• Halo Porting Thread V.3 "I Used a TF2 font for the banner." Edition
    3,148 replies, posted
[IMG]http://i.imgur.com/eTiGdgy.jpg[/IMG] [QUOTE] By Majora [t]http://i.imgur.com/oitnixl.jpg[/t] By Fredrika [t]http://orig00.deviantart.net/625f/f/2016/330/1/a/spike_rifle_by_pudlz-dapos3l.jpg[/t] [t]http://orig03.deviantart.net/6e74/f/2016/330/2/1/needler_by_pudlz-dappd37.jpg[/t] [t]http://orig13.deviantart.net/6708/f/2016/330/7/f/needle_rifle_by_pudlz-dappe88.jpg[/t][/QUOTE] [B]H5 material by blueflytrap[/B] [QUOTE=BlueFlytrap;51515068]Lowers the vertexcount actually. Well. How it's supposed to be used does. The 2 additional copies of the model thing we do for source sort of negates that though. As to how to actually set up halo5 materials for source; I'll probably get around to recording myself redoing them again later. Don't feel like making a wall of text for it. Did feel like making a visual breakdown though. [T]http://orig08.deviantart.net/25b5/f/2016/346/9/8/have_you_seen_chef_by_blueflytrap998-darfhgv.jpg[/T][/QUOTE] Previous Thread [url]https://facepunch.com/showthread.php?t=1250225[/url]
So, thanks to BlueFlytrap's shading and model smoothing methods, I've got a renewed interest in porting Halo 5 stuff. I'll do some experimenting and figure out what the best way to approach weapons and MP armors is.
There's still 50 posts left in the old thread though, no?
Yup, i thought there was less but its 50
Will reopen this thread once the other one reaches post limit. Don't make threads prematurely next time, please.
Back open.
Can I suggest adding that brief guide to using Adjutant to the OP so we can direct people to it whenever we get a new guy in here asking how to extract content
Wheres the guide? I'll add it to the OP, and any other suggestions for OP
Here: [quote] [url=http://haloce3.com/xmf/]Maps[/url] [url=http://hce.halomaps.org/index.cfm?fid=6771]Extractor tool[/url] (or try the one [url=http://forum.halomaps.org/index.cfm?page=topic&topicID=45590]here[/url]) Put the map you're extracting from into a folder containing the campaign.map, mainmenu.map, and shared.map files from the same game the map belongs to. It won't work without those files. So if you're extracting from Reach, for example, and pulling assets out of Boneyard, you'll need the map itself and those three files from Reach. Each game has its own set of campaign, mainmenu, and shared .map files so don't mix them up. [/quote]
Continuing from the last thread where renegade 20 was having issues importing .dds files. the Halo 5 uses DTX10 or 11 .dds files so opening it in gimp is difficult, or at least when I tried it. I'm gonna keep recommending it but it worked so much for me lately where Microsoft Visual Studio is capable of importing those .dds files and you can also use it to convert it into a .png or .tga file [url]https://www.visualstudio.com/[/url] best part is it's free. just download it. then to open the .dds files hit file/open/file ->click (nameofimage).dds file and you opened it and it should show. then when you want to convert it simply hit save as then change the file type and even rename the image. easy
[thumb]http://images.akamai.steamusercontent.com/ugc/107356444372172758/C4B1F378A31C388A61128B9AB333EDBA54AF8BEE/[/thumb][thumb]http://images.akamai.steamusercontent.com/ugc/107356444372174295/AEFB9FBA93210DBD5E264C657DD9005EE43097D9/[/thumb][thumb]http://images.akamai.steamusercontent.com/ugc/107356444372175097/30D356C2B55E13E0E7228836121BA8F8F5B21858/[/thumb][thumb]http://images.akamai.steamusercontent.com/ugc/107356444372284130/CB483BB9F6E041B6E8481014B3799C6E3713885C/[/thumb] My Work on the Halo: Reach Sangheili General. The Model\Ragdoll itself comes from [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=121873732&searchtext=halo+reach"]Dissolution\Dusty[/URL]. There are differences from the official HR Elite General. Textures were done in Photoshop CS6. The Yellow\Gold\Green phong is powered by a .VMT File. I modified the Half-Life 2: Episode Two, Combine Hunter phongwarp file (mini_iridescence.vtf), so it would produce a gold effect. I also modified his eyes to have the Halo 3 Elite eyes and.... they glow.... Pictures, Rendered in Garry's Mod. The Forerunner Z-390 High-Explosive Munitions Rifle (Incineration Cannon) comes from [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=643179922&searchtext=halo"]soul[/URL]
[QUOTE=Efast-V4;51559176][thumb]http://images.akamai.steamusercontent.com/ugc/107356444372172758/C4B1F378A31C388A61128B9AB333EDBA54AF8BEE/[/thumb][thumb]http://images.akamai.steamusercontent.com/ugc/107356444372174295/AEFB9FBA93210DBD5E264C657DD9005EE43097D9/[/thumb][thumb]http://images.akamai.steamusercontent.com/ugc/107356444372175097/30D356C2B55E13E0E7228836121BA8F8F5B21858/[/thumb][thumb]http://images.akamai.steamusercontent.com/ugc/107356444372284130/CB483BB9F6E041B6E8481014B3799C6E3713885C/[/thumb] My Work on the Halo: Reach Sangheili General. The Model\Ragdoll itself comes from [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=121873732&searchtext=halo+reach"]Dissolution\Dusty[/URL]. There are differences from the official HR Elite General. Textures were done in Photoshop CS6. The Yellow\Gold\Green phong is powered by a .VMT File. I modified the Half-Life 2: Episode Two, Combine Hunter phongwarp file (mini_iridescence.vtf), so it would produce a gold effect. I also modified his eyes to have the Halo 3 Elite eyes and.... they glow.... Pictures, Rendered in Garry's Mod. The Forerunner Z-390 High-Explosive Munitions Rifle (Incineration Cannon) comes from [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=643179922&searchtext=halo"]soul[/URL][/QUOTE] Nice work! I really like they way how you have chosen to get those reflections on the armor, they look close to perfect.
Hey. Quick question. Where can I find the Bishop/Watcher model? I saw Koldraxon use it in his most recent artwork and wondering where to locate it. I'm not really up to date if there have been any releases because of X-mas shopping.
[QUOTE=LTurmoil47;51577634]Hey. Quick question. Where can I find the Bishop/Watcher model? I saw Koldraxon use it in his most recent artwork and wondering where to locate it. I'm not really up to date if there have been any releases because of X-mas shopping.[/QUOTE] Are you sure they aren't in the mega pack SoulBurnin released a while back?
I don't see them anywhere. [editline]24th December 2016[/editline] Crap. I may need to re-download the mega pack. [editline]24th December 2016[/editline] Oh wait, Nevermind. Koldraxon Informed me that a guy on Devianart ported it. for those who are looking, here is the WIP Watcher. [url]http://www.mediafire.com/file/1akdmglydl85bkz/watcher.zip[/url]
hey, quick question, did the full ship of inifinity get ported? And what i mean by that is like did most of the ship sections get ported? I know there is a hangar bay, some hallways, and the deck, but i think there was another part of the ship that in the campaign you were in a mantis and explored the ship. Also, i found the clothing lasky wears, but its not rigged correctly, so the arms and legs are weird when you animate it.(Note, its NOT Lasky, but people in the clothing he wears) (Its either one of these files, but i downloaded all and got the model): [url]https://steamcommunity.com/workshop/browse/?appid=4000&searchtext=halo+roleplay&childpublishedfileid=0&browsesort=textsearch&section=home[/url] And Use this to download it: [url]http://steamworkshopdownloader.com/[/url] Then just use 7zip and Gmod Extractor, then put it in sfm
Fredrika, Would you be willing to give a me a download link to the WIP Reach brutes? I'm working on a project that sort of requires them. Just the WIP's with the bugs you mentioned. I'm just asking for the Models/Materials files, not the 3DS Max-like files. Not player models, not SNPCS etc.. By the way, I'm not forcing you, just asking and if you do provide a download link. I promise not release them anywhere on the web. PROMISE!!
[QUOTE=Efast-V4;51588551]Fredrika, Would you be willing to give a me a download link to the WIP Reach brutes? I'm working on a project that sort of requires them. Just the WIP's with the bugs you mentioned. I'm just asking for the Models/Materials files, not the 3DS Max-like files. Not player models, not SNPCS etc.. By the way, I'm not forcing you, just asking and if you do provide a download link. I promise not release them anywhere on the web. PROMISE!![/QUOTE] Get Adjutant, and download the map files for Reach. If you only need the models and material files, you can easily extract the Brutes from any of the Reach maps they appear on.
Are there .map files for Halo 5: Forge, yet, by chance? Is Adjutant up-to-date and compatible?
[QUOTE=Katra804;51590307]Get Adjutant, and download the map files for Reach. If you only need the models and material files, you can easily extract the Brutes from any of the Reach maps they appear on.[/QUOTE] I'm looking for Models I can pose in Garry's Mod with the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=279079869&searchtext=Advanced+bone+tool"]Advanced bone tool[/URL]. All I really need in working textures and '.dx90.vtx-.mdl-.vvd' models files of the Minor, Captain Major and Chieftain. If there are texture errors I can try and fix them using Photoshop. It would be nice if the model was bodygrouped, so I would be able to use random armor pieces from the three ranks to create a different looking brute. But if it isn't bodygrouped, I'll be cool with that.
[QUOTE=piratemonkie;51590490]Are there .map files for Halo 5: Forge, yet, by chance? Is Adjutant up-to-date and compatible?[/QUOTE] Halo 5 does not use .map files, it uses .module files. At the moment, you have to use an assortment of individual tools to get anything out of the archives. [editline]27th December 2016[/editline] [QUOTE=Efast-V4;51590568]I'm looking for Models I can pose in Garry's Mod with the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=279079869&searchtext=Advanced+bone+tool"]Advanced bone tool[/URL]. All I really need in working textures and '.dx90.vtx-.mdl-.vvd' models files of the Minor, Captain Major and Chieftain. If there are texture errors I can try and fix them using Photoshop. It would be nice if the model was bodygrouped, so I would be able to use random armor pieces from the three ranks to create a different looking brute. But if it isn't bodygrouped, I'll be cool with that.[/QUOTE] I really don't understand why people insist on posing with Garry's Mod when SFM is much more suited for it.
Probably because Gmod is easier on the cpu maybe? Also, it has more stuff with it than SFM.
I'm actually going to agree with soul on that. I'm not really sure why people prefer gmod posing over sfm.
[QUOTE=LTurmoil47;51592637]I'm actually going to agree with soul on that. I'm not really sure why people prefer gmod posing over sfm.[/QUOTE] Some find it easier to pose models in gmod than in SFM. I have a friend on steam who insists on using gmod over sfm. [editline]28th December 2016[/editline] also compiling for gmod also means the models will work in sfm so long as transparency layers are taken into account when compiling.
To put my thoughts on Gmod and get it over with, I find the ragdoll physics on 98% of the models to be distracting when doing an image, or even attempt stop motion. The switch over to SFM is also suited for when I do want to make videos. This is also why I don't port for Gmod; I can't apply the physics really well.
[IMG]http://img05.deviantart.net/040f/i/2016/363/5/8/locke_by_renegaderobbie-datctak.jpg[/IMG] Working on Agent Locke :) rendering is an issue, every time I render it just turns out black even when I have light in the scene
To be honest, I'd much rather have the maps and such in SFM, but Gmod has so much more content already in it.
[IMG]http://img09.deviantart.net/c70a/i/2016/363/e/a/freelancer_hunter_by_renegaderobbie-datdiz0.png[/IMG] Finished a new character and shaded the BR :)
[QUOTE=angel natavi;51595868]To be honest, I'd much rather have the maps and such in SFM, but Gmod has so much more content already in it.[/QUOTE] I don't mean to brag, but if we're strictly talking Halo content, then I'm pretty sure I've got more out for Source Filmmaker than what Garry's Mod has.
unless you count sever content (which nobody does). Other than that, Gmod has less content than SFM does in terms of halo.
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