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Help with H2 and 3ds Max

Posted: Sun Oct 01, 2006 10:29 am
by AnimuX
I've noticed even in the original "how to" for using ADI and Chr2 to grab models and related files from Halo 2 maps that people have had problems with H2 bump map files.

The problem I run into is chr2 can extract the bump map but 3ds Max 8 does not recognize the bump dds format (other dds bitmaps for skins work just fine). Also, the plugin I'm using for photoshop CS 8 allows photoshop to open the file but it is displayed as a solid black image.

My question is what do I need to successfully extract bump map files from halo 2 game files in order to use them in 3ds max?

I would rather have the original bump maps than use some generic type or even the camo bump. (I'm trying to make some decent renders of MC)

Image

Posted: Sun Oct 01, 2006 1:23 pm
by Patrickssj6

Posted: Sun Oct 01, 2006 1:59 pm
by Darco
i use darkmatter to extract bump maps.

Posted: Sun Oct 01, 2006 6:03 pm
by Reaper Man
or you could simply download the photoshop .dds plugin and resave.
try this thread for some high resolution, custom normal maps by Jean-Luc
http://forums.yayap.com/viewtopic.php?t=25

Posted: Sun Oct 01, 2006 6:26 pm
by Darco
i have the plugin, and the bump maps wont open for me unless i extract from darkmatter.

Posted: Sun Oct 01, 2006 7:36 pm
by AnimuX
I just noticed the alpha channel in those bump dds files has some information after all. The RGB is blackened out, though. I don't know if it's partial information or not but it isn't very detailed.

Posted: Tue Oct 03, 2006 6:10 pm
by AnimuX
ImageImage

I ended up sticking with the camo bump. I haven't found a utility that can convert the game bumps into files 3dsmax will import.

...and Milkshape is my new fav utility. Extract the .obj files with ADI. Use Milkshape to put them together and export as 3DS format. Import the .3ds into 3ds Max and say goodbye to holes, inverted faces and other errors in your extracted models. The obj-3ds plugin for Max didn't do so well. (Line down the middle of the visor problems for example..)

Now I just have to properly rig the good model....

I photoshopped out the skin to stick with the MC green and added in a little wear and variation in color at the joints and common points of contact where paint might get worn away. It's not high res so it still looks pixelated if you zoom in closely.

Posted: Tue Oct 03, 2006 9:28 pm
by Darco
put the alpha channel in the spec level slot. if you use darkmatter alpha, you can extract bump maps. entity may be able to do it too. then its just a matter of inverting in photoshop and adding a little blur. but w/e, if you dont wanna take my advice then dont. but i do know what im talking about.

Posted: Wed Oct 04, 2006 2:19 pm
by [CV] Jordan
Or...
Don't use the extracted black and white bumps. Even with the Nvidia normal map filter, they DO NOT look right. Go with camo, make your own, or just use Jean's. :)

Posted: Wed Oct 04, 2006 3:56 pm
by AnimuX
Darco: I tried darkmatter but it was crashing. I think I need to reinstall the .net framework or something.

Posted: Wed Oct 04, 2006 7:11 pm
by Darco
i liked trep's more for the halo 2 look. jeans looks too custom to me.

Posted: Thu Oct 05, 2006 5:50 pm
by [CV] Jordan
Did Trep release his bump?

Posted: Thu Oct 05, 2006 5:55 pm
by Darco
it was posted on yayap way back when.