject: Reply with quote Back to top

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
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 PostPosted: Mon Mar 17, 2008 11:41 am    Post subject: Reply with quote Back to top

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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 PostPosted: Mon Mar 17, 2008 2:32 pm    Post subject: Reply with quote Back to top

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
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 PostPosted: Mon Mar 17, 2008 4:28 pm    Post subject: Reply with quote Back to top

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
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 PostPosted: Wed Mar 19, 2008 11:34 am    Post subject: Reply with quote Back to top

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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 PostPosted: Wed Mar 19, 2008 2:36 pm    Post subject: Reply with quote Back to top

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
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 PostPosted: Wed Mar 19, 2008 6:38 pm    Post subject: Reply with quote Back to top

yeah i tried that but it still just crashes when attempting to convert Sad

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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 PostPosted: Wed Mar 19, 2008 6:51 pm    Post subject: Reply with quote Back to top

Are you sure it converts halo .maps? A lot of games use that extension.
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r.e.l. 237
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 PostPosted: Wed Mar 19, 2008 6:57 pm    Post subject: Reply with quote Back to top

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
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 PostPosted: Thu Mar 20, 2008 7:42 pm    Post subject: Reply with quote Back to top

these are the other settings i can change maybe its that





 
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 PostPosted: Fri Mar 21, 2008 3:48 am    Post subject: Reply with quote Back to top

Are you sure it supports halo?
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r.e.l. 237
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 PostPosted: Fri Mar 21, 2008 9:55 am    Post subject: Reply with quote Back to top

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
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 PostPosted: Sat Mar 22, 2008 4:34 pm    Post subject: Reply with quote Back to top

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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