• Halo Porting Thread V.2 "i used a deus ex font for the banner." Edition
    5,020 replies, posted
[QUOTE=Soul_;51080089]That's SFM[/QUOTE] I need to step my game up
Something Im working on, its no where near done but thought i'd share what I have so far. I plan on making the background alot more similiar to the picture I am recreating. *Thanks again Soul_ for these models.* [T]http://www.wduwant.com/index_uploads/uploads/9aefac4fad9f.jpg[/T] [T]http://www.wduwant.com/index_uploads/uploads/c460a9523f28.jpg[/T]
Is there a way I could use these models in Cinema4D? @Icy Fire. You really love my posts don't ya?
New module unpacker's gone up. Apparently the issue with normals was with the unpacker not pulling the data correctly, but this version [i]should[/i] solve that issue. For those of us (myself included) who can't get a clean unpack containing CHUNK files, we'll need to sort and organise a means of getting the new data out. I've reached out to some people for help and if I get a fresh and updated unpack I'll be sure to host and post for you all. In the meantime, courtesy of Zedd: [url=https://ci.appveyor.com/project/Shockfire/fivetool/build/artifacts]ENJOY[/url].
That's awesome!
I can confirm normal maps are working now. There will be an update for Blue Team later today. Edit: Also disregard flipping the green channel of the normal maps. That applies only to the ones from Waypoint.
Hey Soul I'm having a bit of issues setting up an armor color shader in blender to apply to my pbr shader. I'm trying to get it so I can add primary and secondary armor colors to it.
[t]http://i.imgur.com/ypDlDbC.png[/t] Color ramp is there to get rid of the gross white lines leftover from coloring the armor. Also, upscaled Waypoint normal maps vs. game normal maps: [t]https://my.mixtape.moe/xbwrqg.jpg[/t] [t]https://my.mixtape.moe/jdrgwr.jpg[/t]
The only thing i like better on Waypoint normal maps are small shadows in some areas, it just adds to the depth a little bit.
[QUOTE=Soul_;51089487][t]http://i.imgur.com/ypDlDbC.png[/t] Color ramp is there to get rid of the gross white lines leftover from coloring the armor. Also, upscaled Waypoint normal maps vs. game normal maps: [t]https://my.mixtape.moe/xbwrqg.jpg[/t] [t]https://my.mixtape.moe/jdrgwr.jpg[/t][/QUOTE] They look the same to me. Even in the smallest points on the armor that i can see, they look the same.
[QUOTE=LTurmoil47;51090111]They look the same to me. Even in the smallest points on the armor that i can see, they look the same.[/QUOTE] Perhaps you don't know what it is exactly you're looking for.
[QUOTE=LTurmoil47;51090111]They look the same to me. Even in the smallest points on the armor that i can see, they look the same.[/QUOTE] Take a closer look. There isn't any pixelation on the new normal maps, and the details are more defined.
If it looks outstanding and works properly, I'm completely fine with it. But to pinpoint the inconvenient mistake on the textures, no matter how noticeable, its not the first thing that's on my checklist atm. I'm happy blue team has the normal game maps for the armor now, but i don't visually see a difference between the waypoint and the actual game mappings. You guys might, but i don't. (either i'm not paying close attention, or i must be blind. :/ )
[QUOTE=LTurmoil47;51090179]If it looks outstanding and works properly, I'm completely fine with it. But to pinpoint the inconvenient mistake on the textures, no matter how noticeable, its not the first thing that's on my checklist atm. I'm happy blue team has the normal game maps for the armor now, but i don't visually see a difference between the waypoint and the actual game mappings. You guys might, but i don't. (either i'm not paying close attention, or i must be blind. :/ )[/QUOTE] It's most noticable on the brown rectangles on Linda's chest plate. It's certainly a minor difference, but the details are much more sharp and well-defined. The same applies for the central features on the breastbone area on the middle of the chestplate. If you're not actively looking for the details then you'll likely not notice them, but they're there - and honestly, if higher-quality resources are available to you, why not use them?
[IMG]http://img07.deviantart.net/ad14/i/2016/266/0/7/fred_and_kelly_by_renegaderobbie-daimmix.jpg[/IMG] I made a quick render with blender internal :)
Looks like the model smoothing broke when you imported them.
[QUOTE=Soul_;51090619]Looks like the model smoothing broke when you imported them.[/QUOTE] Oh it did? I used the Smd file
Yeah, if you want to keep it you'll want to tick the option to preserve the normal when you import.
[QUOTE=Soul_;51090861]Yeah, if you want to keep it you'll want to tick the option to preserve the normal when you import.[/QUOTE] Oh ok thank you
sort of a rather selfish request. If possible can we get the halo 5 gorge helmet and the Achilles armour? will probably take a while I know but if at all possible i would really appreciate it
Thanks to some amazing insight from Soul_, we've managed to figure out the issue that some users were having with the module unpacker not giving the full files required (CHUNK files and such). Turns out that unpacking the file at source (for example, C:\Users\USERNAME\AppData\Local\Packages\Microsoft.Halo5Forge_8wekyb3d8bbwe\LocalState\DUMP\deploy\pc\levels\globals-rtx-1.module) was the issue - filepath length was, for some unknown reason, screwing with the extractor. To fix this, copy the module file you want to extract to a new folder somewhere on any drive - I personally use a secondary HDD for all of my game-ripping projects, so my own filepath was D:\GLOBALS - and then extract as normal. If all works properly you should get all of the content extracted properly and cleanly without any missing files. This at least means nobody having to upload and host 9Gb or so of files on MEGA, so rejoice.
[QUOTE=NotMajora;49025897][t]http://puu.sh/l5i8b/3d8436c75e.png[/t] Oh hey that looks okay. [t]http://puu.sh/l5iak/a7a00d8bcc.png[/t] Oh.[/QUOTE] Quick question. Is this still under development? I almost forgot about it.
[QUOTE=LTurmoil47;51092181]Quick question. Is this still under development? I almost forgot about it.[/QUOTE] There's the reason why I never finished it right there.
Oh yeah. broken rigging and i believe broken weight transforms right? same problem with the grunts at first. Isn't this fixible? I know it will take a lot of time to get it right, but still.
I actually have one with the rigging intact. It's just been awhile since I've worked with it, so I'd need to redo the materials for it, like most of what I've ported.
[t]https://my.mixtape.moe/hefgmq.jpg[/t] Helljumper rigged. On to Mark IV.
[t]http://i.imgur.com/WwI2MoK.png[/t] These shaders are fantastic. though I do need to figure out what's causing that obnoxious noise on everything.
Yeeees Helljumper, I'm too excited.
It would be quicker if I had rigged game models, but oh well. These will do for the time being.
Here's a bag of goodies if people want em: [url]http://www.mediafire.com/download/o149b29d9217x57/Halo.zip[/url] It's got everything I've done to date (minus personal ports), including things like the Infinity interiors, Forward Unto Dawn interiors, etc. I didn't strip out anything that was a WIP/unfinished/abandoned so if something is broken, I'm probably aware of it. Feel free to improve upon what's there if you want. If you release something you changed, just credit me please! Anyway, enjoy.
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