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Dose anybody have a skinned POA
Posted: Thu Mar 16, 2006 11:50 am
by butter34
Ok I now Ive posted below asking for certain tiff files and that helped but for some reason they come out all ghetto looking when I put them on to the POA. So I was wondering if anybody has a skinned POA that I could have. Thanks.

Posted: Thu Mar 16, 2006 3:12 pm
by p0lar_bear
Open a10.map in the HEK+. Extract the SBSP tag. Open it in jahrain's BSP converter. Convert the mesh. Enjoy.
Posted: Thu Mar 16, 2006 3:57 pm
by butter34
Thank you Thank you Thank you, You where the first person to give me something that would leave me with results. O and I hope you find your pants.

Posted: Thu Mar 16, 2006 4:13 pm
by butter34
Ok dude I apoligize but I thanked you before I tried it. So can you tell me where Im supposed to be able to get the SBSP. I used hmt to extract the sbsp but for some reason the bsp converter cant find it on my desktop.
Posted: Thu Mar 16, 2006 4:49 pm
by FleetAdmiralBacon
Last time I checked, HEK+ doesn't include the BSPs
You can get it from TheGhost's Tag Set (that's where I got all my BSPs)
Posted: Thu Mar 16, 2006 6:28 pm
by butter34
Whats the Ghost's Tag set and where do i get it.
Posted: Thu Mar 16, 2006 6:30 pm
by FleetAdmiralBacon
It's the ghost's tagset!
halomaps.org
It's devided up, look for levels\a10
Posted: Thu Mar 16, 2006 6:39 pm
by butter34
Thanks dude I think I found what I need but I cant get it till tommarow files are to big. Dial up sucks. But can you tell me if its the A10 Devices Tags, Halo PC Tags for levels a10 or single player A10 level the pillar of autum that I need. Again Thanks
Posted: Thu Mar 16, 2006 6:41 pm
by FleetAdmiralBacon
Posted: Thu Mar 16, 2006 8:00 pm
by p0lar_bear
butter34 wrote:I used hmt
Please delete that program from your computer.
Now. It's outdated, and all Halo PC editing tools are worthless when working with CE maps. You can't make anything worthwhile with PC editing tools.
Get the Halo Editing Kit Plus.
When you open the map in the HEK+, navigate to levels\a10 and extract all of the scenario_structure_bsp tags.
FleetAdmiralBacon wrote:Last time I checked, HEK+ doesn't include the BSPs
Really? I extracted a few BSPs and messed with them in Max, so the HEK+ must support SBSP tags.
Posted: Fri Mar 17, 2006 9:07 am
by butter34
Thanks dude hopefully this will help
Posted: Fri Mar 17, 2006 10:59 am
by butter34
Ok after I do this.[/quote]When you open the map in the HEK+, navigate to levels\a10 and extract all of the scenario_structure_bsp tags.
Then what do I do.
Posted: Fri Mar 17, 2006 10:31 pm
by p0lar_bear
You convert the tag with Jahrain's BSP converter, also at halomaps.org. You will need the .NET Framework v2.0 to use the BSP converter. Get it at msdn.microsoft.com. Also, the batch bitmap extractor seems to be a little dodgy. I'd recommend extracting the bitmaps manually by screenshotting the texture in Guerilla.
The converted mesh will have all of the correct UVW mapping coordinates. You just have to apply the materials. And, within the download, there's a little material fixing MAXScript to do the task for you.
Posted: Mon Mar 20, 2006 10:01 am
by FireScythe
p0lar_bear wrote:Also, the batch bitmap extractor seems to be a little dodgy. I'd recommend extracting the bitmaps manually by screenshotting the texture in Guerilla.
The converted mesh will have all of the correct UVW mapping coordinates. You just have to apply the materials. And, within the download, there's a little material fixing MAXScript to do the task for you.
Yeah, bitmap extraction is dodgy with some people, dunno why though. Anyway, rather than having to screenshot the bitmap, I redid the bitmap extractor so that it has batch extraction (and should extract anything except p-8 bump without breaking *touch wood*). It is a beta so PM me if you have errors please:
http://files.filefront.com/BBE_Betarar/ ... einfo.html
So that should save you alot of time.
With the material fixing max script, make sure the imported bsp model doesnt have "obj" at the start of the name or it'll hate you for eternity

POA
Posted: Fri Mar 31, 2006 4:12 am
by Trav41614
http://customedition.org/downloads/inde ... view&id=15
This url takes you to a max POA but you have to do the skinning, surly you can extract the skin off the level, convert the .dds to a bitmap and apply as a skin
Posted: Fri Mar 31, 2006 1:42 pm
by scar tissue
Why dont you just open a10 in sparkedit and extract mesh to obj. Thats what I do.
EDIT: (sorry if this was mentioned already, I didn't read the whole post).
Posted: Fri Mar 31, 2006 1:51 pm
by llamaboy772
p0lar_bear wrote:butter34 wrote:I used hmt
Please delete that program from your computer.
Now. It's outdated, and all Halo PC editing tools are worthless when working with CE maps. You can't make anything worthwhile with PC editing tools.
Get the Halo Editing Kit Plus.
When you open the map in the HEK+, navigate to levels\a10 and extract all of the scenario_structure_bsp tags.
FleetAdmiralBacon wrote:Last time I checked, HEK+ doesn't include the BSPs
Really? I extracted a few BSPs and messed with them in Max, so the HEK+ must support SBSP tags.
I can't beleive you just said that, you know how hard he worked to make HMT? A** It's still is a good tool for lots of stuff...
Posted: Fri Mar 31, 2006 2:19 pm
by BEEF!!!
llamaboy772 wrote:p0lar_bear wrote:butter34 wrote:I used hmt
Please delete that program from your computer.
Now. It's outdated, and all Halo PC editing tools are worthless when working with CE maps. You can't make anything worthwhile with PC editing tools.
Get the Halo Editing Kit Plus.
When you open the map in the HEK+, navigate to levels\a10 and extract all of the scenario_structure_bsp tags.
FleetAdmiralBacon wrote:Last time I checked, HEK+ doesn't include the BSPs
Really? I extracted a few BSPs and messed with them in Max, so the HEK+ must support SBSP tags.
I can't beleive you just said that, you know how hard he worked to make HMT? A** It's still is a good tool for lots of stuff...
Try reading... Notice how he said "all Halo PC editing tools are worthless when working with CE maps."
Also, this topic should be dead by now...