Extracting models!

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Ziecore





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Extracting models!

Post by Ziecore »

Ok! I'm still having problems exporting models. Just like i did a year ago...
I have tried exporting models from Darkmatter and from Entity.
I get meny .obj files just as expected.
I tried exporting alot of diffrent models.
But all i get when importing is.. nothing!
I'm using 3Ds max 9, But i have also tried importing them into Milkshape.
I have tried meny diffrent options when importing.
I have even tried importing the .obj files on three diffrent computers, Same resault on all of them.
Can someone post a video or something when they are exporting and then importing a model?
I just want to be sure im doing everything right.
It would also be very, VERY helpfull if someone could post a .obj file for me. Doesnt matter wich one just, Just one that is working for you.
Also, When going to "Set External Map Paths..." There are four paths to set:

mainmenu
shared
single_player_shared

And Bitmap. However, I cant seem to find Bitmap anywere.

Also, In Entity i have noticed something called "Real Time Halo"
"Debug Xbox's IP Address"
What is this used for? And what does "Sync Xbox" mean?
Just curious.

I would really appreciate your help.
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Rockymods




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Post by Rockymods »

DO NOT use dark matter for injecting. Exporting is fine though. Here's a little checklist

1. Custom model is a .obj
2. Model is scaled and fitted correctly to the halo 2 gun.
3. New model is replaced over the extracted model LOD's
4. Inject with entity (if exported with darkmatter you must rename the weapon files to: battlerifle[0], battlerifle[1] and so forth. Change name of weapon to what you are injecting over.
5. Wait for it to scan all the objects in the folder you have selected and when the window pops up for you to name the model you are injecting change only the final link area to whatever name you want. ABSOLUTELY NO SPACES
6. Wait a few minutes to finish injecting. This may take a while.


As for external map paths, the fourth one is purely optional and is not needed.
I hope this helps
Ziecore





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Post by Ziecore »

I'm sorry to say that only the last thing you said helped.
(How can it be optional when bitmap.map doesnt even seem to exist?
And how comes it still gives me an error when loading a map?)
For exporting models still does not work.
When i said "But all i get when importing is.. nothing!" I meant importing the .obj's into my 3Ds Max or Milkshape.
There is nothing wrong with my vidcard, As i said i tried importing on three diffrent computers.

Would it be legal if you posted a .obj that you exported?

I know this might be much to ask, But i wasnt kidding when i said it would really help if someone could posted a little video.

PS: Sorry for posting in the wrong forum at first.
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Rockymods




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Post by Rockymods »

The computer I use does not have recording capabilities as the one I am on now does. When you say exporting does not work, does that mean it gives you an error or nothing is there or it has the files but no model in them, if so tell me the file size of them. And also be sure not to inject the .mtl files because those won't freeze, they just have absolutely no object.

bitmap does exist but it is not from halo 2
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Post by Ziecore »

It gives no error.

When exporting to .obj it waits a while and then a popup comes saying "Done".

I just exported the Elite from New Mombasa, And I got 35 files including the .mtl but not the textures.

The .mtl is 4kb and the other files varies between 2kb and 200kb.
No files are 0kb.
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Rockymods




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Post by Rockymods »

What program are you using to export.
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Post by Jangoo1991 »

I have the same problem... I'm using Milkshape 3d and for exporting I use entity. Everytime I import the model there's just nothing.
Ziecore





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Post by Ziecore »

Rockymods wrote:What program are you using to export.
I use Entity to export too.
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Rockymods




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Post by Rockymods »

Use darkmatter and see if you get the same result
Are you zooming in to the very center of the axis's? Because the models are not some giant monster..
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Post by Ziecore »

I have tried darkmatter, It wont work either.
I've been using 3ds max for meny years. I think i know when there is nothing in the scene.
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Post by Supermodder911 »

the models are extracting properly if there is no eroor message you have to zoom in on the 3d view to actually see the model depending on what it is
Image
C Wizzle
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Post by Ziecore »

Ziecore wrote:I've been using 3ds max for meny years. I think i know when there is nothing in the scene.
And i dont think i can make myself any clearer.
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Post by Zone 117 »

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Ziecore





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Post by Ziecore »

Thanks but i have already seen them.
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Post by tsgfilmwerks »

I'm having the same problem - The models export correctly, but when I import them into blender, there's just nothing. With ADI, I would get a model that I could scale and see, but with entity... there's nothing! No model, no mesh.

I looked at the code of the OBJs that entity made, and it IS filled with vertex and face coordinates. Compared with ADI's OBJs, I can't tell the difference.

Has anybody gotten entity's OBJs to work correctly?
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Zone 117




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Post by Zone 117 »

tsgfilmwerks wrote:I'm having the same problem - The models export correctly, but when I import them into blender, there's just nothing. With ADI, I would get a model that I could scale and see, but with entity... there's nothing! No model, no mesh.

I looked at the code of the OBJs that entity made, and it IS filled with vertex and face coordinates. Compared with ADI's OBJs, I can't tell the difference.

Has anybody gotten entity's OBJs to work correctly?
It works, it's a fact. Try using a different program then Blender, or get a different obj plugin for it.
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Post by tsgfilmwerks »

what other obj plugins are there, and do they have uvw mapping?
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Post by Rockymods »

Could have made your own topic about that... And UV mapping is not part of halo 2 modding. You use 3ds max to UV your models, not the modding programs.
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Post by tsgfilmwerks »

Rockymods wrote:Could have made your own topic about that... And UV mapping is not part of halo 2 modding. You use 3ds max to UV your models, not the modding programs.
No, ADI saves each model's UVW information, so it is part of Halo 2 modeling, which is what this topic is about, not modding.
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Post by tsgfilmwerks »

Ziecore wrote:
Ziecore wrote:I've been using 3ds max for meny years. I think i know when there is nothing in the scene.
And i dont think i can make myself any clearer.
Yeah, when there are zero new objects added to the scene's library (not the visualization of the scene), that means that no model has been imported, thus the obj file does not work properly.
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