Proper Modeling UV mapping and injecting into H2 with Entity

Tutorials for the Xbox version of Halo 2.
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click16





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Proper Modeling UV mapping and injecting into H2 with Entity

Post by click16 »

Well plusiefire asked me to write a tut on how to do this. so i did :wink:


Here is a tut with a few pics!

A few notes before we get started...
The models wont be perfect and if you want to get into EXTREME detail with the UV maps i suggest using a large bitmap. Also when you are looking in different directions parts of your gun will turn black this is normal with custom models (no PMI... Yet He He He :wink: )

This Tutorial is meant for medium - advanced modders no noobs

Okay lets get started
Requirements:

Entity 1.3.9
3Ds Max 7 and MilkShape 3D
Texporter
Adobe Photoshop, Gimpshop, or MS Paint with DXT.BMP
Any modeling program to make your model (if you dont like to use 3Ds Max or MilkShape 3D)

1. Open any map of your choice in Entity. (I will use Coagulation)
2. Go to the [mode] tag class and select any model you wish to replace. (i will use the Energy Sword)
3. Click the + sign at the top and select "Export Meshes>to .Obj"
6. Select or create a folder where you want to make your model. Click "OK"
7. Make a mental image of what you want your model to look like! (if not already done!) my model will be VERY easy, A wooden pole that you can hit people with!
8. Open your extracted model and begin to edit it. (i will use 3Ds Max to crate my model)
9. Now here comes the hard part... you WILL need pictures for this so i will help you step by step along the way!
Open 3Ds Max and import your custom .obj model
8. Click the modify tab and select groups and select the whole model.
9. go to the top and click modifiers> UV Coordinates> UV Unwrap.
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10. ok now that you unwrapped the UVW its time to edit it.
on the side that says map channel keep that one and press the Edit button.
11. a window should pop up this is your UV Unwrap go to the top where it says mapping click normal mapping and in the drop down box select box mapping.
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12. Its safe to close the window now we can make this a bitmap!
13. Click the Utilities tab and click more>Texporter.
14. Depending on how detailed you want to make your bitmap (i dont need mine to be that big cause im just pasting an image over the whole thing!) and click Pick Object and select your model in the 3D window
15. Go to the top select File>Export and save it in your model's folder as a 3DS.
16. Now open your saved bitmap in photoshop.
17. i will use DarkShallFalls Texture pack to get the wood onto the stick
18. Paint your model the way you want to and Flip it vertical save it as the correct format when you are done!
19. Open your Entity window with your map open and go to the weapon model that you extracted's bitmap.
20. Go to the Main tab at the bottom and right click on the bitmap and click internalize bitmap.
21. when that is finished inject your bitmap.
22. Now open MilkShape 3D and inport your 3DS model
23. merge your extracted model and see if your model is scaled correctly and facing the correct direction (bottom should be the gun pointing to your right)
24. export the model overwriting all of the extracted models objs.
25. open entity and select the model you extracted (mine was the sword) and click +>inject.obj and find your folder and inject.
26. when it is done injecting find the model dont view it yet you have to do some shader swaps swap all of the shaders with the one that contains your bitmap. (including the LOD)
27. Now view your model and see if it looks right if not do some editing and re-inject you may have to change your bitmap depending on what you do. now mine is a little wide instead of it being a round tip its a stretched oval i will change that and re-inject into H2 and see if its better!
28. well i fixed the problem now to link the model to the weapon.
Go to the weapon you are replacing with this model.
29. Find 4 models in the weapon: one should be a tag index 2 of them are models and the last one is a reasorce swap them with your model.
30. the final step... right click on the HLMT at the top and hit Go To and swap the model with your model and BOOM! Sign Ftp Test im not too sure how well the sword will work but who knows ???

Sorry if this tut lacks detail and is hard to understand hopefully most people understand it i know i do!


Click16
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BattleSkarz





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Post by BattleSkarz »

thanks! maybe now ill be able to inject my lancer, the other tut wasnt really working for me for some reason.
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Post by lechatsauvage »

I can't click on normal mapping :( and i don't know why..
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Post by mr_penguin »

Sometimes that happens to me. You need to goto "Select" then click "Convert Vertex to Face." That should allow you to normal map.

Click, can you add these to your tut!
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Texporter: you need a different version of texporter for each type of 3ds max!!!

And if you have 3ds Max 9 make sure you download the correct bit version, most of you should be 32bit.

Max 1: http://www.cuneytozdas.com/software/3ds ... porter.zip
Max 2: http://www.cuneytozdas.com/software/3ds ... orter2.zip
Max 3: http://www.cuneytozdas.com/software/3ds ... ter3_3.zip
Max 4: http://www.cuneytozdas.com/software/3ds ... .4_x86.exe
Max 5: http://www.cuneytozdas.com/software/3ds ... .5_x86.exe
Max 6: http://www.cuneytozdas.com/software/3ds ... .6_x86.exe
Max 7: http://www.cuneytozdas.com/software/3ds ... .7_x86.exe
Max 8: http://www.cuneytozdas.com/software/3ds ... .8_x86.exe
Max 9 32bit: http://www.cuneytozdas.com/software/3ds ... .9_x86.exe
Max 9 64bit: http://www.cuneytozdas.com/software/3ds ... .9_x64.exe
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Rockymods




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Post by Rockymods »

I had no idea it was this easy on 3ds O.o if only I still needed to UV those models...
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Post by NotZachary82 »

is there a away to get 3ds max7 still? ~just wondering~
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Post by BattleSkarz »

NotZachary82 wrote:is there a away to get 3ds max7 still? ~just wondering~
you might try bittorrent, but that might not be... smiled upon in these parts... if you know what I mean...
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Post by Evilsnowflakes »

Great tutorial, I've been looking for a good one for a while, I managed to get it to work but I have a slight problem more so in first person. depending on the direction my character is facing, my model will just completely glow white, I think it is the lightmaps but how would I go about fixing them to a single model.

thx in advance for any help.
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Post by click16 »

hmm the white means that your model is too detailed or you are looking in a bad direction no PMI i said this in the beggining
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Post by DEEhunter »

I use DEEPUV for my unwrapping.
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Evilsnowflakes




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Post by Evilsnowflakes »

I checked the stats on my model, its a pistol, it has 727 vertices and 1044 triangles, so its not that detailed. I would get pics but my uberscreenshot tool can't find my xbox even with the right info put into it and it being connected. I might just try putting in a rectangle and putting a wood texture over it to see if it is because its too detailed, and also, what is PMI for and how does it effect these models.
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click16





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Post by click16 »

Evilsnowflakes wrote:I checked the stats on my model, its a pistol, it has 727 vertices and 1044 triangles, so its not that detailed. I would get pics but my uberscreenshot tool can't find my xbox even with the right info put into it and it being connected. I might just try putting in a rectangle and putting a wood texture over it to see if it is because its too detailed, and also, what is PMI for and how does it effect these models.
Well PMI Is Perfect Model Injection I'm not too sure about PMI but mr_penguin had the same problem with his model and one part the lightmap another part is that there is no PMI for halo 2
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Post by Evilsnowflakes »

wasn't there a tutorial on perfect model injections.
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Post by mr_penguin »

I know I'm bumping an old topic but I noticed when you uncheck "smooth groups" when you save your model as an .obj it glitches alot less ingame.
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