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Kvasir
July 15th, 2010, 05:02 PM
Hey everyone, new here, but I've been messing around with Halo for a while now. Thought I would show off some of my stuff in one location, so excuse my complete dumping of a bunch of stuff.

Now, on to that stuff! (All quoted from the original thread here (http://www.modhalo.net/index.php?/topic/23812-kvas-random-halo-ce-projects-thread/))

Some older videos of things I've made:
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IjUxOealdiY
tEkwTXZV46w
1LWhNgy0fsc

A small Headhunter mod I was working on before the reach beta.
CVzJjsPkZNw
And the download:
http://www.mediafire.com/?goy0x2xvmmw

Then one day I scoured the 'nets and found out how to do this:
http://www.halomodding.com/uploads/images/1274086885-U119.png
Before I knew how to weld verts and smooth. D;

ZbZcRjIuQHQ

Pictures of a slightly too small CS:S deagle
http://www.halomodding.com/uploads/images/1274327266-U119.png
http://www.halomodding.com/uploads/images/1274327320-U119.png
http://www.halomodding.com/uploads/images/1274327355-U119.png

Knife:
http://www.halomodding.com/uploads/images/1274433630-U119.png
http://www.halomodding.com/uploads/images/1274433749-U119.png

Scout bat with bonk!:
http://video.xfire.com/2d92c2-4.jpg (http://www.xfire.com/video/2d92c2/)

Short video showing the animating process:
http://kod.singaming.net/Kva_hack/Videos/Ripping%20and%20animating%20shovel.7z

Frontier Justice:
http://img375.imageshack.us/img375/554/haloce2010071317093905.png
http://img52.imageshack.us/img52/5314/haloce2010071317091850.png

Pyro flamethrower with stock animations:
http://a.imageshack.us/img5/1866/haloce2010071400085684.png
http://a.imageshack.us/img62/3292/haloce2010071322090498.png

Pyro flamethrower with new origins (also has updated ready/idle/overlay/melee):
http://img686.imageshack.us/img686/8782/haloce2010071515553984.png

Super early pictures of an ugly rig of the TF2 Spy biped:
http://img215.imageshack.us/img215/7015/haloce2010071419130241.png
And some info on it:

Excuse the crappy rig, this is the first time I've ever done this, and this was a picture right after I got it in game, I'll be fixing it up tonight. Expect more soon.
All animations and other assets for the biped are stock except the model.
Oh, also, the gun is pointing at the ground because I was looking all the way down at the time.


Last but not least:
All ripped models/textures credited to Valve. I take no credit for them, except for rigging, tagging, and reanimation on some (otherwise credit to Bungie for stock animations)

I look forward to helping out and hanging around.

Inferno
July 15th, 2010, 05:56 PM
The bonk thing made me laugh.

arbiter901
July 15th, 2010, 06:45 PM
neat stuff

Kvasir
July 15th, 2010, 07:40 PM
The bonk thing made me laugh.

Heh, yeah. I figured I would add that in for laughs.

Con
July 15th, 2010, 08:40 PM
It's not ever day you see a campaign mod where you play as the flood. Cool stuff. Also I love the bonk bat.

CodeBrain
July 15th, 2010, 09:25 PM
Con, theres been one in development you know...

http://forum.halomaps.org/index.cfm?page=topic&topicID=23540

Kvasir
July 16th, 2010, 12:11 AM
It's not ever day you see a campaign mod where you play as the flood. Cool stuff. Also I love the bonk bat.

Lol, yeah, I had noticed that there weren't many, so I started some small work on what you see there by myself. Although, as usual, I got distracted and moved on to something else out of lack of interest. I wish I would have finished it.

Hehe, apparently the bat is popular. :P
Let me dig up a video of the melee mod I'm making that it's in. :D
I've come a long way since this video, added new weapons, tweaked damage, added music, etc:
yqBWFpcClXM

Also, here's the pyro flamethrower's animation set:
lut7psTz5IQ

Already had one guy tell me the ready animation looks weird, so I'll probably remake it sometime soon.

sleepy1212
July 16th, 2010, 07:36 AM
cool stuff btw F2 makes the server info go away faster

Kvasir
July 16th, 2010, 10:07 AM
cool stuff btw F2 makes the server info go away faster


Thanks, and also, thanks for the tip! I can't believe I never knew that, it'll help out a lot. :)

Inferno
July 16th, 2010, 03:40 PM
Why not convert those MP AI maps to actual SP maps. It will make it look more professional.

Dwood
July 16th, 2010, 04:04 PM
Why not convert those MP AI maps to actual SP maps. It will make it look more professional.

You're an ODST playing on the side of the flood. :P

Kvasir
July 16th, 2010, 06:34 PM
Why not convert those MP AI maps to actual SP maps. It will make it look more professional.

Eheh, about that, one of those, "Consumed" was actually a multiplayer map I had completed, but I ran into syncing issues with the bridge and nobody seemed to care much about the map. >.>
As for the other one, I forget why, I but I know there was a reason why I was loading it that way instead of through the console as a SP map, but I can't remember it. :\

And yeah, I popped those ODST hands in there because I figured it looked better as placeholder than the chief. xD



E: Also, another thing, it appears as if you don't have a place to post any PC content, so I'll just tag this on the end of here, if nobody minds. This is a CE BSP conversion which was then converted to PC. Just a fun little project I did. Map file replaces Bloodgulch.map. Info below.



http://halomodding.com/uploads/1268740602/med_gallery_119_4_138100.png
Equilibrium
Two teams locked inside a derelict forerunner facility fight for control.


Map supports CTF, KoTH, Oddball and Slayer gametypes.
Download (http://www.halomodding.com/index.php?/files/file/2694-equilibrium/)

I've finally released a map. Here you go. I hope people will actually download it. :)
It's a BSP from C40 converted for multiplayer, and has all the weapons and flags that you need to play it as such. Good luck playing!

Kvasir
July 25th, 2010, 11:16 AM
Double post for justice.

http://www.modhalo.net/index.php?/topic/26184-ripping-models-and-textures-from-source-games/ (http://www.modhalo.net/index.php?/topic/26184-ripping-models-and-textures-from-source-games)


I finally decided to get around to typing this up, but don't expect it to be complete for a while.

Firstly, you'll need these tools.

Tools:
GCFScape (http://nemesis.thewavelength.net/files/files/gcfscape180.exe) (To open and extract from the gcf game files. A gcf is an all in one storage file)
VPKTool (http://turvy.dommel.be/vampire/VPKTool.rar) (Originally a tool for Vampire: Bloodlines, but works for decompiling any Source game's VTF/VMT texture files to TGA format)
MDLDecompiler (http://kathar.net/other/mdldecompiler.exe) (Converts Source .mdl format animation/model files into separate .smd files)
SMDImporter (http://www.filedropper.com/smdimporter) (Script for importing aforementioned .smd files into 3DSMax)
A source game! (Obvious, isn't it?)
Photoshop (To convert the TGA files to TIFF files so tool can compile them)
HEK (Obvious enough)
SourceSDK (You may or may not need this. Pretty sure you do though.)
A Hex editor (To edit the MDL file)


Now, before we start, a few quick facts:
You will probably want to make shortcuts to your Steam folder and Halo folder.
Your steam folder should be located at "C:\Program Files\Steam".
Your Halo CE folder is at "C:\Program Files\Microsoft Games\Halo Custom Edition".
BSPs can not be ripped in the same method, so this only applies to weapons and pretty much anything else.

Okay, let's actually start.

Step one:
Getting the model and material files out of the gcf container

Firstly, open up GCFScape and hit File > Open, then browse to your Steam gcf directory. This is located here: "C:\Program Files\Steam\steamapps"

For this tutorial, we will be transferring the Huntsman from TF2, along with it's arrow (We'll start with the arrow for simplicity's sake) so open this file:
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/66230b03-96d0-4940-8f17-e5a9f796b193/2010-07-25_0331.png


Hit the plus next to "tf" then hit the plus next to "models", then hit the plus next to "weapons", and finally, the plus next to "w_models" and you should see something like this:
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/5c04b975-f2e5-4512-8347-a58cf5039c88/2010-07-25_0333.png


In the right window, go ahead and select everything that has "w_arrow" in it, like so:
http://content.scree...-07-25_0335.png (http://content.screencast.com/users/Kvasir94/folders/Jing/media/9d7b4822-0e6c-485d-b822-5b2f3c40d4e6/2010-07-25_0335.png)

Then right click in the right window, and click "Extract" and choose a folder to store it in. Mine will be a in a folder called "Arrow".
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/89b047b4-940c-4bbf-ae65-c5ea93b51535/2010-07-25_0338.png


Now, go to file > open again, and this time select this file:
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/f529d816-ed11-4c0d-82c3-41775b1bd0f7/2010-07-25_0402.png


Press plus next to "tf" then the plus next to "materials" then the one next to "models" then the one next to "weapons" then in the right menu, find "w_arrow" and right click it. Finally, select both files in the folder, and right click and hit export. Export it to your "arrow" folder.
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/3e7fbf0c-3a99-4903-8ff7-19e93c88cc2a/2010-07-25_0404.png


You can close GCFScape now. On to the next step!

Step two:
Converting the model container file to separate meshes and animation files

This part requires a bit of setup. Take the provided "MDLDecompiler.exe" file, and place it in your sourcesdk HL2: Ep1 bin folder. This is located at "C:\Program Files\Steam\steamapps\<STEAM NAME HERE>\sourcesdk\bin\ep1\bin".

Once you've done that, open the MDLDecompiler exe and you should see this:
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/691d9dff-9a4f-4396-a800-68d422a4fd96/2010-07-25_0412.png


Now, before continuing, there is something you may have to do. If you are ripping a model from any Orange Box game, you will need to hex the main .mdl file because of version differences. Open up your favorite hex editor and open "w_arrow.mdl" in it. You will see this:
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/b4b49fd8-b265-45c4-96a8-e6abc0e7d4a9/2010-07-25_0416.png


Click on the 0 that is highlighted in the previous picture. From here, hit the comma (,) on your keyboard, and you should see it replace the zero like so:
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/7909c279-3e28-4d66-9b69-c57490c3c63b/2010-07-25_0419.png


Save and exit, then switch back over to the mdl decompiler. From here, put in the location of your model in the top box. Mine is here "C:\Users\Justin\Desktop\steam stuff\arrow\w_arrow.mdl". Then, put in where you want the output. Mine will just be the arrow folder. When you're done, it should look similar to this:
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/b0ac1f27-7b4d-4e8e-9063-622962120fb2/2010-07-25_0422.png


Now make sure all the boxes at the bottom are unchecked and hit "Extract" and hit okay when it says model loaded. Then just wait until it says "Completed dumping model".

Your model is now extracted as a .smd file, and can be loaded with the provided 3DSMax script. The main model is always the one with the file name and then "_reference" in front of it. Go ahead and load 3DS, and click the "Maxscript" dropdown and hit "Run script" and browse to your script and open it, then hit the little hammer tab like so:
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/8b9cc93d-e927-4627-bea8-0bcd0a3a15cb/2010-07-25_0431.png


Then click the maxscript button, and it should bring out a dropdown box under "Utilities". Change the dropdown to "Half-Life smd import" and it will open the importer below it. From here, click the "Import smd" button, and scroll to your arrow folder, then select "w_arrow_reference.smd" like so:
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/ab040463-8e06-481b-81a9-8975df4576cb/2010-07-25_0435.png


Hit okay, and wait for it to import. You should then see your model imported into 3DSMax! Nice work!
Resized to 70% (was 1280 x 984) - Click image to enlargehttp://content.screencast.com/users/Kvasir94/folders/Jing/media/f47d7b9f-0b89-4c9d-b8c2-9cd00d8d942a/2010-07-25_0450.png

Keep in mind this is only the arrow as of right now. We are going to repeat the process for the bow's geometry and textures later.



Rest of the tutorial later!