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Thread: [DATA+TAGS] H2MT - The Essential Collection

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    Lightbulb [DATA+TAGS] H2MT - The Essential Collection



    The Essential Collection

    DATA & TAGS


    By Kills Alone & the H2MT Crew

    Released October 31st, 2012



    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.


    SUMMARY:
    The core H2EK installation takes up just under a Gigabyte of space.

    When decompressed the collection I offer here will take up about 11GBs of space! It includes the original files from a core H2EK install, you just copy it right over the top of a fresh H2EK installation. It includes these original files as many have been modified and/or improved upon.

    All of the H2V source files I have created over the years and others I have improved on. This collection contains H2V custom mapping work by most of the H2MT and is the best place to start from. With a few tweaks you can make your own versions of many maps.

    This collection contains:
    -MP, SP, CO-OP, & H2.5 MMM SCENARIOS

    Multiplayer
    Ascension Tower of Power PB
    Bloodgulch (Unfinished)
    BoneYard V4
    Coag Redux V2
    Collateral V2
    Delta Halo PB2
    Delta Towers
    Desolation
    Desolation Devolved
    Foundry PB
    Fuel Station PB
    H3 Guardian PB2
    Holidays Grave V1.5
    Immure PB
    Lockout Sym PB
    Metropolis (Unfinished)
    Narrows V2
    Narrows V3 PB2
    New Mombasa
    Night Mombasa V1.5
    Nightscape
    Outskirts PB7
    Quarry PB
    Sandtrap V3
    Sandtrap V4 PB
    Sandbox
    Sol System 2.1
    Spaceout PB
    Template PB
    Template Sym PB
    The Pit V2
    Tombstone V2
    Tombstone V3 (Unrealeased)
    Trence PB
    Trenched
    Valhalla V1.5
    Vertigo 4
    Zombstone V2
    And more test maps


    Single Player
    Coagulation
    Outskirts
    Quarry
    Requiem
    Tombstone


    Co-operative
    Outskirts


    H2.5 MMM
    Various


    Weapons
    Reach Magnum M6G

    H3 Assault Rifle MA5C
    H3 Assault Rifle MA5C Custom HUD
    H3 CMT Brute Spiker
    H3 CMT Brute Spiker Custom HUD
    H3 Magnum M6G
    H3 Missile Pod
    H3 Missile Pod Custom HUD
    H3 H3MT Brute Mauler
    H3 Spartan Laser
    H3 Spartan Laser Custom HUD

    ODST Magnum-Socom M6C
    ODST SMG Silenced M7S (unfinished)

    H2 Battle Rifle Grenade (only supports gamepad)
    H2 Battle Rifle Torch
    H2 Battle Rifle XBR55
    H2 Covenant Carbine Extended Clip
    H2 Covenant Carbine Reaper
    H2 Chaingun Mobile
    H2 Chaingun Mobile Custom HUD
    H2 Gaussgun Mobile
    H2 Gravity Gun (broken\unfinished)
    H2 GT (broken\unfinished)
    H2 Missile Pod (unfinished)
    H2 Needle Rifle
    H2 Plasma Shot
    H2 Plasma Turret Mobile aka Plasma Cannon
    H2 Recon Rifle
    H2 Recon Rifle Blue
    H2 Recon Rifle Red
    H2 Scarab Gun (prototype)
    H2 Sentinel Beam (restored)
    H2 Sentinel Beam Major (unfinished)
    H2 Shotgun Torch
    H2 SMG Silenced Fixed (really fixed + slightly balanced)
    H2 SMG Silenced Torch
    H2 SMG Torch
    H2 Sniper NoScope
    H2 Spartan Laser
    H2 Target Locator

    H1 Assault Rifle MA5B
    H1 Assault Rifle MA5B Rusty
    H1 Flamethrower
    H1 Flamethrower Custom HUD
    H1 Pistol M6D
    H1 Pistol M6D "Black"

    Melee
    H3 Gravity Hammer
    H3 Gravity Hammer Custom HUD

    H2 Energy Blade Dual (broken\unfinished)
    H2 Energy Blade Purple
    H2 Energy Blade Red
    H2 Flag Blue
    H2 Flag Red
    H2 Gravity Hammer
    H2 Jackal Shield (broken\unfinished)
    H2 Plasma Saw (broken\unfinished)
    H2 Sangheili Honor Guardsman Pike
    H2 Skull

    2x4 Wooden Plank

    HL2 Crowbar

    Equipment
    Bubble Shield
    Bubble Shield Single Use
    Bubble Shield Single Use Custom HUD
    Gravity Lift
    Gravity Lift Single Use
    Gravity Lift Single Use Custom HUD
    Power Drain (broken\unfinished)
    Trip Mine (broken\unfinished)

    Scenery
    Autofire
    Barrage
    Biped
    Ledge
    Vehicles

    Other
    Camera
    Empty Handed
    Flare Gun (broken\unfinished)
    Masterchief Gun


    Vehicles
    H3 Hornet
    H3 Hornet Snow
    H3 Mongoose (broken\unfinished)
    H3 Mongoose Snow (broken\unfinished)

    H2 Banshee Damaged
    H2 Banshee Heretic
    H2 Banshee Mod
    H2 Chaingun 360z
    H2 Dino (broken\unfinished)
    H2 Fire Scorpion
    H2 Fire Warthog
    H2 Ghost Damaged
    H2 Gravity Ghost
    H2 Longsword
    H2 Manatee (broken\unfinished)
    H2 Minigun
    H2 Needler Ghost
    H2 Revenant
    H2 Rocket Warthog
    H2 Scorpion Campaign
    H2 Scorpion Damaged
    H2 Spectre Damaged
    H2 Spectre Mod
    H2 Speed Ghost
    H2 Spook
    H2 Warthog Damaged
    H2 Warthog Mod
    H2 Warthog Troop
    H2 Warthog Troop Damaged (glitchy)
    H2 Warthog Trooper
    H2 Weapon Ghost
    H2 Weapon Wraith (broken\unfinished)
    H2 Wraith Campaign
    H2 Wraith Damaged

    Ball aka Flying Bubble Shield


    -AI
    -BSPS
    -EFFECTS
    -MODELS
    -SCRIPTS
    -TEXTURES
    -SHADERS
    -NEW SOUNDS
    -UNLOCKED H2EK
    -IMPROVED H2TOOL
    -AND MUCH MORE



    FILES (7-Zip archive):
    https://skydrive.live.com/?cid=A730C...EAB2760675!245
    3.87GBs Compressed

    Due to an upload size limitation with Skybox it came out to 14 files; all at 300MBs a piece except for the last file.
    The current host requires a MS account; a Games for Windows Live/XBOX Live account should suffice.

    Next I will try and find another host with less strict upload and download limitations.




    Alternate Download Location at MediaFire








    H2MT Readme.txt:
    //////////////////////////////////////////////////////////////////////////////////////////



    ABOUT THIS COLLECTION:

    Before I ride my pony off into the sunset I wanted to release all of our H2MT work so that others can bypass much of the BS and get right to the fun
    of H2V custom map creation. Yes, it can be fun if you have the following:

    1) A brain and patience

    2) The right tools/applications

    3) Good source files to start with and the knowledge to use them


    My H2EK (Data & Tags) directory is ~11GBs and that is after removing lots of junk files, duplicates and so forth. When I compress it (with 7-Zip) the
    size drops down to ~4.25GBs. From there I will split it into eight or nine pieces. I hope thats not too large of a download for you but this will
    provide access to everything I've worked on. I include a few tools and many tweaks specific to the H2EK root folder, bin directory and so on.


    BTW, when I say everything I mean everything: Single Player (AI), Multiplayer, H2.5 MainMenu Moded and CO-OP (AI) plus a few scenarios by other H2MT.

    Getting some of the complied maps to work requires the latest MainMenu Mod (Public Beta 0.5), Ambiguous (Alpha), possibly Cheat Engine and other
    tools and know-how. Its all laid out on the Map Repository under the Notes section (see the bottom of this text file for links).

    You need to take special care when editing Single Player and CO-OP scenarios otherwise YOU WILL CORRUPT THE FILE! So make sure you are using the
    tools I recommend such as H2GuerillaNEW.exe from the H2EK Unlocked directory also included in this collection. If a scenario becomes corrupt it will
    not open again after it has been saved.



    //////////////////////////////////////////////////////////////////////////////////////////



    INSTALLATION INSTRUCTIONS:

    This archive uses 7-Zip LZMA2 compression so you need to have 7-Zip installed to extract it. You can download it from here: http://www.7-zip.org


    0) You need to install the H2EK from your H2V DVD or an H2V ISO file as the tools will fail to launch otherwise.


    1) I would suggest backing up your H2EK directory first just in case you make some kind of mistake. So copy the root folder and name the copy something
    like Halo 2 Map Editor.BACKUP.


    2) If you want to merge this collection with your existing Data & Tags then simply extract the files over the top of your existing files, I always
    install my H2EK to C:\games\Halo 2 Map Editor or D:\games\Halo 2 Map Editor and so forth.

    However if you are not a madman such as myself then you installed the H2EK to the default location, so you would look here:

    C:\Program Files\Microsoft Games\Halo 2 Map Editor

    or is it here

    C:\Program Files\Halo 2 Map Editor

    or perhaps here

    C:\Program Files (x86)\Halo 2 Map Editor


    3) If the extractor asks about overwriting files you can give confirmation because you did make that backup in step one right?


    4) Step four is very important! Wait, there is no step 4. You should be good to go, although the extraction process could take quite awhile; so go outside,
    rob a bank or do whatever it is that you enjoy.


    5) Okay step five, yeah fives a cool number; shit you try rolling a blunt without a thumb, then you will see! Okay, now that the files are completely
    extracted you can explore them. I suggest opening Sapien and then navigating to:

    \Halo 2 Map Editor\tags\scenarios\multi\

    from there you can jump right into editing your own version of an H2MT scenario!


    * If you have any problems editing and/or saving any files I suggest setting the root H2EK folder and its contents to write access.
    Do so from the folders properties palette by unchecking Read-Only and then clicking apply. This could take a minute or so to complete.

    ** Please respect the team's work by mentioning us if you release any maps/source based on our work.



    //////////////////////////////////////////////////////////////////////////////////////////



    ABOUT THE H2MT CREW:

    The Halo 2 Map/Mod Team has been around for years now. We create custom maps, mods, applications, videos and other content for Halo 2 Vista
    (aka Halo 2 PC or H2V).

    We have some members that also work with Halo 2 for the original XBOX and Halo Custom Edition for the PC.


    Some of the members act as consultants and error finders while others create new BSPs (terrain or geometry) to battle over.

    The team has released a few mods that enhance gameplay rather then taking away from it, mods such as the MainMenu Mod, Blu Trainer vK2 and Ambiguous
    Alpha & Beta (the first Real-Time H2V Editor).

    A few members have created tools that now allow us access to enhanced Real Time Editing capabilities while others have ported maps and content from
    various Halo games.


    We now have a large pool of custom BSPs, weapons, vehicles, HUDs, shaders, bitmaps, new crates, active scenery, skys, scripts and more to choose
    from.


    When a project has reached an acceptable level of completion we choose to share most of our source files as we believe that the community can grow
    and learn with more ease through proper existing examples.


    We are not actively searching for new members at this time, particularly novices, but if you feel you have some skills that could help us expand the
    Halo Universe please contact us through the H2PC Forums.



    H2MT members past and present:

    AvengerofDeath2

    B4M_TwinReaper

    Baltic Beazt

    Computron

    Garanas

    JohnnyBlaz20

    Kantanomo

    Kills Alone

    Kirby_422

    PCTechmaster07

    PirateEggs

    Shock120

    Skiddy 632

    Slaters Fury

    StatutorytrOy

    Super PolarBear

    SuperSniper

    XHN_SCRAPY

    ZeroErrors



    //////////////////////////////////////////////////////////////////////////////////////////

    Last edited by Resinball; May 4th, 2013 at 08:06 PM.
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  2. #2
    Glorious Beacon of Light Disaster's Avatar
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    Re: [DATA+TAGS] H2MT - The Essential Collection

    Well this looks neat.
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  3. #3
    The Silent Photographer Zeph's Avatar
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    Re: [DATA+TAGS] H2MT - The Essential Collection

    If we have people that can hex edit into a .model format, why don't we have people that can make a tool that writes into that format from Max or .fbx/etc.? Dont tell me that all those things are borrowing physics proxies from other existing assets (h3 hornet borrowing banshee physics)?
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  4. #4

    Re: [DATA+TAGS] H2MT - The Essential Collection

    Funny thing about that Hornet is it fits the Spectre almost perfectly.
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  5. #5
    Senior Member Btcc22's Avatar
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    Re: [DATA+TAGS] H2MT - The Essential Collection

    Not directly related but the Essential Mix you used for the video is awesome.
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  6. #6

    Re: [DATA+TAGS] H2MT - The Essential Collection

    Yeah MSTRKRFT reminds me of Daft Punk, good shit.
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  7. #7
    Kid in the Hall Kornman00's Avatar
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    Re: [DATA+TAGS] H2MT - The Essential Collection

    why not use source control? Use a main repo for the core tags/data, then have forks for campaign/mp scenarios (to get around repo size constraints)
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  8. #8

    Re: [DATA+TAGS] H2MT - The Essential Collection

    I already have a Map Repository setup with all kinds of Data/Tags source and collections and I'm not sure that I will be making any more additions to it, so this collection is the easiest method to get all of the most recent source files as it is essentially drag and drop execution. The campaign/co-op/ai are more experimental examples so I did not see a reason to split them all up anymore then has already been done so.

    You (Korn) have been a great help, if you want to help further you could upload all of the source files (Tags) you have been able to extract from H2. Between the original scenarios that you have access to and the characters/animations that Shadow has access to we would be much closer to a fully working H2EK. If I do acquire such Tags then I will remake the collection, but at this time it is quite complete from the MP perspective.

    If anyone else improves the collection or has some other source that would make a great addition please contact me.
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  9. #9
    Kid in the Hall Kornman00's Avatar
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    Re: [DATA+TAGS] H2MT - The Essential Collection

    Most of the juicy tags reference one of the shader tag groups, which AFAICT, can't be fully recreated into source tags from their postprocessed cache tag (you could say the postprocess operation is lossy). I was working on ways around this in OS H2EK, but most activity is still in CE so I keep most of my free dev time on it.
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  10. #10

    Re: [DATA+TAGS] H2MT - The Essential Collection

    Yeah, I hear that man, its just that I believe the H2EK could rival and even surpass Custom Edition in many ways and I hate not seeing it come to full fruition. Even if we do not have all of the tags many could be improvised in one way or another. Many shaders can be created by hand so I'm curious if Shadow's extracted bipeds have proper UV coordinates.

    Shadow said the same to me awhile back, regarding the post processing. I knew it would be an issue the first time I tried to modify the MC biped by making a new character based on him and ran into issues with his face-plate and post-processing. I may have mentioned this to you before, but with the different semi-custom MC's I did I borrowed the heads from the Marines and distinguished each by colors and weapon set, even basing some of them on real players I know, and it worked well enough for now. To solve the post-processing issue with the mask I just used a shiny black shader/texture I came up with. Both worked for my purposes because what I've been trying to create is a semi-custom Mombasa campaign and I have some of the story/locations mapped out.

    Mid way through the mission there was a part where the Spartans suffer some type of EMP attack and have to ditch their helmets, also losing their HUDs and causing erratic issues with each of their own AI (AI akin to Cortana). I also wanted to create a story where the player is a marine or ODST for at least part of the campaign, rather then being the main hero type the player gets to play from a support position where they aid a Spartan or group of Spartans. This is something I wanted to do long before ODST/Recon, in fact I've never played any Halos past 2, other then a few MP matches of 3. So its nothing like ODST other then the obvious similarities.

    With all of the extracted tags I think that most of that could be realized, the biggest hurdle is path-finding. Thats why I was wondering if that information could be retained when extracting a scenario, then I saw in the extracted Mombasa scenario (that originated from you) and many of the fields that cannot be made from scratch where still there. So I would say its likely that we could reuse those existing fields to create new scenarios, even if those scenarios had limits such as we had to use the exact same path-finding/bsps from the original campaign, because if we had that much we could still change how it plays out with scripting.


    On one scenario I have working there is a large bridge section where the player sees his team and them himself destroyed by some massive nuke or otherwise large explosion only to awaken and realize its was a bad dream, then the real game begins at a completely different location. This section needs polish but would work out pretty well even within the H2EK limits I currently face. So it could be more custom of an experience in some scenarios. The main thing to finish on this scenario is I need someone to create a realistic looking mushroom cloud explosion, thus far my attempts haven't been good enough in that area.


    Another section that has 99% of the BSPs ready is the map Tombstone. I have created two different versions of the map to fit within the story. The second type would appear similar to the MP version. The first version that the player would see would be early in the morning so it would probably be much darker. Most of the Tombstones would be cleared out, part of the player's team would arrive from the sewers which are opened up and would likely be greatly extended, perhaps even becoming a separate BSP. Anyways the point of this area is that the team clear out the Covenant forces then get a message that many many more Covenant forces are coming to retake the area. One of the marines or spartans had a relative that worked at a place similar to the Tombstone map. So this NPC goes down below the map to a storage area and returns with a Forklift and precedes to bring the pillars out and set them around the map so that the friendlies will have some improved cover. For this section to work I created a vehicle based on the Forklift and the Crane, the Crane rotates 360 degrees.

    Besides the forklift models UVs not upgrading worth a shit, I needed to come up with a way to make a functional elevator. An elevator could be faked in many ways, but a real one would be ideal so that the elevator did not require any outside (or inside if it where a vehicle) assistance. Shit I could probably put invisible AIs in them if I had too. But a proper elevator requires animations and the only place to get those is from the original campaign.


    There is a lot more to my campaign such as more locations and characters, but without those tags it would suffer because we really need access to the original tags such as animations, bipeds, and campaign-only vehicles, so I decided it might be better as a machinima...still I long to finish that campaign someday, so if you ever get the free time know that I do have a plan for those tags, "I don't just want them, I need them, and that is an adult decision."


    So who knows, perhaps this collection will encourage others to give the H2EK a second chance, the lack of fully unlocked tools was surely a large problem but so was the lack of example tags; there were just so few it was an insult to anyone who used Custom Edition. Now people have a solid place to start from and more examples then necessary. Its just a damn shame the real H2EK couldn't leak out of some hole like most software eventually does; of course many others have said the same many times before me.
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