
Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
|
Posted: Oct 11, 2012 07:02 AM
Msg. 351 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 If you have a decent understanding of max and a good workflow, no it isn't. If you do everything in max such as shaders all you need to do is place the values in the box's of open sauce and experiment. Collision, physics and rigging is always easier if you know the basics of modelling, and same with unwrapping. Trust me, modelling takes a higher level of skill than porting. Porting assets are just more time consuming and everything you have to do with the ripped assets, you have to do with the custom assets combined with actually making them, in order to inject them into the engine. Ever baked your own normal map through projection mapping? No, thought so. Ever baked an ambient occlusion map? Ever made a proper specular map? Ever produced a low poly mesh with your own seams? This is coming from a guy who ported and animated lots of halo 3 models before even attempting making my own things. But like waffles said. People are allowed to have their own fun and I won't be the fun police :p. Just trying to indoctrinate people.
|
|
|

GAIGHER
Joined: Nov 5, 2008
|
Posted: Oct 11, 2012 01:13 PM
Msg. 352 of 1188
Good software !  "render_model" shows nothing in reach maps, have you planned to do it ? 
|
|
|

Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
|
Posted: Oct 11, 2012 03:20 PM
Msg. 353 of 1188
I thought models couldn't be extracted from Reach...
|
|
|

Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
|
Posted: Oct 11, 2012 07:23 PM
Msg. 354 of 1188
Quote: --- Original message by: GAIGHER "render_model" shows nothing in reach maps, have you planned to do it ? Reach only supports bitmaps. Quote: --- Original message by: waffles getting those materials/shader id's in with the emf would save quite a bit of time, specifically on vehicles. It does, I remember a year or two ago I spent ages trying to match up the matIDs in max with the shader indexes from the meta editor, but now it's just automatic.
|
|
|

The_Arbiter
Joined: Aug 23, 2011
I feel like having scotch
|
Posted: Oct 11, 2012 07:28 PM
Msg. 355 of 1188
Yay.
|
|
|

Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
|
Posted: Oct 12, 2012 01:04 AM
Msg. 356 of 1188
This is what the models render like after you import them* (its a .avi video): http://db.tt/s1Hphg0t*The reflection in the visor was added manually. I know it's not the best looking, but it'll do for an import. Edited by Gravemind on Oct 12, 2012 at 01:06 AM
|
|
|

The_Arbiter
Joined: Aug 23, 2011
I feel like having scotch
|
Posted: Oct 12, 2012 01:23 AM
Msg. 357 of 1188
oooh.
|
|
|

ptowery
Joined: Aug 28, 2007
oify
|
Posted: Oct 12, 2012 01:55 AM
Msg. 358 of 1188
how did you put a halo cubemap in a reflect/refract mapping slot?
|
|
|

Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
|
Posted: Oct 12, 2012 02:13 AM
Msg. 359 of 1188
Quote: --- Original message by: ptowery how did you put a halo cubemap in a reflect/refract mapping slot? I just put a bitmap texture in the reflection slot with the cubemap as the texture, then applied a crop to cut out the black parts. It doesn't look as good as other ways but it was quick and I was just testing it.
|
|
|

The_Arbiter
Joined: Aug 23, 2011
I feel like having scotch
|
Posted: Oct 12, 2012 02:14 AM
Msg. 360 of 1188
I really appreciate what you are doing for the Halo ce community Gravemind.
|
|
|

killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
|
Posted: Oct 12, 2012 09:59 AM
Msg. 361 of 1188
so whenever i'm trying to batch extract a bunch of bitmaps from longshore i am getting extraction errors for every bitmap
|
|
|

ptowery
Joined: Aug 28, 2007
oify
|
Posted: Oct 12, 2012 01:58 PM
Msg. 362 of 1188
Quote: --- Original message by: Gravemind I just put a bitmap texture in the reflection slot with the cubemap as the texture, then applied a crop to cut out the black parts. It doesn't look as good as other ways but it was quick and I was just testing it. that's genius. Quote: --- Original message by: killzone64 so whenever i'm trying to batch extract a bunch of bitmaps from longshore i am getting extraction errors for every bitmap It's corrupt. Edited by ptowery on Oct 12, 2012 at 01:59 PM
|
|
|

R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
|
Posted: Oct 12, 2012 05:53 PM
Msg. 363 of 1188
Quote: --- Original message by: killzone64 so whenever i'm trying to batch extract a bunch of bitmaps from longshore i am getting extraction errors for every bitmap this can be caused by a multitude of things. One cause could be that your mapfile for longshore is corrupt, which entails a redownload another could be that your mainmenu.map or shared.map isnt in the same place, or are corrupt as well. Check your map directories if this is the case
|
|
|

ptowery
Joined: Aug 28, 2007
oify
|
Posted: Oct 12, 2012 11:30 PM
Msg. 364 of 1188
can you add the ability to export any tag as the tag file (*.bitmap, *.model, *.model_animation) ? I think it's the meta but I'm not sure. Edited by ptowery on Oct 12, 2012 at 11:31 PM
|
|
|

Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
|
Posted: Oct 13, 2012 12:42 AM
Msg. 365 of 1188
Quote: --- Original message by: killzone64 so whenever i'm trying to batch extract a bunch of bitmaps from longshore i am getting extraction errors for every bitmap R93_Sniper summed it up pretty well. Most likely there's some corruption somewhere, or possibly a file access issue. The next update will actually put the error message after it says "ERROR", if that helps. Quote: --- Original message by: ptowery can you add the ability to export any tag as the tag file (*.bitmap, *.model, *.model_animation) ? I think it's the meta but I'm not sure. Edited by ptowery on Oct 12, 2012 at 11:31 PM No. I got the EMFs to store and import UV tiling data, so now it can import detail bumps and certain models won't look weird. Pic related. Edit: Got CC maps to import. Pic related. Edited by Gravemind on Feb 13, 2013 at 07:47 AM
|
|
|

Dark Neon
Joined: Jun 8, 2009
|
Posted: Oct 13, 2012 05:22 AM
Msg. 366 of 1188
Woah, this certainly got an upgrade since the last time I had a look at it. Keep it up man!
|
|
|

Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
|
Posted: Oct 13, 2012 06:06 AM
Msg. 367 of 1188
I swear this wasn't there before, it just showed up today out of nowhere. Edited by Gravemind on Feb 13, 2013 at 07:48 AM
|
|
|

Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
|
Posted: Oct 13, 2012 06:16 AM
Msg. 368 of 1188
No, its the masterchief_illum bitmap. His creepy Halo3Beta face is in the centre.
|
|
|

bourrin33
Joined: Oct 19, 2009
HEK not installed tho
|
Posted: Oct 13, 2012 08:02 AM
Msg. 369 of 1188
Quote: --- Original message by: Gravemind No, its the masterchief_illum bitmap. His creepy Halo3Beta face is in the centre. Thank you !
|
|
|

The_Arbiter
Joined: Aug 23, 2011
I feel like having scotch
|
Posted: Oct 13, 2012 10:02 AM
Msg. 370 of 1188
It was there before.
|
|
|

Dumb AI
Joined: Sep 18, 2011
Dead.
|
Posted: Oct 13, 2012 11:04 AM
Msg. 371 of 1188
LOL,Marcus. As you probably know,that face is Marcus' face (from Bungie)
|
|
|

The_Arbiter
Joined: Aug 23, 2011
I feel like having scotch
|
Posted: Oct 14, 2012 12:41 AM
Msg. 372 of 1188
When will this update come out?
|
|
|

Sergeant 1337
Joined: May 1, 2010
Do you even lift?
|
Posted: Oct 14, 2012 01:59 AM
Msg. 373 of 1188
Is it possible I can get the pelican bitmaps from Halo Reach with Adjutant?
|
|
|

Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
|
Posted: Oct 14, 2012 02:02 AM
Msg. 374 of 1188
Quote: --- Original message by: The_Arbiter When will this update come out? It's out. Quote: --- Original message by: Sergeant 1337 Is it possible I can get the pelican bitmaps from Halo Reach with Adjutant? I'd say so, but if you want bitmaps from Reach Retail you have to search for them because the tags aren't named. Edited by Gravemind on Oct 14, 2012 at 03:21 AM
|
|
|

kornman00
Joined: Jul 15, 2010
|
Posted: Oct 14, 2012 04:55 AM
Msg. 375 of 1188
ILikeSafeStrings
|
|
|

Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
|
Posted: Oct 14, 2012 05:30 AM
Msg. 376 of 1188
That reminded me of something. I think I know what you mean, thanks.
|
|
|

XlzQwerty1
Joined: Aug 6, 2009
|
Posted: Oct 14, 2012 01:26 PM
Msg. 377 of 1188
Erm... What does B/D/S mean?
|
|
|

videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
|
Posted: Oct 14, 2012 01:34 PM
Msg. 378 of 1188
Quote: --- Original message by: mastur cheefQuote: --- Original message by: kornman00 ILikeSafeStrings It would be cool if you could help him on this. I am sure that most of the community would appreciate it. Too bad you didn't finish that Halo Wars model extractor :( Wait.....kornman00 was working on a Halo Wars Extractor? Wow...that's...new. Never knew anyone was even working on such a project. Would have been cool to see such a thing released to the public. Anyways, keep up the awesome work Gravemind! You work and updates to Adjutant are awesome as always.
|
|
|

kornman00
Joined: Jul 15, 2010
|
Posted: Oct 14, 2012 01:56 PM
Msg. 379 of 1188
Quote: --- Original message by: mastur cheef It would be cool if you could help him on this. I am sure that most of the community would appreciate it. Too bad you didn't finish that Halo Wars model extractor :( I was never working on one :(. I evaluated the idea, but the time investment just wasn't there. I know of someone who is trying to work on figuring out models (and/or animations?) but I don't keep in regular contact with them. And Shadow would be a "better" form of help as he continues to mess with the later generations of the engine. I only do enough to add basic game support in BlamLib.NET (albeit, part of that support does include documenting the vertex formats and string_ids)
|
|
|

ptowery
Joined: Aug 28, 2007
oify
|
Posted: Oct 14, 2012 05:43 PM
Msg. 380 of 1188
How are detail maps set up in max?
|
|
|

Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
|
Posted: Oct 15, 2012 08:53 AM
Msg. 381 of 1188
Quote: --- Original message by: XlzQwerty1 Erm... What does B/D/S mean? It means Base/Standard/Default. In the model extractor and viewer, it selects only those permutations. You can change what permutations this includes in the settings. Quote: --- Original message by: ptowery How are detail maps set up in max? If anyone knows a simple and good looking way to do this for detail diffuse maps let me know and I can add it to the EMF import. Also, lots of thanks to Kornman for decryption help. Reach Retail now has real tag names. Edited by Gravemind on Oct 15, 2012 at 09:15 AM
|
|
|

Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
|
Posted: Oct 15, 2012 01:47 PM
Msg. 382 of 1188
How do you get the EMF importer to work? I tried using it with max 8 long ago, but still doesn't work to this day. I'm guessing because it can't open MSE files. Edited by Ki11erFTW on Oct 15, 2012 at 01:50 PM
|
|
|

Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
|
Posted: Oct 15, 2012 02:00 PM
Msg. 383 of 1188
Ah, okay that explains it. Thank you.
|
|
|

ally
Joined: Jun 23, 2010
Aye Ready
|
Posted: Oct 15, 2012 07:33 PM
Msg. 384 of 1188
Quote: --- Original message by: Ki11erFTW Ah, okay that explains it. Thank you. this any use? http://filebeam.com/d84786e704a2cee87f8e55f189ec917fit's 3ds max EMF importer works for max 8 9 2009.7z Edited by ally on Oct 15, 2012 at 07:34 PMnah forget that it doesn't work in max 8, just tried. Edited by ally on Oct 15, 2012 at 07:38 PM
|
|
|

Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
|
Posted: Oct 15, 2012 11:50 PM
Msg. 385 of 1188
Yeah I tried before you're edit. Oh well. I've been using a few models using OBJ. Works good enough.
|
|
|