• Halo 4 Model Pack
    188 replies, posted
I thought Wholfe made a post a while back saying that the diffuse texture is hidden as one of the color channels of the control.tiff texture. Also pleased to report that Adjutant can now open the multiplayer armors.
I checked all the channels of the control texture and that didn't appear to be the case. In fact, for textures where the diffuse is present there is also still a control.
[IMG]http://cloud-3.steampowered.com/ugc/3332969727386939731/A9C82707FDE6FADDD84B01231DB9FE9128FAC916/1024x576.resizedimage[/IMG] This seem like good place to put this ^^ Will add rocket, gauss turret, and bodygroup for damage, maybe
[QUOTE=RenaFox;44486432][IMG]http://cloud-3.steampowered.com/ugc/3332969727386939731/A9C82707FDE6FADDD84B01231DB9FE9128FAC916/1024x576.resizedimage[/IMG] This seem like good place to put this ^^ Will add rocket, gauss turret, and bodygroup for damage, maybe[/QUOTE] Mind grabbing the stationary turret platform from ODST and putting the halo 4 turrets on them?
[QUOTE=Katra804;44480166]In Adjutant, simply expand the render_model folder, then jump down the list it gives you to where it shows "objects\weapons\*\+", whereas the * is the classification what kind of weapon it is (rifle, pistol, support, support_high, etc.) and the + is the name of the folder that the weapon is in (which is usually the same name as the weapon itself). You should be able to find them in there somewhere if you keep looking. Adjutant still doesn't seem to be capable of finding the diffuse for the ONI variation of the Marines, nor does it seem to be able to find a lot of the missing textures yet. For the time being, the only thing that can be extracted at this time for those variations seems to be the normal maps.[/QUOTE] [B]REPLY PLEASE[/B] Hello, I wish someone would reply. Can someone help me with importing the files into cinema 4d? Also help on getting the multiplayer infinity models from Halo 4? Please, thank you, and good night, Seriously I would like a kind persons help. I NEED these models. I've been searching and doing research for sometime and thought I found them, BUT OF COURSE because of my limitations or the internets some stupid obstacle decides to come stunt me once for. So PLEASE. Help?
the muitplayer models can't be imported or atlest it doesn't for me.. thats the same for the ship and its lods along with the bridge.
[QUOTE=drkblde;44495300][B]REPLY PLEASE[/B] Hello, I wish someone would reply. Can someone help me with importing the files into cinema 4d? Also help on getting the multiplayer infinity models from Halo 4? Please, thank you, and good night, Seriously I would like a kind persons help. I NEED these models. I've been searching and doing research for sometime and thought I found them, BUT OF COURSE because of my limitations or the internets some stupid obstacle decides to come stunt me once for. So PLEASE. Help?[/QUOTE] 1. Need and want are two different things. You WANT these models, you don't NEED them; not having them won't do you any harm. 2. I don't use Cinema 4D, so you'll have to ask someone else. I'll be providing .OBJ files for the models I'm extracting with Adjutant, so you're either going to have to look up info on importing .OBJ files into Cinema 4D on your own or ask someone else that uses the program to help you. 3. You have to compile the models for Source Film Maker in order to use them in that program. I don't do anything for SFM myself, but it's to my understanding that the process is fairly similar to compiling for SFM as it would be if you were compiling for something else on the Source engine, such as GMod or Half-Life 2. The only exception that I'm aware of is that the models compiled for SFM apparently don't need a phymodel.smd file listed in the .qc during the compiling process. But again, you're going to have to either look that info up on your own or ask someone else to that uses the program to help you. [QUOTE=Dark One;44495416]the muitplayer models can't be imported or atlest it doesn't for me.. thats the same for the ship and its lods along with the bridge.[/QUOTE] Some of them are accessible through Adjutant, but others seem to come up saying something about a data array or the raw data not being found. Either way, there's probably another update coming some time soon for the program that should help to rectify this issue a bit.
[QUOTE=Katra804;44495464] Some of them are accessible through Adjutant, but others seem to come up saying something about a data array or the raw data not being found. Either way, there's probably another update coming some time soon for the program that should help to rectify this issue a bit.[/QUOTE] i was talking about the max script BTW.
[QUOTE=Katra804;44495464]1. Need and want are two different things. You WANT these models, you don't NEED them; not having them won't do you any harm. 2. I don't use Cinema 4D, so you'll have to ask someone else. I'll be providing .OBJ files for the models I'm extracting with Adjutant, so you're either going to have to look up info on importing .OBJ files into Cinema 4D on your own or ask someone else that uses the program to help you. 3. You have to compile the models for Source Film Maker in order to use them in that program. I don't do anything for SFM myself, but it's to my understanding that the process is fairly similar to compiling for SFM as it would be if you were compiling for something else on the Source engine, such as GMod or Half-Life 2. The only exception that I'm aware of is that the models compiled for SFM apparently don't need a phymodel.smd file listed in the .qc during the compiling process. But again, you're going to have to either look that info up on your own or ask someone else to that uses the program to help you. Some of them are accessible through Adjutant, but others seem to come up saying something about a data array or the raw data not being found. Either way, there's probably another update coming some time soon for the program that should help to rectify this issue a bit.[/QUOTE] Alright I get it. I kind of only want to use them in SFM anyways but any program is fine I just need to know how to do it. I saw above a picture of a Halo 4 Multiplayer model in SFM and I realize you were having trouble or something I don't really know. I just wish to have these for my own purposes and wish to obtain them as easily or quickly as possible so I was only searching for assistance. If anyone finds a way down the road how to get them for any animation software tell me. I have the files working in C4d fine now yeah but I want them in SFM like I saw above also I saw some weapons in SFM as well. At least I believe it was in SFM. But if you seriously do find anything on the multiplayer models please notify me if you can. And if anybody DOES know how to import them into SFM please tell me because I am so sick of freakin searching... You're right. I don't need them but... I really fucking want them.
Hello, For the longest time, I have been looking for the Halo 4 Pelican 3D model, but to my dismay, I haven't found it anywhere! I am working on a Fan Halo Film that has a deadline. Could anyone help me out by ripping it? Any help would be appreciated! Thank You. CheckBrosFilms [IMG]http://img2.wikia.nocookie.net/__cb20130828213735/halo/images/4/46/H4-PelicanDropship.png[/IMG]
[QUOTE=Check Bros;44548245]Hello, For the longest time, I have been looking for the Halo 4 Pelican 3D model, but to my dismay, I haven't found it anywhere! I am working on a Fan Halo Film that has a deadline. Could anyone help me out by ripping it? Any help would be appreciated! Thank You. CheckBrosFilms [IMG]http://img2.wikia.nocookie.net/__cb20130828213735/halo/images/4/46/H4-PelicanDropship.png[/IMG][/QUOTE] Ripping won't be necessary, considering it can just be extracted with Adjutant. Give me about an hour and I'll have it uploaded for you. I've got some things I need to take care of before I can extract it, so I should have it up in an hour. Is .OBJ format good for you?
Sure, an obj would be fine! Thank you so much! :D [QUOTE=Katra804;44548308]Ripping won't be necessary, considering it can just be extracted with Adjutant. Give me about an hour and I'll have it uploaded for you. I've got some things I need to take care of before I can extract it, so I should have it up in an hour. Is .OBJ format good for you?[/QUOTE] [editline]14th April 2014[/editline] This wouldn't be necessary, but could you extract sounds from the pelican? If it's to much work, don't worry about it. [QUOTE=Katra804;44548308]Ripping won't be necessary, considering it can just be extracted with Adjutant. Give me about an hour and I'll have it uploaded for you. I've got some things I need to take care of before I can extract it, so I should have it up in an hour. Is .OBJ format good for you?[/QUOTE]
[URL="https://mega.co.nz/#!UwoDjLiY!RUOL6EAp0lsYGIztYI3CwOYsEqC82gGhuyZKClDPRVU"]Here's the Pelican.[/URL] I don't have the necessary files to extract the sounds, so it's just the model and textures.
Awesome! Thank You so Much! This helps alot! :D [QUOTE=Katra804;44548849][URL="https://mega.co.nz/#!UwoDjLiY!RUOL6EAp0lsYGIztYI3CwOYsEqC82gGhuyZKClDPRVU"]Here's the Pelican.[/URL] I don't have the necessary files to extract the sounds, so it's just the model and textures.[/QUOTE]
Not every halo 4 sound will extract atm, only xma formatted sounds will work. It sucks, because most of the dialogue sounds are using newer formats compared to the last few games--most weapon sounds and misc stuff work just fine however. Managed to get a VERY few of them right now (hatch open/close, distant engine, etc). [URL="https://www.dropbox.com/s/0u5gn8jc0p5xv8j/Halo%204%20Pelican%20sounds%20%28only%20ones%20that%20will%20extract%20atm%29.rar"]Halo 4 Pelican sounds[/URL] I would give it a bit longer and I'm sure progress on sounds will get there eventually.
Thanks! :D [QUOTE=who1fe;44549248]Not every halo 4 sound will extract atm, only xma formatted sounds will work. It sucks, because most of the dialogue sounds are using newer formats compared to the last few games--most weapon sounds and misc stuff work just fine however. Managed to get a VERY few of them right now (hatch open/close, distant engine, etc). [URL="https://www.dropbox.com/s/0u5gn8jc0p5xv8j/Halo%204%20Pelican%20sounds%20%28only%20ones%20that%20will%20extract%20atm%29.rar"]Halo 4 Pelican sounds[/URL] I would give it a bit longer and I'm sure progress on sounds will get there eventually.[/QUOTE] [editline]14th April 2014[/editline] Here is a quick render I made. :) [IMG]file:///Volumes/1TB/Pelican%20render.png[/IMG] [editline]14th April 2014[/editline] Here it is: [url]https://www.flickr.com/photos/93815105@N07/13864818345/[/url] [QUOTE=Check Bros;44549293]Thanks! :D [editline]14th April 2014[/editline] Here is a quick render I made. :) [IMG]file:///Volumes/1TB/Pelican%20render.png[/IMG][/QUOTE] [editline]14th April 2014[/editline] [IMG]https://www.flickr.com/photos/93815105@N07/13864818345/[/IMG]
[t]http://i.imgur.com/boHNPk8.jpg[/t] ^ I have no idea how flickr works but i wasnt seeing any direct links to the image, and sharing was "disabled", so I just re-uploaded it. Looks pretty good.
Thanks! I couldn't figure it out... :P [QUOTE=who1fe;44549482][t]http://i.imgur.com/boHNPk8.jpg[/t][/QUOTE]
[QUOTE=Dark One;44495416]the muitplayer models can't be imported or atlest it doesn't for me.. thats the same for the ship and its lods along with the bridge.[/QUOTE] Look [URL="http://www.405th.com/showthread.php/41200-RELEASE-Halo-4-Armour-Assets"]here[/URL] for the armor. Apparently someone has a developer build of Adjutant, which can extract the multi-player spartans.
[QUOTE=Zyphex;44554310]Look [URL="http://www.405th.com/showthread.php/41200-RELEASE-Halo-4-Armour-Assets"]here[/URL] for the armor. Apparently someone has a developer build of Adjutant, which can extract the multi-player spartans.[/QUOTE] ironically on the halo 4 porting thread, others and myself have made some progress on that.. but thats for point out that link i'll have a look at it. edit speaking of which i guess since maps can be done, this pack will have to have the levels as part of it right?
Could someone extract Lasky for me? Thanks! :)[IMG]http://img1.wikia.nocookie.net/__cb20131213235647/halo/images/c/c8/Tom_Lasky_profile%2C_2557.png[/IMG]
[QUOTE=Check Bros;44554486]Could someone extract Lasky for me? Thanks! :)[IMG]http://img1.wikia.nocookie.net/__cb20131213235647/halo/images/c/c8/Tom_Lasky_profile%2C_2557.png[/IMG][/QUOTE] Yo I have no idea on how to extract but for your fan film, may I ask what PROGRAM you are using to create the animation?
[QUOTE=drkblde;44495658]Alright I get it. I kind of only want to use them in SFM anyways but any program is fine I just need to know how to do it. I saw above a picture of a Halo 4 Multiplayer model in SFM and I realize you were having trouble or something I don't really know. I just wish to have these for my own purposes and wish to obtain them as easily or quickly as possible so I was only searching for assistance. If anyone finds a way down the road how to get them for any animation software tell me. I have the files working in C4d fine now yeah but I want them in SFM like I saw above also I saw some weapons in SFM as well. At least I believe it was in SFM. But if you seriously do find anything on the multiplayer models please notify me if you can. And if anybody DOES know how to import them into SFM please tell me because I am so sick of freakin searching... You're right. I don't need them but... I really fucking want them.[/QUOTE] You will need to first import them as .obj files into Blender or 3DS Max. Then rig them with a skeleton for the Source Engine to read. After that, you need to weigh the bones so that they flex the mesh of the model correctly when you animate the bones. After that you need to export the model and then fix the textures so that they are properly aligned and look nice, which requires work in photoshop and notepad to script the textures properly. And that's just the basics. It's a time consuming process. It took me two weeks just to figure out how to port props into source, and most of the stuff I was learning by myself along with some questions that I needed answered about the process from some of the members here on facepunch.
[QUOTE=Zyphex;44554310]Look [URL="http://www.405th.com/showthread.php/41200-RELEASE-Halo-4-Armour-Assets"]here[/URL] for the armor. Apparently someone has a developer build of Adjutant, which can extract the multi-player spartans.[/QUOTE] Thank you for sharing. They are RAW models and must be refined and textured. I am going to have to figure out on how to do this but if you know please tell me. Seriously I have finally found what I've been looking for. [editline]15th April 2014[/editline] [QUOTE=Kokurokoki;44555074]You will need to first import them as .obj files into Blender or 3DS Max. Then rig them with a skeleton for the Source Engine to read. After that, you need to weigh the bones so that they flex the mesh of the model correctly when you animate the bones. After that you need to export the model and then fix the textures so that they are properly aligned and look nice, which requires work in photoshop and notepad to script the textures properly. And that's just the basics. I guess I should just stick with C4D :I It's a time consuming process. It took me two weeks just to figure out how to port props into source, and most of the stuff I was learning by myself along with some questions that I needed answered about the process from some of the members here on facepunch.[/QUOTE] [editline]15th April 2014[/editline] [QUOTE=Kokurokoki;44555074]You will need to first import them as .obj files into Blender or 3DS Max. Then rig them with a skeleton for the Source Engine to read. After that, you need to weigh the bones so that they flex the mesh of the model correctly when you animate the bones. After that you need to export the model and then fix the textures so that they are properly aligned and look nice, which requires work in photoshop and notepad to script the textures properly. And that's just the basics. I guess I should just stick with C4D :I It's a time consuming process. It took me two weeks just to figure out how to port props into source, and most of the stuff I was learning by myself along with some questions that I needed answered about the process from some of the members here on facepunch.[/QUOTE]
Hey! I use the plugin: Element 3D to render everything inside of After Effects CS6! :) It's amazing! [QUOTE=drkblde;44554926]Yo I have no idea on how to extract but for your fan film, may I ask what PROGRAM you are using to create the animation?[/QUOTE]
[QUOTE=drkblde;44555086]I guess I should just stick with C4D :I[/QUOTE] The process will be similar with if you want to port models into C4D. Although I doubt you will have to convert texture files, so all you need to do is import the models as .obj into blender and the rig them. The models should already come with their textures mapped, so just double-check and then export the model after you've finished rigging and weighing the bones. It's a lot easier for the Spartans because they have no face to animate, making the process faster to my knowledge. [QUOTE=drkblde;44555086] Thank you for sharing. They are RAW models and must be refined and textured. I am going to have to figure out on how to do this but if you know please tell me. Seriously I have finally found what I've been looking for. [/QUOTE] You probably need to learn the basics of modeling. Blender is a free professional-level 3D modeling program, whereas 3DS Max is another but you have to pay for it. However, if you are currently a college student, you can get a full trial version that will last you for 3 years. Things you want to look into are... - Texture mapping - Rigging a skeleton - Basics of the program (Blender or 3DS Max, whichever you are using) I recommend you try to learn as much of it yourself before asking other members. Pestering a bunch of the porters on here with PMs will just cause them a lot of irritation and they'll be less inclined to help you.
[SUP][/SUP][QUOTE=Kokurokoki;44555181]The process will be similar with if you want to port models into C4D. Although I doubt you will have to convert texture files, so all you need to do is import the models as .obj into blender and the rig them. The models should already come with their textures mapped, so just double-check and then export the model after you've finished rigging and weighing the bones. It's a lot easier for the Spartans because they have no face to animate, making the process faster to my knowledge. You probably need to learn the basics of modeling. Blender is a free professional-level 3D modeling program, whereas 3DS Max is another but you have to pay for it. However, if you are currently a college student, you can get a full trial version that will last you for 3 years. Things you want to look into are... - Texture mapping - Rigging a skeleton - Basics of the program (Blender or 3DS Max, whichever you are using) I recommend you try to learn as much of it yourself before asking other members. Pestering a bunch of the porters on here with PMs will just cause them a lot of irritation and they'll be less inclined to help you.[/QUOTE] Actually I can just drag the .OBJ's right into C4D fine.C4D is NOT free bt is MUCH better than blender and easier to use. I have found my multiplayer models in a none raw format with textures. All I need now is to create a steady bone structure :) But could you give me ways to recolor the armor correctly instead of it being in gray scale. HERE Checkout this RENDER (the PHOTO). If it doesn't load go to the link BELOW> [IMG]http://s1093.photobucket.com/user/DarkFreelancer/media/Fotus_Custom_HD_2.jpg.html?filters[user]=121291447&filters[recent]=1&sort=1&o=1[/IMG] [URL="http://s1093.photobucket.com/user/DarkFreelancer/media/Fotus_Custom_HD_2.jpg.html?filters[user]=121291447&filters[recent]=1&sort=1&o=1"]http://s1093.photobucket.com/user/DarkFreelancer/media/Fotus_Custom_HD_2.jpg.html?filters[user]=121291447&filters[recent]=1&sort=1&o=1[/URL] [editline]16th April 2014[/editline] [IMG]http://i1093.photobucket.com/albums/i427/DarkFreelancer/Fotus_Custom_HD_2.jpg[/IMG] [editline]16th April 2014[/editline] [IMG]http://i1093.photobucket.com/albums/i427/DarkFreelancer/Fotus_Custom_HD_2.jpg[/IMG] [editline]16th April 2014[/editline] [IMG]http://i1093.photobucket.com/albums/i427/DarkFreelancer/Fotus_Custom_HD_2.jpg[/IMG] [editline]16th April 2014[/editline] [IMG]http://i1093.photobucket.com/albums/i427/DarkFreelancer/Fotus_Custom_HD_2.jpg[/IMG]
[QUOTE=drkblde;44565876]SNIP[/QUOTE] Unfortunately I don't know the C4D program... so you are on your own for the specifics like that, as I've never encountered it in Blender before.
[IMG]http://cloud-4.steampowered.com/ugc/3332970633797496332/0C9A19225BEF4EF35EB82E6DA1BD0087C9C16D8E/1024x576.resizedimage[/IMG] I did some trees from the MP map Complex
[QUOTE=drkblde;44565876][SUP][/SUP] Actually I can just drag the .OBJ's right into C4D fine.C4D is NOT free bt is MUCH better than blender and easier to use. I have found my multiplayer models in a none raw format with textures. All I need now is to create a steady bone structure :) But could you give me ways to recolor the armor correctly instead of it being in gray scale. HERE Checkout this RENDER (the PHOTO). If it doesn't load go to the link BELOW> [IMG]http://s1093.photobucket.com/user/DarkFreelancer/media/Fotus_Custom_HD_2.jpg.html?filters[user]=121291447&filters[recent]=1&sort=1&o=1[/IMG] [URL="http://s1093.photobucket.com/user/DarkFreelancer/media/Fotus_Custom_HD_2.jpg.html?filters[user]=121291447&filters[recent]=1&sort=1&o=1"]http://s1093.photobucket.com/user/DarkFreelancer/media/Fotus_Custom_HD_2.jpg.html?filters[user]=121291447&filters[recent]=1&sort=1&o=1[/URL] [editline]16th April 2014[/editline] [IMG]http://i1093.photobucket.com/albums/i427/DarkFreelancer/Fotus_Custom_HD_2.jpg[/IMG] [editline]16th April 2014[/editline] [IMG]http://i1093.photobucket.com/albums/i427/DarkFreelancer/Fotus_Custom_HD_2.jpg[/IMG] [editline]16th April 2014[/editline] [IMG]http://i1093.photobucket.com/albums/i427/DarkFreelancer/Fotus_Custom_HD_2.jpg[/IMG] [editline]16th April 2014[/editline] [IMG]http://i1093.photobucket.com/albums/i427/DarkFreelancer/Fotus_Custom_HD_2.jpg[/IMG][/QUOTE] Fuck yeah FOTUS
Sorry, you need to Log In to post a reply to this thread.