.Emf halo files and 3DS Max

I have some halo 3 and Halo ODST files that I have collected through different sources and have tried to put into my 3DS Max application, but don’t know how. I was wondering how the .EMF files help in that sort of way. I have seen people talk about .EMF’s but never understood how they helped getting models in 3DS Max. I have a lot of .EMF’s and don’t know how to use them and can’t find any importer. I was hoping someone could help me. Thank you in advance and sorry if this was a nooby question to ask but I can’t seem to find any answer.

Google is your best friend, and it is your only friend.

Hi there, .EMF files are a type of format that the original developers of the extraction tools created that supports Halo 3’s ingame models; mesh’s, bones/nodes, markers*, skinning (rigging), and uv texture coordinates. Since there are few native formats that support bones and rigging, the .EMF format was the choice of the dev team to get content out of map files in its fullest form possible.

EMF files can only be opened in 3ds max 9-11 no earlier, because the maxscript was generated in max 9, no later because 3ds max’s script handling changed drastically with the 12 and 13 updates, the maxscript can be generated through a new extraction app called adjutant(please read through the thread as much as possible)


Once you generate the maxscript, place it in your native 3ds max scripts directory, and run it through 3ds max, a window will appear with a few options to check/check off, just click on the big button that says “Load .emf file”, locate the emf file, and your done!


However dont expect the model to look perfect, nor have materials setup, the last publicly released script is an old one, that has a few errors; things like flipped faces, and random stretched faces. These are things the end user has to fix on their own.