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Author Topic: [App] Adjutant 2 (1188 messages, Page 9 of 34)
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Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 22, 2012 08:29 AM    Msg. 281 of 1188       
Quote: --- Original message by: R93_Sniper
Sheesh Gravemind, you've been quite busy havent you?
Any progress on better model ripping capabilities?

I'm currently looking into missing brute pieces, but I've only just started so no real progress so far.
Edited by Gravemind on Sep 22, 2012 at 08:44 AM


Ubergoober
Joined: Oct 11, 2010


Posted: Sep 22, 2012 12:16 PM    Msg. 282 of 1188       
im very much enjoying this thread :)


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Sep 22, 2012 12:25 PM    Msg. 283 of 1188       
COOL I CAN EXTRACT ALL THE METAL TEXTURES NOW!! THANKS!! :D


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Sep 22, 2012 12:39 PM    Msg. 284 of 1188       
do want cubemap pack hrnnggg


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 22, 2012 12:51 PM    Msg. 285 of 1188       
How does we use teh specular in the cubemap.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 22, 2012 12:55 PM    Msg. 286 of 1188       
Hmm, wonder if we can use it in halo ce though.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 22, 2012 01:12 PM    Msg. 287 of 1188       
Awesome!


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 22, 2012 03:31 PM    Msg. 288 of 1188       
YESU! Now if only the part of OS with the dynamic cubemap locations was made for release..


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 22, 2012 03:48 PM    Msg. 289 of 1188       
I think it's possible to do it without OS with trigger volumes and permutations of models... like the backpack weapons


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 22, 2012 03:52 PM    Msg. 290 of 1188       
Hmm, that can possibly work as well.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 22, 2012 04:05 PM    Msg. 291 of 1188       
Quote: --- Original message by: waffles
Though, the biped would then have to be level specific, unless you wanna make pemutations for every single level lol.

In any case the biped would have to be level specific...


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 22, 2012 08:35 PM    Msg. 292 of 1188       
waffles, I like what you did there. It's now going to be the default setup.



I would make the background blue by default, but it makes it look really ugly for the environment cubes.
Edited by Gravemind on Feb 13, 2013 at 07:40 AM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 22, 2012 08:38 PM    Msg. 293 of 1188       
Leave it the way it is, it looks perfect. Directly compile-able through tool at the way it is, just add blue in gimp or photoshop by yourself.

EDIT: Sandtrap/Shrine cubemap bitmaps still dont seem to work... Just pitch black?
Edited by XlzQwerty1 on Sep 22, 2012 at 08:42 PM


ChBgt909
Joined: Sep 10, 2011

ᶘ ᵒᴥᵒᶅ


Posted: Sep 22, 2012 09:02 PM    Msg. 294 of 1188       
Quote: --- Original message by: Gravemind
waffles, I like what you did there. It's now going to be the default setup.

http://dl.dropbox.com/u/39530625/Haquez%20Co/Adjutant/Screenshots/cube3.png

I would make the background blue by default, but it makes it look really ugly for the environment cubes.


perfect! :D


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 22, 2012 10:12 PM    Msg. 295 of 1188       
You should also try fixing the wraith_bump into

Currently, it's like some blue stuff.
Edited by XlzQwerty1 on Sep 22, 2012 at 10:12 PM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Sep 23, 2012 04:05 AM    Msg. 296 of 1188       
Quote: --- Original message by: Gravemind
waffles, I like what you did there. It's now going to be the default setup.

http://dl.dropbox.com/u/39530625/Haquez%20Co/Adjutant/Screenshots/cube3.png

I would make the background blue by default, but it makes it look really ugly for the environment cubes.


The background color doesnt have so much importance, halo considers the background color as the transparent (=black) parts of the cubemap, or it takes a source from teh first left-top pixel, I dont know really, so not having the blue isnt a big issue


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Sep 23, 2012 05:41 AM    Msg. 297 of 1188       
Quote: --- Original message by: XlzQwerty1

You should also try fixing the wraith_bump into http://img31.imageshack.us/img31/7272/wraithbump.png

Currently, it's like some blue stuff.
Edited by XlzQwerty1 on Sep 22, 2012 at 10:12 PM


Its blue like that because its a different type of normal map im pretty sure :p.

world or something


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 23, 2012 10:54 AM    Msg. 298 of 1188       
It's fixable though, that's what I'm saying.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 23, 2012 10:42 PM    Msg. 299 of 1188       
What ones? Every single flood bitmap I checked in 050_floodvoi was working fine.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 23, 2012 10:53 PM    Msg. 300 of 1188       
A missing/corrupt campaign.map can also cause a lot of things to not extract, mainly in campaign levels.


The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Sep 24, 2012 09:59 AM    Msg. 301 of 1188       
Some bitmaps that were extractable before are not extractable now.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 24, 2012 10:02 AM    Msg. 302 of 1188       
I can't help unless you say exactly which ones...


The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Sep 24, 2012 10:39 AM    Msg. 303 of 1188       
active_camouflage_disortion


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 24, 2012 07:53 PM    Msg. 304 of 1188       
Yes, that's because its an A8R8G8B8 cubemap. Those are being a problem at the moment.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Sep 25, 2012 02:50 AM    Msg. 305 of 1188       
Quote: --- Original message by: XlzQwerty1
It's fixable though, that's what I'm saying.


Yes, I understand that, but why would you want to convert it if that's it's proper format? It was baked like that in Max or zbrush etc.
:P

btw does OS allow all formats or only the standard?
Edited by Cheddars on Sep 25, 2012 at 02:51 AM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 25, 2012 06:23 AM    Msg. 306 of 1188       
Anyone a fan of RawCheeze?



BIG shoutout to darvolt for help on this one. This is far from finished though, still lots of improvement needed.
Edited by Gravemind on Feb 13, 2013 at 07:42 AM


The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Sep 25, 2012 06:25 AM    Msg. 307 of 1188       
I am.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 26, 2012 06:36 PM    Msg. 308 of 1188       
That could all be fixed with an updated EMF script. If I had the source I'd update it, but I'm really no good with MaxScript and the help doesn't help too much.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 26, 2012 07:47 PM    Msg. 309 of 1188       
I don't know if this helps at all, got it from a chinese website.


#include <stdio.h>
int key = 0xECD6D157;
unsigned short DoNumber() {
unsigned long x,y;
x = key;
y = x + x * 2;
y = x + y * 4;
y = y * 0x10;
y += x;
y = y * 0x100;
y -= x;
x = x + y * 4 + 0x269EC3;
key = x;
__asm mov eax,x;
__asm sar eax,0x10;
__asm mov x,eax;
return x & 0x7fff;
}
int main(int argc,char *argv[]) {
short num;
char c;
if (argc < 2) {
printf("srcun: Maxscript Deprotector\n");
printf("converts a *.mse encrypted script back into a *.ms script\n");
printf("usage: scrun msefile msfile\n");
return 1;
}
FILE *f1 = fopen(argv[1],"rb");
FILE *f2 = fopen(argv[2],"wb");
while (!feof(f1)) {
c = fgetc(f1);
num = DoNumber();
c ^= num;
fputc(c,f2);
}
}


This is probably for really old 3ds max versions, but hopefully it can help you.

Of course, whatever gets encrypted, can always be decrypted, that's a rule for sure.
Edited by XlzQwerty1 on Sep 26, 2012 at 07:50 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 28, 2012 07:36 AM    Msg. 310 of 1188       
Quote: --- Original message by: waffles
*sigh* what can ya do right? In any rate, the updates are getting better and better as they come!

Any luck with sound stuff?

No, I've been busy with the model viewer and university work lately. I'm also away for a while and won't be back till about the Monday after next, so the update with the model viewer will be a bit late. I got a fair bit done before I left though. It's now 10x faster than RawCheeze, and you can turn the model parts on and off without reloading the model. I also made it so you can extract from the model viewer tab, so it only extracts whats currently showing. A few other improvements, too.

Quote: --- Original message by: XlzQwerty1
This is probably for really old 3ds max versions, but hopefully it can help you.

Of course, whatever gets encrypted, can always be decrypted, that's a rule for sure.

As far as I know, the only MaxScript decryptors around are for old versions, like Max 8 or something. And yea it would have to be decryptable, otherwise Max wouldn't be able to read it after it encrypts it.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 29, 2012 08:31 AM    Msg. 311 of 1188       
Quote: --- Original message by: __Altheros
Post the app's requirements like framework version so people don't get ridiculous errors

You returned. Requirements for the current version is only .NET Framework 3.5, I'll put it on the OP soon.


For anyone who wants to try the model viewer, here's what's currently done:
-link no longer valid-
If the model viewer part doesn't work, you may need to install the DirectX runtime. It's worked for me on all computers I've tried, so I can't be sure why it may not be working for people. You can also try XNA redistributable 3.1, but it shouldn't be needed. If you need to, you can revert back by doing a forced update. The actual update probably won't be out for about 7-9 days seeing as I'm away for a while.
Remember: the tags you want are under "render_model" not "model"!

Here's some of of the features:
  • 5-10x faster model loading than the original RawCheeze
  • Dynamic camera speed - bigger models start with a faster camera
  • Better dynamic camera position - starting camera position is scaled better for bigger models
  • Loads more model textures than the original RawCheeze
  • Cycling cursor - while moving the camera, the cursor will automatically cycle to the opposite side if it gets to the edge
  • Realtime permutation toggling - when you toggle a permutation in the checkboxes it will automatically update in the viewer
  • Extract models via the viewer - permutations selected in the viewer are the ones that will extract
  • By default, the viewer will load "standard", "base" and "default" permutations at the start

Once again, big thanks to darvolt for the original RawCheeze.
Edited by Gravemind on Oct 8, 2012 at 07:49 AM


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Sep 29, 2012 08:58 AM    Msg. 312 of 1188       
Your team is doing great Gravemind, your fast growing into the most contributive programmers CE has known! Keep it up guys!


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 29, 2012 10:56 AM    Msg. 313 of 1188       
Thanks, but I'm pretty sure others have made much bigger contributions. Also not much of a team with only one person, although there's been lots of contribution by others, namely darvolt with the model viewer and Anthony & Xenon7 for the original extraction code from Alteration. I'm glad to have helped people though, and happy that people enjoy my program.


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Sep 29, 2012 11:33 AM    Msg. 314 of 1188       
PS: you should change your avatar quote as it is not be-fitting for you :-)


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 30, 2012 08:58 AM    Msg. 315 of 1188       
Quote: --- Original message by: The Lodeman
PS: you should change your avatar quote as it is not be-fitting for you :-)

Depends who you ask.


In the Adjutant preview I posted above, certain models won't load in the viewer when they should, mainly the brute model. This has been fixed and will be in the official release next week.
I also added some specular to the shaders so they aren't as dull now.

Edited by Gravemind on Feb 13, 2013 at 07:43 AM

 
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