Halo 3 odst models

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ODST armor

Were you looking for the Nightfall armor, a superficially similar combat suit used by ONI operatives or the black body suit, a vacuum-enabled suit of light armor?

The ODST battle dress uniform (BDU) is a suit of combat armor worn by the Orbital Drop Shock Troopers, special forces of the UNSC Marine Corps.[1] With multiple models having seen production, the suit can be configured for a variety of combat roles and can even be used in conjunction with MJOLNIR powered armor.

Introduction[edit]

The ODST body armor is a signature piece of equipment used by the Orbital Drop Shock Troopers. The suit, which is produced by Misriah Armory,[2] is vacuum-rated and is capable of extra-vehicular activity for fifteen minutes.[3] The armor provides numerous advantages in the field, including ballistic protection, temperature control, as well as thermal insulation against extreme temperatures experienced during atmospheric entry and thermal protection from Covenant energy weapons.

The ODST armor has gone through several design changes since the start of the Human-Covenant War. The current version incorporates technology initially developed for the MJOLNIR Powered Assault Armor, most notably the helmet.[4] This also includes ceramic-titanium composites for armor plating to give the user added protection. It features a heads-up display and communications systems, notably the Visual Intelligence System, Reconnaissance, to give more situational awareness to the wearer.[5]

The ODST BDU has been in use since the Insurrection, if not earlier, and remains unmatched in its ability to protect its wearer over other BDUs during the toughest operations. The BDU excels at providing more protection against small arms fire than other infantry body armor, and also excels at allowing a trooper to conduct Military Operations in Urban Terrain (MOUT) with little chance of being detected in dark locations. The BDU's stealth capability is partly thanks to its black and gray camouflage patterns on the legs, boots, gloves, chest, helmet and undersuit - these urban camouflage patterns are optional; without the camouflage panels, the BDU is black. On the left shoulder pad of every ODST is a UNSC MED REF patch.[6][7][8] This patch contains basic medical information about the trooper, and allows a certified medic to gain a quick medical reference to an ODST wounded in the field. Despite the armor's obvious advantage over standard infantry armor, it is still vulnerable to Covenant energy weapons, armor-piercing rounds, and large explosive devices.

By , some adaptive design features of the SOLDIER-class Mjolnir system were integrated to some newer models of ODST armor.[9]

Armor variants[edit]

While the standard ODST BDU is fully capable for any role, there are specialized variants of the BDU - these suits are specifically issued to a specialist of a certain field to provide them certain advantages during an operation. As such, specialized gear is only available by Mission Conditional Requisition (MCR). Depending on mission requirements, an ODST operative may request either additional, or variant equipment that ranges from helmet attachments, gloves, battery, equipment or communication rucksack.

ODST/UA Personal Protective Equipment[edit]

An up-armored variant of the ODST BDU, the ODST/UA PPE[10] is issued to personnel whose specialization requires extra armor, such as demolition experts. This version of the battle armor is specifically designed to aid an ODST in CQB-type combat conditions. The standard left pauldron is replaced with a longer two-piece ballistic plate, which aids in protecting the trooper's upper body while in a firing stance, and also to reduce severe injury from plasma-based weaponry. The helmet is also issued with an optics device that aids the user in relaying images and video to teammates or command.

  • H3ODST CQCArmor Concept.jpg

Sharpshooter[edit]

The sharpshooter BDU is issued to sniper experts in the field. This BDU is designed to give an ODST sharpshooter more freedom in combat - the standard right pauldron is removed, allowing the sniper to aim better and move his arm more freely with a sniper rifle, while the standard left pauldron is replaced with a larger plate to protect the sniper's arm from counterattacks. The sharpshooter variant is also issued with an O/I[11] (ocular/integration)[12] optics device attached to the helmet, while the Oracle scope on the SRS99 can be smart-linked to the user's HUD.

  • H3ODST RangedArmor Concept.jpg

UA/Bullfrog[edit]

The UA/Bullfrog BDU is a BDU used relating to the specializing in the use of Series 8 jetpacks.

  • BullfrogODST.jpg

S-1/ONI Recon BDU[edit]

The S-1 reconnaissance PPE/BDU is a specialized Office of Naval Intelligence variant of the ODST armor.[13] The armor is only issued to ONI reconnaissance agents for high risk operations. The undersuit of the armor, which is superficially similar to the standard ODST armor, is designated as the S1/ONI field fatigues.[13] However, the chest plate is replaced with a specialized one, to provide stealth capabilities with little or no loss of endurance, specifically by reducing its IR signature and reflective surfaces. The torso part of the armor also varies from the standard version, having a green, translucent orb in the center. There are no shoulder pauldrons issued with this variant, which allows more freedom of arm movement. This variant also uses a version of the Recon helmet.

  • H3ODST ReconArmor Concept.jpg

Space-assault[edit]

The space-assault variant of ODST armor is vacuum-sealed for use in extra-vehicluar operations in space, such as boarding actions. It is also used for operations in environments with thin atmospheres.[14] The armor is shielded against the effects of electromagnetic pulses, such as those produced by nuclear weapons.[15] This armor variant was notably used by the 21st Space Assault Battalion, a battalion of veteran ODSTs specially trained for combat in zero-gravity environments.[16]

ODST/COMM[edit]

The ODST/COMM is a variant issued for communication and calling in artillery and ortillery support.

  • HFR Hudson Render Front.png

ODST/DEMO[edit]

The ODST/DEMO is a variant issued for combat engineering and demolitions work.

  • HFR AvaLang Render Front.png

ODST/HVY[edit]

The ODST/HVY is a variant issue for heavy weapons role operators.

  • HFR Ramos Render Front.png

ODST/TAC[edit]

The ODST/TAC is a variant issue for command role operators.

  • HFR Graves Render Front.png

MJOLNIR variants[edit]

Main article: ODST armor (MJOLNIR)

A number of MJOLNIR Powered Assault Armor platforms support the use of ODST armor pieces.

MJOLNIR GEN2/Helljumper[edit]
Main article: HELLJUMPER-class Mjolnir

Manufactured by Cascade Stronghold Technologies under a research partnership with the UNSC and Cascade, the Helljumper variant is another instance of adapting the ODST armor to the MJOLNIR GEN2 platform. A handful of prototypes had entered service with the UNSC as of [17] It is the most heavily armored and bulkiest incarnation so far, with mostly smooth curved surfaces and many components bolted on.

  • H5G-Render-Buck-fullbody.png
Nightfall[edit]
Main article: Nightfall armor

The Nightfall armor is a specialized variant meant for hostile environments.[18] Like the standard ODST BDU, it retains fall impact negation and a built-in VISR suite but also introduces best-in-class life support and a camera within the helmet's brim. The life support consists of an oxygen tank located in the chest armor. The MJOLNIR [GEN2] adaption adds a data crystal chip port, putting it inline with other MJOLNIR variants. It doesn't include the armored backpack like the standard MJOLNIR/ODST variant, but does feature storage pouches across the front of the lower torso.

  • H5G-Nightfall.png

Armor components[edit]

A study of the ODST armor in Halo 3.

The ODST battle dress uniform is comprised of several different components and layers that make the suit what it is, while technology from other projects across the military have been incorporated into the suit, ODST equipment still has proprietary technology that has not been adopted into other equipment for the military.

Helmet[edit]

ODST helmet[edit]

The standard helmet worn by Orbital Drop Shock Troopers, which was originally designed for use with the MJOLNIR system,[4] Like the Beta-5 Division MP helmet, the ODST helmet is enclosed and can provide oxygen for fifteen minutes; unlike the Beta-5 Division MP helmet, however, the ODST helmet features a distinct, more rounded visor. This version is made of titanium and is coated with a heat-dispersing material; the inside of the helmet is lined with padding to provide comfort for the user. The visor is capable of polarizing, fully obscuring the user's face, or depolarizing, becoming nearly transparent, at the user's whim; the visor is generally colored silver-blue, though infrequently red,[19] dark orange,[20][21][22] silver, black, and golden polarization are also possible.

The ODST helmet is seemingly derived from the standard-issue CH helmet.[citation&#;needed] The modern version of the helmet was adapted for use with MJOLNIR; the technological advancements made, such as CTCs, were incorporated back into the ODST helmet's regular production.[4][5] It is made of titanium and is coated with a heat-resistant material to help disperse heat - the inside is lined with black padding to provide comfort when the user is wearing it. The helmet's faceplate is made of a strong, glass-like material with the ability to polarize. When polarized, the helmet's faceplate has a bluish silver color and obscures the wearer's face completely. However, the ODST helmets worn by the Spartan-IIs during their training had a golden-orange polarization,[23] and Michaels wore a red-polarized helmet during the Battle of Ariel.[19] There is also an up-armored variant of the standard helmet designed for close-quarters combat, designated the ODST-HS Combat Helmet.[1]

The helmet provides excellent protection against small-arms fire and small explosive attacks. The helmet is also essential in providing an ODST the ability to perform EVA and also provides a heads-up display (HUD), giving the wearer basic information including a targeting reticule, weapon information, ammo capacity, and basic health readout. The newest version of the helmet integrates with the user's standard neural interface to provide more tactical data to the HUD. Helmet-integrated neural interfaces is another piece of technology that has seen widespread adoption from Project MJOLNIR. Along with this state-of-the-art equipment, the helmet is also equipped with its own thermal imaging and motion sensors.[24] There are also several external optical modules that can be attached to the helmet, including the ODST-CNM used by some squad leaders[25] or an optical/integration module which enhances smart-linking capabilities and communication systems.[11][12]

Another version of the helmet is very similar in design, though its faceplate is noticeably less convex and is colored a deep shade of blue. This model bears less resemblance to the CH combat helmet, most notably in the backward-swept over the ears and jaw.[26]

Due to its cross-platform nature, the ODST helmet may also be worn with other armor systems. Spartan-IIs wore ODST helmets in conjunction with their body suits during their training[27] and on their first combat mission.[23]

In , the MJOLNIR Powered Assault Armor/AA variant, which was developed as an improvement of the ODST helmet, was introduced as the UNSC Armyairborne's standard-issue helmet.[28][29]

ODST BIOS[edit]

Main article: ODST BIOS

The ODST BIOS is firmware, designed to be the first code run by the ODST armor when activated. The initial function of the BIOS is to identify, test, and initialize system devices such as the heads-up display, VISR and other hardware. The BIOS handles most of the armors software functions when initiated. Updates to the BIOS allow newer hardware to be supported and function. BIOS versions can be viewed though the ODST armors magnification system when no weapon is being held or no zoom-supported weapon is being held.

VISR[edit]

VISR greatly broadens the range of information available to the individual combatant.
Main article: Visual Intelligence System, Reconnaissance

The Visual Intelligence System, Reconnaissance (VISR) is issued with the ODST helmet. The VISR proprietary data management suite enables a user to link into UEG, CAA, and UNSC infrastructure systems at the local, national, and global levels - however actual access level is administered on a need/rating basis.[30] This allows the user to store and review mission content up to MB combined, the system also provides street level navigational data, and receive secure real-time mission data. In addition, every current issue helmet ODST BIOS AB or later is equipped with low-light vision enhancement, which outlines hostile units in red, friendlies in green, weapons in blue, and objects of interest in yellow.[7]

Body suit[edit]

The ODST body suit is composed of several different layers and materials. The inner layer of the black-gray undersuit is made of Kevlar to aid in protecting the wearer from small arms fire. The inner layer contains a heating and cooling system which regulates temperatures to keep the user warm or cool depending on the weather conditions - the heating and cooling system can also match infrared signatures of the current weather as well to allow an ODST to go undetected in hostile locations.[24] The outer layer of the undersuit is coated with a heat-resistant material to aid in reducing temperatures experienced during orbital drop, and against Covenant plasma weapons. The body suit also doubles as a pressure suit to allow an ODST to perform extra-vehicular activity.

Armor plating[edit]

As with the helmet, the chest plate is composed of titanium and ceramic materials. It covers the chest from the bottom of the clavicle to the bottom of the rib cage, with another segment protecting the abdomen. Some body suits feature an armored collar that protects the wearer's neck, complementing the chest plate's coverage.[31] A pair of wide, low-profile shoulder pauldrons are featured, though some ODSTs, such as snipers or CQB specialists, may opt for an alternate model or none at all. The shin and knees are well protected with titanium-ceramic guards, as are the forearms.

A different armor set features a much slimmer chestplate; a shorter collar; and smaller, lower-profile pauldrons. This version offers no protection to the groin. The greaves are nearly identical to those worn with the standard set.[26]

Rucksack[edit]

Designated as the M/LBE Hard Case,[1] the rucksack issued to ODSTs is, for all intents and purposes, an armored backpack that attaches to the back of the armored vest. The rucksack comes in a number of different variants. The main purpose is storage, which allows a trooper to store equipment, ranging from ammunition, to medical supplies, to explosives, to battery packs which provides power to any equipment an ODST may carry, and communications, which houses the necessary radio and satellite gear that an ODST squad requires to report in to their superiors. For longer missions, ODSTs can carry larger rucksacks with enough supplies for two weeks of operation without external resupply.[32] Rucksacks have integrated magnetic holding devices to allow for external back mounting of additional equipment. Equipment with magnetic properties, such as longer weaponry, can be carried externally over the rucksack eliminating the use of extra straps or slings. Because the rucksack's casing is armored, it gives the ODST wearing it an additional layer of protection from behind.

Trivia[edit]

  • The ODST armor resembles the first concept art of what would become the Mark V Mjolnir armor. This design by Shi Kai Wang was scrapped because, according to the artist, it made the Master Chief look "too mean."[33]
  • The visor's ability to polarize, the VISR mode, and the HUD it displays may mean that the helmet has a transparent Organic Light Emitting Diode (OLED) coated screen.
  • The Good Samaritan achievement unlocks the ODST armor for the player's Xbox Live avatar if the user has Halo Waypoint. The helmet cannot be removed, rendering any avatars wearing it completely anonymous.
  • The armor worn by the squad in Halo 3: ODST have exactly the same scratches and burns, due to the reuse of the same basic in-game model for each character.
  • On the cover of Ultimate Comics: The Ultimates Volume 1 #4, General Nick Fury and several S.H.I.E.L.D. agents are depicted wearing armor clearly inspired by that of the ODST.

Gallery[edit]

Halo 2 and Halo 2: Anniversary[edit]

  • An ODST wielding a BR55 Battle Rifle on Installation

  • A squad of ODSTs aboard a DTC Pelican.

  • Crop of the Halo 2: Anniversary armor.

Halo 3 and Halo 3: ODST[edit]

  • ODST concept art for Halo 3.

  • ODST concept art for Halo 3.

  • ODST concept art for Halo 3.

  • ODST concept art for Halo 3.

  • ODSTs seen wearing their armor on Installation 00 in Halo 3.

  • Various MJOLNIR Mark VI ODST armor sets in Halo: The Master Chief Collection.

  • Concept sketch of the ODST armor for Halo 3: ODST.

  • The VISR system integrated to the ODST helmet.

  • The HUD magnification system of the ODST helmet.

  • The Rookie, clad in default ODST armor.

Halo: Reach[edit]

Other[edit]

List of appearances[edit]

References[edit]

  1. ^ abcHalo: The Essential Visual Guide, page 53
  2. ^Halo: Reach, ODST helmet in-game model
  3. ^Halo: The Cole Protocol, Chapter 4: page 48, Chapter 5: page 56
  4. ^ abcHalo: Reach: ODST helmet Armory description: "Many technologies initially developed for MJOLNIR have gained widespread adoption."
  5. ^ abHalo 3, Armory
  6. ^We Are ODST
  7. ^ abHalo 3: ODST
  8. ^Halo: Landfall
  9. ^Halo 5: Guardians
  10. ^Halo: The Essential Visual Guide, page
  11. ^ abHalo: The Essential Visual Guide, page
  12. ^ abHalo Encyclopedia: The Definitive Guide to the Halo Universe (), page 56
  13. ^ abHalo: The Essential Visual Guide, page 45
  14. ^Halo: Silent Storm, chapter 7
  15. ^Halo: Silent Storm, chapter 15
  16. ^Halo: Silent Storm, chapter 5
  17. ^Halo Waypoint: Canon Fodder - Conventional Warfare
  18. ^Halo Channel: Halo: Nightfall Season Reward
  19. ^ abHalo: Helljumper, Issue 2
  20. ^Halo 3
  21. ^Halo: Fall of Reach - Boot Camp, Issue 3 and Issue 4
  22. ^Halo: Landfall
  23. ^ abHalo: Fall of Reach - Boot Camp
  24. ^ abHalo Encyclopedia ( edition), Chapter 2: page 57
  25. ^Halo: The Essential Visual Guide, page 26
  26. ^ abHalo 2: Anniversary
  27. ^Halo 3, ODST helmet description
  28. ^Halo: Reach, Armory, MJOLNIR AA variant description: "The MJOLNIR/AA variant was developed as an improvement of the venerable ODST helmet."
  29. ^Halo: The Essential Visual Guide
  30. ^Bungie.net: Halo 3: ODST Field Guide
  31. ^Halo: Reach
  32. ^Halo: The Flood, page 58
  33. ^The Art of Halo 3

Sources[edit]

Sours: https://www.halopedia.org/ODST_armor
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    #1

    Information  , AM (This post was last modified: , PM by Keltoi. Edit Reason: Updating tutorial for accuracy )
    Hi I will be sharing how to rip just about any model/map (and even some sound files) from the Halo games! I will try to put it into steps to make it somewhat easy to follow. 

    First things first, if you have questions or requests for me, you can reach me at my Discord:

    https://discord.gg/9MXmuPPbUG

    The discord is full of very talented people who can help with getting just about any model you could ever need.
    So far the group can help you get assets from Halo CE, 2, 3, ODST, Reach, 4, 5, and Halo Wars 1 / 2


    TLDR: Here is a YouTube tutorial I made so you don't have to read this long tutorial:
    https://youtu.be/aYnVWsOZHlE


    I hope this tutorial is helpful to you!

    Install Reclaimer
    First things first you will need the program Reclaimer, made by Gravemind from this link here: http://forum.halomaps.org/index.cfm?pageicID=

    Make sure you install Reclaimer to a folder on your desktop or on an external device like a HDD, or else your computer might have issues accessing the Halo .map file data and the settings file.

    Make sure you read the instructions on the page carefully, as Gravemind has laid out what you will need to get it working and explains the formats it currently allows for! (currently supports .dae, .obj., .obj w/ .mtl, .amf, and .jms model filetypes as well as .png, .tif, and .dds bitmap texture filetypes).

    Once it is downloaded and installed, open the program and go to settings and change the default extraction file type. It will default to .amf format, but you will want to change it to obj or dae (depending on your preference). The bitmap default file type will be tif, but you can change it to png if you want. 

    Once you have decided what format you want your bitmaps in (.png, .tif, or otherwise) go to Tools -> Settings and where it says "Batch Extractor" click that and change it to the "Model Viewer" setting panel. Here you will see a setting called "MaterialExtension" which defaults to "tif". If you are wanting your bitmaps in .tif format then leave it unchanged, but if you are wanting .png bitmaps then just change it to "png" instead. This will ensure that the .mtl files generated by extracting models in .obj format will point to the correct format, making it easier on you if you are using a 3D modeling program like Blender.

    Before you close out your settings tab it is VERY IMPORTANT to ensure your "FolderMode" is set to "Hierarchy". This is in the "Batch Extractor" panel. Not doing so will for some reason cause your extracted textures to replace each other every time they are extracted and leave you with only one texture file at the end of the extraction (as of 12/13/ this is a bug, but Gravemind is working to fix it).

    Get .map files
    Now that your settings are all set, you will need some maps!
    Halo Master Chief Collection hides it's map files in certain locations in it's install directory. 

    Note Certain .map files from the PC MCC won't work for some reason, most likely due to the porting process from The ones that won't work are: Halo CE, Halo 2, and Halo 4. To get access to these .map files you will need the original Xbox .map files which I will provide below!

    Note 2 I have gotten feedback from some users saying the Halo CE .map files they try to open look corrupted. This may be due to getting your .map files from various sources online and they could have gotten messed up somewhere along the way. The Google Drive link below will have fresh .map files from my personal Halo CE on my computer so those should all work perfect!

    The directory for the .map files (in case you want to find them) are as follows:

    Halo CE      ->(install directory)\halo1\original\build\maps 
    Halo 2         ->(install directory)\halo2\h2_maps_win64_dx11 
    Halo 3         ->(install directory)\halo3\maps 
    Halo ODST ->(install directory)\halo3odst\maps 
    Halo Reach ->(install directory)\haloreach\maps 
    Halo 4        ->(install directory)\halo4\maps

    Now if you don't have the Halo Master Chief Collection, then that is okay! I will provide you some links to the .map files Wink

    Google Drive
    This link will be a Google Drive that I have gone through the trouble of grabbing all (working) CE .map files for you that work for Reclaimer in the correct file structure: https://drive.google.com/drive/folders/sp=sharing

    Extra Link to original Xbox .map files
    If for some reason my Google Drive gets taken down, or I stop paying for the additional storage, here is a link to all .map files from the Xbox and Xbox discs themselves: https://haloce3.com/xmf/


    NOTE: When you use .map files be aware that some models may have issues opening up or be grossly mistextured in the Reclaimer Model Viewer and will not extract, namely vehicles and character models. Gravemind explained to me that this is because the "Shared" files need to be in the same directory as the other .map files for that game. Once they are in the same directory it should work perfectly!

    If you have any questions of what files are mandatory for a certain game I will write them below!

    MANDATORY FILES (make sure these files are in your directory before using Relcaimer for the specified game)
    Halo CE: ui.map, sounds.map, bitmaps.map
    Halo 2:  mainmenu.map, shared.map, single_player_shared.map
    Halo 3:  mainmenu.map, shared.map, campaign.map, bink.map, images.map
    Halo 3 ODST: mainmenu.map, shared.map, campaign.map
    Halo Reach: mainmenu.map, shared.map, campaign.map
    Halo 4:  mainmenu.map, shared.map, campaign.map

    The above files will be found inside the google drive link here inside their respective folders: 
    https://drive.google.com/drive/folders/sp=sharing

    Your directory should look exactly like the Google Drive folders do for each game!


    Now that Reclaimer is installed, settings how you want them, and you now have some .map files to play with Open up Reclaimer (if it isn't already) and go to File -> Open Map in the top left.

    Your .map file will open and you will see a ton of folders on the left side of the screen. There are two main folders to focus on depending on what you are looking for

    MODELS
    If you are interested in extracting models from Halo Custom Edition find the folder named "gbxmodel" and if you are doing it for any of the other Halo games find the folder named "render_model". Once expanded you will see all sorts of files. These are ALL of the models for that given .map file. Have fun finding what you are looking for! But heed these notes below

    IMPORTANT! Every time you open a .map file from a new Halo game you will need to Right Click on a file and select "Open With". Here you NEED to select "Model Viewer" and click the button that says "Set as Default". If you don't do this then your model will not open up and you can't extract it or it's textures!

    Note 2 Certain models may not open in the model viewer, or may look weird with bright yellow colors instead of their real textures until you open the correct .map file. For instance I had trouble opening up the Banshee model on Halo Reach, until I tried it on different .map files and eventually it worked!

    Note 3 Sometimes you might click on a model file and the model viewer will open up, but you won't see anything displayed. This tends to happen because a model is small, or is a flat texture you can't see very well. To fix this in most cases you just have to click and drag your mouse on the blue space in the model viewer and that should refresh the Model Viewer and your model will show up (90% of the time).

    MAPS
    If you are interested in extracting the level geometry from the .map files find the folder "scenario_structure_bsp". Once expanded you will see a file (or files in some cases like Halo Reach and Halo 4). These are the level geometry models for a given .map file. Have fun looking at the map geometry! But heed these notes below

    IMPORTANT! Every time you open a .map file from a new Halo game you will need to Right Click on a file and select "Open With". Here you NEED to select "Model Viewer" and click the button that says "Set as Default". If you don't do this then your model will not open up and you can't extract it or it's textures!

    Note 2 Certain map files will be BIG and they may make Reclaimer act kinda slow and say it isn't responding. This is normal in most cases and if you give it enough time Reclaimer will get ahold of itself and finish loading the data for the map and display it on the right once it is done!

    Note 3 Sometimes you might click on a model file and the model viewer will open up, but you won't see anything displayed. This tends to happen because a model is small, or is a flat texture you can't see very well. To fix this in most cases you just have to click and drag your mouse on the blue space in the model viewer and that should refresh the Model Viewer and your model will show up (90% of the time).


    Movement Controls for the Model Viewer
    [REQUIRED: Holding down Left Click on Model Viewer display window]
    WASD keys to move camera around
     RF keys for up/down camera movement

    [Controls that don't require holding Left Click]
    [Use numpad arrow keys instead]
    View distance control (up/down arrows) 
    FOV control (left/right arrows)



    Extracting the Models and Textures
    So now you are a pro at finding models and have the one you want. Next you will need to know how to extract the files themselves along with their textures (if you want those too).
    Once a model is open in the Model Viewer there are three icons (out of seven) to pay attention to above the Model Viewer's "search" bar and they are the three on the right side! When extracting you can designate a folder for the files to go into.

    3 Big White Squares (Export Bitmaps) - This button is for extracting all the bitmap textures for the selected model in the Model Viewer.

    1 Blue Floppy Disk (Export Selected Geometry) - This button is for extracting all the model data from the list below the Model Viewer's search bar. Once you have the sections of the model you wish to extract by checking their check boxes you can then extract them with this button. This is helpful because things like Vehicles and NPCs have stacked models to show different clothing/faces/damage and unchecking the parts you don't want will get you something specific instead of all them at once.

    2 Blue Floppy Disks (Export All Geometry) - This button is for extracting ALL sections of the model in the Model Viewer.


    Note If you expand a check box in the Model Viewer you can double click on the sub-categories that expand and that will auto focus the Model Viewer onto that section of the model, then you can click and drag on the screen to move your camera around to view the model.


    DONE!
    You now have extracted your desired model from the Halo Master Chief Collection and are (hopefully) super happy with the result! I put a lot of time into this tutorial, making sure I include all the things I learned when doing this on my own (and with the help of Gravemind himself). I hope this is helpful to you Halo model extractors out there and please post your questions if you have problems with something, I'll try to check in from time to time to see if someone has a question. I did my best to be very thorough though so please if you have a problem with something PLEASE reread my tutorial, because I do believe I included just about everything you need to know about this process (especially in the Notes). If you can't reach me on here you can reach me on Discord, my username is: Plastered_Crab#

    Happy extracting friends! Smile

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    Came here from Reddit! This tutorial has been extremely helpful. I've been wanting to extract Halo models for a long time, and this made it very easy to get started. Thank you for your time making this!

    Posts: 9
    Threads: 1
    Joined: Dec

    (, PM)RedditMan Wrote: Came here from Reddit! This tutorial has been extremely helpful. I've been wanting to extract Halo models for a long time, and this made it very easy to get started. Thank you for your time making this!

    No problem! I wanted to make it easier for people to get what they are looking for. I hope to soon update this tutorial for Halo 5 model extraction as well as sound FX / Music extraction too. Contact me on Discord at Plastered_Crab# of you have any other questions or you want something specific you are having trouble getting yourself Smile

    [Halo Model Contributor]

    27 Halo CE models
     2  Halo 2 model
     2  Halo 3 ODST models
    12 Halo Reach models

    Posts: 2
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    Joined: Jan

    Hi, it says I dont have permission to do anything with the .map file? its the windows 10 version, I tried altering the permissions but I cant for the .map files.
    And are the model files inside the map files? you never specified where to find the model files?

    Posts: 9
    Threads: 1
    Joined: Dec

    #5

    , AM (This post was last modified: , AM by Keltoi.)

    (, AM)Elmoz Wrote: Hi, it says I dont have permission to do anything with the .map file? its the windows 10 version, I tried altering the permissions but I cant for the .map files.
    And are the model files inside the map files? you never specified where to find the model files?

    Hey thanks for reaching out for help! If it's saying you don't have permission to access the .map files am I wrong to assume you might be trying to use the game pass version of the MCC?
    To answer your other question the .map files contain every single asset needed by that certain level including sounds, models, textures, etc. Once you get the .map file loaded up properly the models will be located in the gbxmodels folder if it's Halo CE, and render_model folder if it's any other Halo game. I outlined this information in the Models section of the tutorial.

    If you are using the game pass version of the MCC I recommend you don't try to use those .map files actually. For some reason those .map files don't work very well anyways and I think it is due to how did the porting of the games to PC. In the tutorial I included a link to every .map file for every Halo game so you can just grab them from there instead and they will work great! Just make sure you include the mandatory files I outlined on the tutorial above or else the .map files will have glitched textures and be broken.

    I hope this helps you! If you still have trouble then reach out to me on here again or on discord at Plastered_Crab#

    [Halo Model Contributor]

    27 Halo CE models
     2  Halo 2 model
     2  Halo 3 ODST models
    12 Halo Reach models

    Posts: 2
    Threads: 0
    Joined: Jan

    #6

    , AM (This post was last modified: , AM by Elmoz.)

    (, AM)Keltoi Wrote:
    (, AM)Elmoz Wrote: Hi, it says I dont have permission to do anything with the .map file? its the windows 10 version, I tried altering the permissions but I cant for the .map files.
    And are the model files inside the map files? you never specified where to find the model files?

    Hey thanks for reaching out for help! If it's saying you don't have permission to access the .map files am I wrong to assume you might be trying to use the game pass version of the MCC?
    To answer your other question the .map files contain every single asset needed by that certain level including sounds, models, textures, etc. Once you get the .map file loaded up properly the models will be located in the gbxmodels folder if it's Halo CE, and render_model folder if it's any other Halo game. I outlined this information in the Models section of the tutorial.

    If you are using the game pass version of the MCC I recommend you don't try to use those .map files actually. For some reason those .map files don't work very well anyways and I think it is due to how did the porting of the games to PC. In the tutorial I included a link to every .map file for every Halo game so you can just grab them from there instead and they will work great! Just make sure you include the mandatory files I outlined on the tutorial above or else the .map files will have glitched textures and be broken.

    I hope this helps you! If you still have trouble then reach out to me on here again or on discord at Plastered_Crab#

    Hi yes I was using the MCC version haha.

    Ah okay I thought as much that everything is contained in the .map file. 

    Now that I used your .map file archive I got it to work, thank you very much.

    Posts: 9
    Threads: 1
    Joined: Dec

    (, AM)Elmoz Wrote:
    (, AM)Keltoi Wrote:
    (, AM)Elmoz Wrote: Hi, it says I dont have permission to do anything with the .map file? its the windows 10 version, I tried altering the permissions but I cant for the .map files.
    And are the model files inside the map files? you never specified where to find the model files?

    Hey thanks for reaching out for help! If it's saying you don't have permission to access the .map files am I wrong to assume you might be trying to use the game pass version of the MCC?
    To answer your other question the .map files contain every single asset needed by that certain level including sounds, models, textures, etc. Once you get the .map file loaded up properly the models will be located in the gbxmodels folder if it's Halo CE, and render_model folder if it's any other Halo game. I outlined this information in the Models section of the tutorial.

    If you are using the game pass version of the MCC I recommend you don't try to use those .map files actually. For some reason those .map files don't work very well anyways and I think it is due to how did the porting of the games to PC. In the tutorial I included a link to every .map file for every Halo game so you can just grab them from there instead and they will work great! Just make sure you include the mandatory files I outlined on the tutorial above or else the .map files will have glitched textures and be broken.

    I hope this helps you! If you still have trouble then reach out to me on here again or on discord at Plastered_Crab#

    Hi yes I was using the MCC version haha.

    Ah okay I thought as much that everything is contained in the .map file. 

    Now that I used your .map file archive I got it to work, thank you very much.

    No problem! Always glad to help Smile
    It turns out that the newest version of the Reclaimer program works for MCC, but only the Halo 3 and Reach as far as I've tested it. But you still need the required files like shared.map, campaign.map, etc.

    It's best to use my collection of .map files though just so you know it'll work Smile

    [Halo Model Contributor]

    27 Halo CE models
     2  Halo 2 model
     2  Halo 3 ODST models
    12 Halo Reach models

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    Hey, I'm getting a error when trying to open any Halo 2 maps, even though the latest update for Reclaimer said it was now fully able to support opening the file types for Halo 2?

    Posts: 9
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    (, AM)flipdark95 Wrote: Hey, I'm getting a error when trying to open any Halo 2 maps, even though the latest update for Reclaimer said it was now fully able to support opening the file types for Halo 2?

    Hi there! Did you try updating your MCC as well? Also if you join the discord near the top of this tutorial we can help you more if that doesn't work!

    [Halo Model Contributor]

    27 Halo CE models
     2  Halo 2 model
     2  Halo 3 ODST models
    12 Halo Reach models

    Posts: 34
    Threads: 11
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    #10

    , AM (This post was last modified: , PM by Nooga.)
    Ooh, thanks for this! Might rip me some (rigged, hopefully) elites and upload them on TMR.

    EDIT: Armatures are borked Sad

    Posts: 9
    Threads: 1
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    (, AM)Nooga Wrote: Ooh, thanks for this! Might rip me some (rigged, hopefully) elites and upload them on TMR.

    EDIT: Armatures are borked Sad

    Try using the new Amf importer that came out for it as it can extract with the armatures in tact

    [Halo Model Contributor]

    27 Halo CE models
     2  Halo 2 model
     2  Halo 3 ODST models
    12 Halo Reach models

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    (, AM)Nooga Wrote: Ooh, thanks for this! Might rip me some (rigged, hopefully) elites and upload them on TMR.

    EDIT: Armatures are borked Sad

    [Image: EsmEw8xWMAIWFTU.png]

    Posts: 4
    Threads: 1
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    I need some help!

    my Friend and I have tried to rip from the .maps, we were able to get the Forerunner Light Rifle and the turret, but we can't get the main texture for the Binary Rifle nor anything of the Forerunner scatter rifle (shotgun) and pistol

    we tried on both our PCS, we tried using the provided maps then we also tried just using the game's files themselves, but for some reason the Binary Rifle doesn't have a main texture, and we can't get the Scatter Rifle or Pistol?

    please help!

    Sours: https://www.vg-resource.com/threadposthtml

    3 odst models halo

    Hands off. I myself want. - Irka finally defeated the jeans and began to pull them off me. The not fully unfastened belt caught on the protruding underpants of the riser.

    Halo MCC: Halo 3 ODST Campaign Mod- Tayari Plaza Definitive Edition

    Katya moaned in response. The rhythm increased. Alexei drummed from behind with the force of a jackhammer. Katino's body shook from his blows. -Mama, Ill finish now.

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