Someone please help me please
Someone please help me please
Ok I know how to model in milkshape 3D. Also I kind of know about skinning and adding sphere maps to my models. What I want to know is how to actually get the EXACT model with skins from milkshape into Halo 2? I mean when I do that then import my model, and load my map, it just looks like the old model's shaders and skins. I know there are people out there who know how to UV map and get it in game. Please someone I have this helicopter model that is really nice(In the pictures section) but it has the skins and shaders of a pelican because that is what I used to overwrite with my helicopter model. I mean I replaced all the materials in the groups tap in milkshape with cutom ones but it still looks like the pelican shaders and skins in game. Someone please help me?
- StalkingGrunt911
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Actually when you posted it was the second day the topic was made and if you read the rules you would see that you can't bump your topic until five days. But to get back on topic I haven't model yet but I will. I just looked at the picture of the helicopter and it looks good to me but why don't you skin it with the battle rifles shader's and skin's to give it that metal lookXxD3ATHxX wrote:Anyone? I know I should not duble post but this is 3 days now with no reply and I know someone knows what I need. So please help.
Written by Trepdimeflou
Entity Model Injection with Perfect UVWs
by: trepdimeflou
1. Open Entity
2. Open the map you want to inject a model into.
3. Open the .mode tree, and select a model from the list.
4. Click the blue circle with the plus sign in it, and select "Export Meshes" and click the .OBJ option.
5. Select a folder for the model to be extracted to, and click "Ok."
6. When it appears, click the "Done." button.
7. Open 3dsmax (trial or full) and click File ---> Import.
8. Make sure the filetype dropdown has "Wavefront Object .OBJ" selected, and import the model you extracted earlier.
9. Now, import the model you wish to inject into the same .max file, and
a. if it is not a halo 1 model, scale it down to the correct size based on the model you extracted previously.
b. if it is a halo 1 model, proceed to step 10.
10. Select the model you are injecting, and go to the modifiers panel. Add an "Unwrap UVWs" modifier and flip the UVWs vertically. Repeat this for however many parts there are for the model.
11. Select the model (and all parts) you wish to inject, and click File ---> Export Selected.
12. Select "Wavefront Object .OBJ" in the filetype dropdown list and export the new model to the folder the extracted model was saved, using the same name as the extracted model. When it asks you if you want to override the file, click yes.
13. Make sure the OBJ exporter dialog does not have rotation enabled, has triangles selected as the output type, has texture coordinates chucked, then click "Ok."
Note:If there are more than one .obj files extracted from your map in steps 4-6, for instance, object[0].obj, object[1].obj, etc, then export the model from 3dsmax as many times as necessary to replace all the files.
14. Return to Entity. With the same .mode you extracted earlier still selected, click the blue circle button once more and select "Inject Meshes", then click on "Inject .OBJ."
15. Select the folder containing the new models (should be the same folder you extracted to earlier) and click "Ok."
16. When the process finishes, it will ask you for a new name for the .mode. make sure it is called objects/*put a name here* and click ok.
Congratulations, you've injected a model with perfect UVWs.
The final steps are just injecting a texture into an unused .bitm tag to be used with your new model, and relinking them to a .shad and so forth.
Entity Model Injection with Perfect UVWs
by: trepdimeflou
1. Open Entity
2. Open the map you want to inject a model into.
3. Open the .mode tree, and select a model from the list.
4. Click the blue circle with the plus sign in it, and select "Export Meshes" and click the .OBJ option.
5. Select a folder for the model to be extracted to, and click "Ok."
6. When it appears, click the "Done." button.
7. Open 3dsmax (trial or full) and click File ---> Import.
8. Make sure the filetype dropdown has "Wavefront Object .OBJ" selected, and import the model you extracted earlier.
9. Now, import the model you wish to inject into the same .max file, and
a. if it is not a halo 1 model, scale it down to the correct size based on the model you extracted previously.
b. if it is a halo 1 model, proceed to step 10.
10. Select the model you are injecting, and go to the modifiers panel. Add an "Unwrap UVWs" modifier and flip the UVWs vertically. Repeat this for however many parts there are for the model.
11. Select the model (and all parts) you wish to inject, and click File ---> Export Selected.
12. Select "Wavefront Object .OBJ" in the filetype dropdown list and export the new model to the folder the extracted model was saved, using the same name as the extracted model. When it asks you if you want to override the file, click yes.
13. Make sure the OBJ exporter dialog does not have rotation enabled, has triangles selected as the output type, has texture coordinates chucked, then click "Ok."
Note:If there are more than one .obj files extracted from your map in steps 4-6, for instance, object[0].obj, object[1].obj, etc, then export the model from 3dsmax as many times as necessary to replace all the files.
14. Return to Entity. With the same .mode you extracted earlier still selected, click the blue circle button once more and select "Inject Meshes", then click on "Inject .OBJ."
15. Select the folder containing the new models (should be the same folder you extracted to earlier) and click "Ok."
16. When the process finishes, it will ask you for a new name for the .mode. make sure it is called objects/*put a name here* and click ok.
Congratulations, you've injected a model with perfect UVWs.
The final steps are just injecting a texture into an unused .bitm tag to be used with your new model, and relinking them to a .shad and so forth.
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.. Inject your image into a bitmap that is not used, such as the warthog bitmap on Midship. Then you go into the weapon's shaders, and swap it for the warthog one you injected.XxD3ATHxX wrote:Thanks but how do I do this step??Skayter wrote:The final steps are just injecting a texture into an unused .bitm tag to be used with your new model, and relinking them to a .shad and so forth.