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R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 1, 2012 12:00 AM    Msg. 316 of 1188       
ya know, unless gravemind made it able to be toggled.

Actually, can you do that Gravemind? Make a checkbox menu in the options that allows you to use Just Diffuse, Normal, Specular, etc maps or even enable/disable the model viewer? Might be a helpful feature for some people


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Oct 1, 2012 12:21 AM    Msg. 317 of 1188       
Quote: --- Original message by: The Lodeman
Your team is doing great Gravemind, your fast growing into the most contributive programmers CE has known! Keep it up guys!

SteelixB is hurt.


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Oct 1, 2012 12:30 AM    Msg. 318 of 1188       
Quote: --- Original message by: Gravemind
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.


You should ignore people who say stupid things like that. No matter who they are, that's a very low thing to say and shows they themselves live on a rather high horse. The horse of reality-loss. Not a fine horse to ride in on.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Oct 1, 2012 01:47 AM    Msg. 319 of 1188       
Quote: --- Original message by: __Altheros
Goodies now it's not dull anymore, Can i request can you add the normal,detail,detail normal and reflection map on the shaders.
It's only really meant to be a preview, not an exact Halo3 style render. It would also make it much slower to load and view models. I may add bump maps if the renderer supports it, but I don't think detail maps will happen.

Quote: --- Original message by: R93_Sniper
Actually, can you do that Gravemind? Make a checkbox menu in the options that allows you to use Just Diffuse, Normal, Specular, etc maps or even enable/disable the model viewer? Might be a helpful feature for some people
Diffuse and specular are the only materials that it loads, so not much need for a toggle. I'll check the speed difference between loading and not loading specular, and if it's significant enough I'll add a toggle. Disabling the entire model viewer wouldn't make much difference either, seeing as it only loads when you click it anyway.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 2, 2012 12:28 AM    Msg. 320 of 1188       
i was actually going more towards letting the program do what altheros said with the other maps and making those maps toggleable along with the viewer itself


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Oct 2, 2012 07:07 AM    Msg. 321 of 1188       
There's no native way to do bump maps and detail maps, and it would be extremely slow to render them manually (if I could even get them to look right) so they're not going to be added. I tested the specular speed and it was a couple seconds faster without it on a really slow laptop, shouldn't be too much difference on a newer/faster computer, but I guess I'll add a toggle for it. I'll also add some other settings like background colour and what permutations are included in the B/D/S toggle.


AussieBacom
Joined: Oct 3, 2012


Posted: Oct 3, 2012 11:10 PM    Msg. 322 of 1188       
I think I know how to extract the sounds from Halo 3.
Find the start bytes and the end bytes and save that as a file.
Then put the file into ToWav, we just need to be able to get the bytes from the audio.

EDIT: Information about XMA2
http://hcs64.com/mboard/forum.php?showthread=14818&showpage=6
Edited by AussieBacom on Oct 3, 2012 at 11:13 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 3, 2012 11:13 PM    Msg. 323 of 1188       
Quote: --- Original message by: AussieBacom
I think I know how to extract the sounds from Halo 3.
Find the start bytes and the end bytes and save that as a file.
Then put the file into ToWav, we just need to be able to get the bytes from the audio.


It's compressed.. plus the game doesn't use wav by default, it uses some xma sound format.
Edited by XlzQwerty1 on Oct 3, 2012 at 11:19 PM


AussieBacom
Joined: Oct 3, 2012


Posted: Oct 3, 2012 11:19 PM    Msg. 324 of 1188       
Quote: --- Original message by: XlzQwerty1

Quote: --- Original message by: AussieBacom
I think I know how to extract the sounds from Halo 3.
Find the start bytes and the end bytes and save that as a file.
Then put the file into ToWav, we just need to be able to get the bytes from the audio.


It's compressed.. plus the game doesn't use wav by default, it uses some xna sound format.
Edited by XlzQwerty1 on Oct 3, 2012 at 11:13 PM

It uses XMA not XNA http://www.modhalo.net/index.php?/topic/20792-halo-3-audio-extraction/
XNA is game designjunk for xbox games,
Edited by AussieBacom on Oct 3, 2012 at 11:22 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 3, 2012 11:19 PM    Msg. 325 of 1188       
My bad, typo.


AussieBacom
Joined: Oct 3, 2012


Posted: Oct 3, 2012 11:25 PM    Msg. 326 of 1188       
Here is the ToWav XMA Decypto:
http://www.ctpax-x.ru/index.php?goto=files&show=24


AussieBacom
Joined: Oct 3, 2012


Posted: Oct 3, 2012 11:27 PM    Msg. 327 of 1188       
Quote: --- Original message by: __Altheros
Quote: --- Original message by: AussieBacom

Quote: --- Original message by: XlzQwerty1

Quote: --- Original message by: AussieBacom
I think I know how to extract the sounds from Halo 3.
Find the start bytes and the end bytes and save that as a file.
Then put the file into ToWav, we just need to be able to get the bytes from the audio.


It's compressed.. plus the game doesn't use wav by default, it uses some xna sound format.
Edited by XlzQwerty1 on Oct 3, 2012 at 11:13 PM

It uses XMA not XNA http://www.modhalo.net/index.php?/topic/20792-halo-3-audio-extraction/
XNA is game designjunk for xbox games,
Edited by AussieBacom on Oct 3, 2012 at 11:22 PM


Why not just convert to wav? Download the KMP player it plays everything

It is currenty in either XMA1 or XMA2 format. The two tools I posted above will convert it from XMA2 into XMA1, and then use ToWav to convert it into a WAV file.


The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Oct 4, 2012 12:57 AM    Msg. 328 of 1188       
I'd say no, currently zteam are the only people who know how to do it.
Edited by The_Arbiter on Oct 4, 2012 at 12:59 AM


AussieBacom
Joined: Oct 3, 2012


Posted: Oct 4, 2012 01:01 AM    Msg. 329 of 1188       
Quote: --- Original message by: __Altheros
Quote: --- Original message by: AussieBacom
Quote: --- Original message by: __Altheros
Quote: --- Original message by: AussieBacom

Quote: --- Original message by: XlzQwerty1

Quote: --- Original message by: AussieBacom
I think I know how to extract the sounds from Halo 3.
Find the start bytes and the end bytes and save that as a file.
Then put the file into ToWav, we just need to be able to get the bytes from the audio.


It's compressed.. plus the game doesn't use wav by default, it uses some xna sound format.
Edited by XlzQwerty1 on Oct 3, 2012 at 11:13 PM

It uses XMA not XNA http://www.modhalo.net/index.php?/topic/20792-halo-3-audio-extraction/
XNA is game designjunk for xbox games,
Edited by AussieBacom on Oct 3, 2012 at 11:22 PM


Why not just convert to wav? Download the KMP player it plays everything

It is currenty in either XMA1 or XMA2 format. The two tools I posted above will convert it from XMA2 into XMA1, and then use ToWav to convert it into a WAV file.


Can you extract animations?

I wouldn't have a clue.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Oct 4, 2012 08:52 AM    Msg. 330 of 1188       
Thank god that the animations are not extractable yet. If people found out a way to extract everything from reach and halo 4 there would not be any creativity left in the community, only duplicates from other games.

You dont know how good it is untill it's gone unfortunately.

Other note though Gravemind:

Nice progress on reverse engineering :).
Edited by Cheddars on Oct 4, 2012 at 08:53 AM


ptowery
Joined: Aug 28, 2007

oify


Posted: Oct 4, 2012 01:07 PM    Msg. 331 of 1188       
Quote: --- Original message by: Cheddars

Thank god that the animations are not extractable yet. If people found out a way to extract everything from reach and halo 4 there would not be any creativity left in the community, only duplicates from other games.

You dont know how good it is untill it's gone unfortunately.

Other note though Gravemind:

Nice progress on reverse engineering :).
Edited by Cheddars on Oct 4, 2012 at 08:53 AM


That's a bad way of looking at it; that you can't find any creativity in using bungie's animations.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 4, 2012 02:36 PM    Msg. 332 of 1188       
i must disagree cheddars. The only way i got whatever skill in animating i have as it is now is because i cross referenced different styles used by multiple animators, including bungie's. Saying that it would ruin creativity is completely wrong as far as i see it. Infact, it'd give us two bonuses.

First, we'd have far more accurate replicas of the preceeding halo games, which isn't exactly a bad thing because of how microsoft has cut off the PC market from halo essentially

Secondly, we'll have people who will learn how to make better animations and more halo themed weapon sets


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Oct 4, 2012 06:20 PM    Msg. 333 of 1188       
Quote: --- Original message by: R93_Sniper
i must disagree cheddars. The only way i got whatever skill in animating i have as it is now is because i cross referenced different styles used by multiple animators, including bungie's. Saying that it would ruin creativity is completely wrong as far as i see it. Infact, it'd give us two bonuses.

First, we'd have far more accurate replicas of the preceeding halo games, which isn't exactly a bad thing because of how microsoft has cut off the PC market from halo essentially

Secondly, we'll have people who will learn how to make better animations and more halo themed weapon sets


Yes but there will be people who abuse it, like everything. Just look at the the forum now. Half the people are just porting all sorts of sh*** into halo. I suppose you can do what you like but it is frowned upon. I'll probably leave this community anyway after I finish these tutorials and finish team assets. I will be late to the party in polycounts tf2 Lol.
Edited by Cheddars on Oct 4, 2012 at 06:22 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Oct 8, 2012 08:12 AM    Msg. 334 of 1188       
I agree with waffles.

Also, I'm finally back from my week off and the 2.2 update is out.
Quote: Adjutant 2.2.0.0 changelog
=======================================================

v2.2.0.0
-Added a model viewer based on Darvolt's Rawcheeze
-Features:
---5x faster model loading than the original Rawcheeze
---Loads more model textures than the original Rawcheeze
---Better transparency handling than the original Rawcheeze
---Dynamic camera speed (bigger models start with faster camera)
---Cycling cursor
---Instant region/permutation toggling
---Extract models via the veiwer
---Editable BDS toggle
---Toggle background colour
---Toggle specular maps
---View controls by holding F1 in the viewer
-New options in settings relating to the model viewer
-Updated about screen with credits for Darvolt
-Changed about screen shortcut to F2 instead of F1

=======================================================

Let me know if there's any problems with it not working. There's also some more tweaks I need to add which I'll start on tomorrow. I'm also going to start work on a new model format to replace EMF, but it could take a while and may not end up getting finished.
Edited by Gravemind on Oct 8, 2012 at 09:30 AM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 10, 2012 03:45 PM    Msg. 335 of 1188       
Good luck, and hopefully the new format does get finished :)


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Oct 10, 2012 09:27 PM    Msg. 336 of 1188       
Thanks :)
I got much further than I thought. Here's some features of the new EMF format:

  • Bug fixes, such as:
    • No un-needed extra triangles
    • Unchecking the UVW option actually makes it not add UVW unwraps
    • Unchecking import nodes/markers works properly
  • Backwards compatible with older EMF files
  • Loads face material IDs (shader indexes )
  • Loads diffuse and specular materials (if bitmaps have already been extracted)

I'll also try to make it load bump maps, but the bumps and specular are only there for renders and don't make much difference for exporting.

I also made some changes to the model viewer. The camera speed acceleration is now exponential so it doesn't take forever to change the speed by a few hundred. I also added a maximum camera speed depending on the size of the model, so you can't make it too high and lose the model, and added maximum camera distance so you can't fly too far away from the model and lose it.
Edited by Gravemind on Oct 10, 2012 at 09:32 PM


clonetrooper163
Joined: Oct 19, 2011


Posted: Oct 10, 2012 09:35 PM    Msg. 337 of 1188       
Quote: --- Original message by: The_Arbiter

I'd say no, currently zteam are the only people who know how to do it.
Edited by The_Arbiter on Oct 4, 2012 at 12:59 AM


o someone just hit the bullseye there http://www.xfire.com/blog/clonetrooper163/3794764/

Quote: --- Original message by: Cheddars

Thank god that the animations are not extractable yet. If people found out a way to extract everything from reach and halo 4 there would not be any creativity left in the community, only duplicates from other games.
Edited by Cheddars on Oct 4, 2012 at 08:53 AM


o and that is 1 reason why it wont be and second is abuses of it, that's also one reason why no one as seen the reach extractor.....
Edited by clonetrooper163 on Oct 10, 2012 at 09:39 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 10, 2012 10:01 PM    Msg. 338 of 1188       
Well,Cheddars,if lack of creativity and rips is what is going to keep community alive,I'm sure it would be worth it.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Oct 10, 2012 10:11 PM    Msg. 339 of 1188       
Quote: --- Original message by: clonetrooper163

Quote: --- Original message by: The_Arbiter

I'd say no, currently zteam are the only people who know how to do it.
Edited by The_Arbiter on Oct 4, 2012 at 12:59 AM


o someone just hit the bullseye there http://www.xfire.com/blog/clonetrooper163/3794764/

Quote: --- Original message by: Cheddars

Thank god that the animations are not extractable yet. If people found out a way to extract everything from reach and halo 4 there would not be any creativity left in the community, only duplicates from other games.
Edited by Cheddars on Oct 4, 2012 at 08:53 AM


o and that is 1 reason why it wont be and second is abuses of it, that's also one reason why no one as seen the reach extractor.....
Edited by clonetrooper163 on Oct 10, 2012 at 09:39 PM


Are you CorraAshu by any chance?


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Oct 10, 2012 10:19 PM    Msg. 340 of 1188       
Quote: --- Original message by: clonetrooper163

Quote: --- Original message by: Cheddars

Thank god that the animations are not extractable yet. If people found out a way to extract everything from reach and halo 4 there would not be any creativity left in the community, only duplicates from other games.
Edited by Cheddars on Oct 4, 2012 at 08:53 AM


o and that is 1 reason why it wont be and second is abuses of it, that's also one reason why no one as seen the reach extractor.....
Edited by clonetrooper163 on Oct 10, 2012 at 09:39 PM


does that mean anyone who uses the vanilla resources is unoriginal? they didn't make the Master Chief model or the cubemaps, must make them unoriginal and abusive

honestly, keeping an extractor to oneself is absolutely stupid, since creativity applies to level design, weapon design, execution, etc. yes, there will be maps that are "BlOoODGlCHu w/ Rech Elits!!!1!!!" but is that really any excuse? there are maps that are just modified weapon properties that are released, but it doesn't make the creator unoriginal. and how could someone abuse an extractor? sure, reach bitmaps and models would be everywhere, but if people want to use them, then let them use reach's resources. there are people who DON'T want to use them(holy blam, dropped the ball there), and people who use them for other things than map modding. they are not your bipeds or resources, so I don't see a point in defending them.

rant mode over, time to rush into battle without my shields again


ptowery
Joined: Aug 28, 2007

oify


Posted: Oct 10, 2012 10:32 PM    Msg. 341 of 1188       
stop


clonetrooper163
Joined: Oct 19, 2011


Posted: Oct 10, 2012 10:36 PM    Msg. 342 of 1188       
Quote: --- Original message by: master noob
Quote: --- Original message by: clonetrooper163

Quote: --- Original message by: Cheddars

Thank god that the animations are not extractable yet. If people found out a way to extract everything from reach and halo 4 there would not be any creativity left in the community, only duplicates from other games.
Edited by Cheddars on Oct 4, 2012 at 08:53 AM


o and that is 1 reason why it wont be and second is abuses of it, that's also one reason why no one as seen the reach extractor.....
Edited by clonetrooper163 on Oct 10, 2012 at 09:39 PM


does that mean anyone who uses the vanilla resources is unoriginal? they didn't make the Master Chief model or the cubemaps, must make them unoriginal and abusive

honestly, keeping an extractor to oneself is absolutely stupid, since creativity applies to level design, weapon design, execution, etc. yes, there will be maps that are "BlOoODGlCHu w/ Rech Elits!!!1!!!" but is that really any excuse? there are maps that are just modified weapon properties that are released, but it doesn't make the creator unoriginal. and how could someone abuse an extractor? sure, reach bitmaps and models would be everywhere, but if people want to use them, then let them use reach's resources. there are people who DON'T want to use them(holy blam, dropped the ball there), and people who use them for other things than map modding. they are not your bipeds or resources, so I don't see a point in defending them.

rant mode over, time to rush into battle without my shields again


they may not be our bipeds or resources, but it's ours and their hard work in getting the programs and coding to extract those resources, and i'll leave it at that
Edited by clonetrooper163 on Oct 10, 2012 at 10:37 PM


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Oct 10, 2012 10:49 PM    Msg. 343 of 1188       
Quote: --- Original message by: Dumb AI
Well,Cheddars,if lack of creativity and rips is what is going to keep community alive,I'm sure it would be worth it.


You really don't get my point do you? My point is It wrecked the community before hand.If there was no model extractor, people would have learned to model and same with texturing.

But because of the extractors when all the skilled 3D artists left, there was no people who could produce custom assets from scratch. (besides scripters and bsp artists etc)

without the model extractors we would have seen alot more maps which are fun and not just, chuck a halo 3 ar there and call it a day. And there probably would be alot more members on today here.

/rant

And waffles in a sense you are right that I should get over it but any way.
Edited by Cheddars on Oct 10, 2012 at 10:53 PM


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Oct 10, 2012 10:56 PM    Msg. 344 of 1188       
Quote: --- Original message by: Cheddars
You really don't get my point do you? My point is It wrecked the community before hand.If there was no model extractor, people would have learned to model and same with texturing.

But because of the extractors when all the skilled 3D artists left, there was no people who could produce custom assets from scratch. (besides scripters and bsp artists etc)

/rant


counter rant!

people don't mod halo to learn how to model, they learn to model beforehand or they use the vanilla resources. the logic that people would make their own models if extractors didn't exist doesn't apply to most of the maps available since they all practically use vanilla resources, ala... um... for example, er...

dangit, you win since I can't find a decent example :P


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 10, 2012 11:03 PM    Msg. 345 of 1188       
Let's see.Common first-time mod typically have a bunch of public tags and stock tags.

Cheddars,it takes a higher level of skill and understanding just get the ripped content to work for Halo CE.
It may become the only thing that will keep this Halo community alive.

Edited by Dumb AI on Oct 10, 2012 at 11:08 PM
Edited by Dumb AI on Oct 10, 2012 at 11:09 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 10, 2012 11:11 PM    Msg. 346 of 1188       
Quote: --- Original message by: Dumb AI

Let's see.Common first-time mod typically have a bunch of public tags and stock tags.

Cheddars,it takes a higher level of skill and understanding just get the ripped content to work for Halo CE.
It may become the only thing that will keep this Halo community alive.

Edited by Dumb AI on Oct 10, 2012 at 11:08 PM
Edited by Dumb AI on Oct 10, 2012 at 11:09 PM

Not higher. Different.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Oct 10, 2012 11:14 PM    Msg. 347 of 1188       
It really depends on your point of view.
Edited by Dumb AI on Oct 10, 2012 at 11:16 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Oct 11, 2012 12:39 AM    Msg. 348 of 1188       
I remember I had problems with batch extracting .obj back when I first made batch extraction. I haven't look at it since, but it can't hurt to look again. Obj isn't really the best option though, seeing as it only exports mesh data. With the new EMF format I'm working on you can also import the shader indexes and whatnot.

Speaking of the new EMF format, I got it to import bumps as well. Up next is illum maps.
Edit: Illums are done.
Edit2: And decals.
Edited by Gravemind on Oct 11, 2012 at 01:49 AM


ptowery
Joined: Aug 28, 2007

oify


Posted: Oct 11, 2012 02:41 AM    Msg. 349 of 1188       
As long as it's not .x ...

Also you should give this new "emf" your own extension seeing as it's your file, and what do you mean by decals?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Oct 11, 2012 02:58 AM    Msg. 350 of 1188       
Quote: --- Original message by: ptowery
Also you should give this new "emf" your own extension seeing as it's your file, and what do you mean by decals?

Decals are basically decorations, like the arrows and signs on the pelican and the coloured ribbon around the spartan's upper arm in multiplayer. They also usually have transparency. Also, I'm keeping the .EMF extension seeing as it's more of an upgrade to the original EMF than a new format. The new script is still be able to read old EMFs though.

Quote: --- Original message by: CaptainVidya
Gravemind I have a small request. Would you add the option to batch extract models as OBJ file format?

I added "single" obj to the batch extract settings, it doesn't support skipping tags though. Also, "single" obj isn't actually single, its the same as "multi" obj but with permutations as the file names. I'll have to get around to fixing that one day.
Edited by Gravemind on Oct 11, 2012 at 05:39 AM

 
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