These are the proxies for my own custom versions, intercepted en-route to my gpu from the game. (technically not 'ripping' or hacking) These models are 99% bungie, I have only done minor tweaks. The textures are 95% bungie, I had to do some significant changes to rebuild their shaders in Max using only a rough knowledge of how they set them up using blend/color masks for team-color variations in the armor. Meshes are captured in 3dr format and the shaders must be completely rebuilt from scratch using nothing but ambiguous hex named DDS textures. (all in Max) After that its a matter of isolating the desired meshes and customizing them to overlap on top of the Fallout 3 base mesh so that it roughly conforms to the Fallout 3 skeleton, ready for rigging/skinning. Once I get time I'll be completely revamping (basically re-making) the entire mesh, bringing it 'up to par' with the Fallout 3 models, both in poly-count and level of detail. As with most games, Halo 2 uses 512x512 textures for main character armor, 256x256 or 256x128 texture for helmets, etc. Fallout however uses mostly 1024's for almost everything, so since I can't simply up-res the images, I'll be doing alot of customization before I'm done. Polygon wise, the pip-boy for example contains almost twice as many polygons as the entire mesh of the Master Chief from Halo 2... just to show you how far game models have come since then! I'll be modelling out the entire armor set in high poly by hand over top of these base meshes, then overlaying and re-topologizing a new base mesh that will conform to the high-poly detail, so that I can accurately Render-to-texture all the nifty little detailed parts (vents, wires, etc). essentially creating a new mesh from the old one, using it as reference. I take no credit for modelling these or creating the textures... yet. Once I'm done it will be pretty clear the difference between my meshes and the base meshes. The real question is, do I have time! :)