A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[App] Adjutant 2

Page 17 of 34 Go to page: · 1 · ... · 14 · 15 · 16 · [17] · 18 · 19 · 20 · ... · 34 · Prev · Next
Author Topic: [App] Adjutant 2 (1188 messages, Page 17 of 34)
Moderators: Dennis

ElijahB1
Joined: Nov 25, 2012


Posted: Nov 26, 2012 09:42 AM    Msg. 561 of 1188       
Yeah, right after I posted I noticed the EMF importer plugin :p

Have a 2ed problem though, may be just me. When I apply textures to the Reach frigate the textures get way screwed like they don't belong there, but I am 95% positive the aft textures go with the aft part of the ship :p

Another thing I noticed is that when you try to export the blown up frigate bits the program gives me a "Index out of scope" error. I'd like to get that model in particular... is there a way of fixing these two problems?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Nov 26, 2012 10:00 AM    Msg. 562 of 1188       
Quote: --- Original message by: 3DEXILE
HI PEOPLES !

Have anyone tried this Adjutant with the new HALO 4 Xbox Iso ?


Would be Reaaly cool if there is some possibility to Start looking for ways to view Their Models ... It seams that is using the Same Engine As REACH inspite of heavy modified The models format should be near same .

Cheers!

3DEXILE.

If you're trolling,please stop.If it's a joke,it's not funny.


Xiao
Joined: Nov 14, 2012

Keiichi-kun o mitsuketa.


Posted: Nov 26, 2012 04:24 PM    Msg. 563 of 1188       
Quote: --- Original message by: Spartan_094
Quote: --- Original message by: FX0042
Quote: --- Original message by: bourrin33
JMS exporter is slow as hell


That depends on the model, Halo Reach models are like in a ridiculous amount of polies, try to optimize the poly and triangle count. Also it depends on your computer.

Some reach models I found export in a few minutes...while some take a few hours ._.


You should be welding everything, I thought you knew that :/


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Nov 26, 2012 08:56 PM    Msg. 564 of 1188       
I have this error when I try to raw extract some Reach models.

I get an unhandled exception. Let's say i'm trying to raw extract objects\characters\spartans\spartans

I get a message that says "Unhandled exception has occurred in your application. If you click continue... yadda yadda yadda." Then I click on "Details" and it says a bunch of crap like
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: startIndex
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.BitConverter.ToInt32(Byte[] value, Int32 startIndex)
at A.RJB.A(Byte[] , Int32 )
at A.JE.A(ND )
at A.JE.ReadInt32()
at (Object )
at A.CG.A(Object )
at A.FC.A(Int32 , Int32 )
at A.FC.A(Int32 )
at A.GC.A(BF , Int32 )
at A.LD.A(BF , Int32 )
at A.BB.A(Int32 )
at A.BB.A(Object , TreeViewEventArgs )
at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Adjutant
Assembly Version: 1.0.0.0
Win32 Version: 2.4.0.1
CodeBase: file:///C:/Users/Corey/AppData/Local/Temp/Rar$EXa0.417/Adjutant.exe
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18014 built by: FX45RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
ResourceAssembly
Assembly Version: 1.0.0.0
Win32 Version: 2.4.0.1
CodeBase: file:///C:/Users/Corey/AppData/Local/Temp/Rar$EXa0.417/Adjutant.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
PresentationCore
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18015 built by: FX45RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18015 built by: FX45RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


I dunno how to fix this. I really want a clean Halo Spartan model with all the armor parts in it.
Edited by Vergil on Nov 26, 2012 at 08:57 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 26, 2012 09:00 PM    Msg. 565 of 1188       
Spoiler tags would be useful there. Do you have campaign, mainmenu and shared in the same folder as the map?


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Nov 26, 2012 09:02 PM    Msg. 566 of 1188       
Sorry about the wall.

Yeah, I have both of them in the same folder.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 26, 2012 09:04 PM    Msg. 567 of 1188       
Both as in all 4? Also they may be corrupted, there should be no errors with the spartans model.


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Nov 26, 2012 09:05 PM    Msg. 568 of 1188       
Yeah, all four.

That sucks. Does it matter what folder they're in?

Also I notice that most of the things that I export from render_models are just empty folders. What gives?
Edited by Vergil on Nov 26, 2012 at 09:16 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 26, 2012 09:44 PM    Msg. 569 of 1188       
No, as long as they're together.

Also, I just pushed the v2.5 update.
=======================================================

v2.5.0.0
-Fixed flipped model faces
-Updated EMF format/script to v3
-Better object naming
-Imports regions as selection sets
-Only one mesh per permutation
-Optionally split meshes like in v2 (useful for custom rigging)
-Removed option to not export nodes/markers - just untick it in the script
-Removed EMF v1 and v2 exporting and scripts
-Removed "Single OBJ" exporting (it did the same as "Multi OBJ" anyway)
-Added experimental JMS exporting
-Only useful for scenery as the rigs are not compatible with existing animations
-Fixed an issue with the model viewer RAM usage
-Lots of optimisations
-Added support for .unic tags in batch extraction
-Added setting for unic language in batch extraction
-Fixed mainmenu maps not reading raw properly
-Fixed meta viewer having a horizontal scroll bar when it's not needed
-TextureType 540 Reach bitmaps will now show as cubemaps
-Added "All Files" option for saving unic strings
-Added borders to the meta viewer for readability
-Updated internal meta plugins
-rmsh (Reach)
-sbsp (Halo3, Reach)
-mode (Halo3, ODST, Reach)
-snd! (Halo3, ODST, Reach)
-ugh! (Halo3, ODST, Reach)
-Added Debug menu to the Tools menu
-Dump strings
-Dump locale
-Dump raw

Notes:
-New EMF script can be found in "Tools > Generate MaxScripts"
-EMF3 script will ONLY work with EMF3 models and vice versa
-You will have to re-extract models to fix the flipped faces
-You may have to re-set your "extract as" setting for models after updating

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


Please not the EMF3 script will ONLY work with EMF3 models and vice versa. You WILL have to re-extract models to use them with the new script. You will also have to generate the new script from "Tools > Generate MaxScripts" as the old ones will not work and are no longer supported.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Nov 26, 2012 10:14 PM    Msg. 570 of 1188       
My mind is blown.
You added experimental .jms exporting?
Thank you very much for doing these updates Gravemind.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 26, 2012 10:19 PM    Msg. 571 of 1188       
Take note it's only useful for scenery, as it also exports the rigs so you will need custom animations to go with them. Also one problem with it at the moment is that it only exports the shader names rather than the whole path, so when you compile tool will make all the shaders in the root tags folder, unless you make the shaders first in which case tool should find them automatically.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Nov 26, 2012 10:21 PM    Msg. 572 of 1188       
I do not expect that to work properly,yet, nor have i used the program :) (but i am sure i will soon). I am just impressed that you are doing such things for us.

Edited by Maniac1000 on Nov 26, 2012 at 10:38 PM


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Nov 26, 2012 11:04 PM    Msg. 573 of 1188       
All of the spartan permutations still arent exporting, or showing up in the model viewer :(


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Nov 26, 2012 11:07 PM    Msg. 574 of 1188       
as far as i know, Adjustant cant pick up all the model permutations, and along with that the model viewer wont view them all (I tried with the marines too, apparently it extracts more than it actually shows)


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 26, 2012 11:15 PM    Msg. 575 of 1188       
I found a bug with the model viewer using too much RAM so I fixed that and pushed 2.5.0.1. I also made the viewer not use back-face materials which makes the camera movement much smoother on higher poly models.
Edited by Gravemind on Nov 26, 2012 at 11:52 PM


ElijahB1
Joined: Nov 25, 2012


Posted: Nov 26, 2012 11:56 PM    Msg. 576 of 1188       
I like what you are trying to do with the update, but yeah, deff should fix those problems. I noticed some issues using the new importer scripts, kept giving me funky errors and trash models when working with the PoA


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 27, 2012 12:08 AM    Msg. 577 of 1188       
Thanks, that's fixed now too. Don't have to re-extract, just update and re-generate the script. The new version should say 3.1 in the title.


ElijahB1
Joined: Nov 25, 2012


Posted: Nov 27, 2012 12:38 AM    Msg. 578 of 1188       
Right now its saying that 2.5.0.2 is the current version available, idk if you have popped the update out yet or not.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 27, 2012 12:40 AM    Msg. 579 of 1188       
I meant the import script. 2.5.0.2 is the newest Adjutant. If you have that version go to "Tools > Generate MaxScripts" and generate the script again. The new script should say 3.1 in the title when you run it in Max, and should import the POA with no problems.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Nov 27, 2012 12:42 AM    Msg. 580 of 1188       
I just tried it, no problems with the poa, the spartans are still bad. Is it an issue with the emf itself?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 27, 2012 12:52 AM    Msg. 581 of 1188       
Bad in what way? There shouldn't be any errors, but a lot of the shoulder and helmet pieces will be missing. This isn't an EMF problem, it's to do with the meta and the raw. I can get them manually, I had them uploaded for people who want them but I deleted them so I could update them to v3.
Edited by Gravemind on Nov 27, 2012 at 12:55 AM


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Nov 27, 2012 12:54 AM    Msg. 582 of 1188       
Thats what i meant, most of the shoulder, chest, helmet, and knee pieces are gone


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 27, 2012 03:14 AM    Msg. 583 of 1188       
Ok, here's EMFs for the models with missing pieces:
objects\characters\spartans\spartans
objects\characters\marine\marine
objects\characters\marine_female\marine_female
All of these are EMFv3, and the pieces that were missing will have the wrong names, but are all there.


ElijahB1
Joined: Nov 25, 2012


Posted: Nov 27, 2012 04:21 AM    Msg. 584 of 1188       
Gravemind, if you have a moment do you think you could look into seeing if you can extract and properly load the destroyed frigate model from m45? I keep getting "Index out of focus" and really, really horrid looking models :s

Other than that, you have my 1,000 thanks for the work that you have put into all of this :)


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 27, 2012 04:54 AM    Msg. 585 of 1188       
I can't see straight up what's stopping that from working, but you can get a destroyed frigate model from Halo3 in 130_epilogue that might be enough for what you need.


ElijahB1
Joined: Nov 25, 2012


Posted: Nov 27, 2012 05:44 AM    Msg. 586 of 1188       
Well, if its too much of a problem to fix/too complicated I could edit that mesh up a bit. I'm making some cgi scenes for a video and it has the reach frigate in it. At some point it explodes and that is where the blown up bits would come in to play.

Thanks for looking! and thanks again for all the work you have done!


Spartan Tom
Joined: Oct 23, 2011

Inactive


Posted: Nov 28, 2012 08:47 AM    Msg. 587 of 1188       
Hey Gravemind,just a quick question.Is it possible to extract the map's BSP from Adjutant?


ptowery
Joined: Aug 28, 2007

oify


Posted: Nov 29, 2012 12:47 AM    Msg. 588 of 1188       
Okay a few things:

  • The Save File Dialog won't generate a file when I try to export as jms.

  • Are you aware that the exported markers all have broken/short y axis coordinates?

  • I got a weird object separation bug on the pelican emf3 export, you should add a skin modifier/object attach to the separated objects with complex bone structures.

  • Does the Jms Exporter include the markers? broken too? appending a '#' symbol?

  • Does the jms exporter rename bone objects? To what?

  • Do you need/want any help with getting more for the meta viewer, bsp, sound, permutations? I'm no programmer, but I am talented with a hex editor and I know basic file structures for models and textures both with blocks in both big endian and little endian. It seems like you're missing a lot (globals, ugh, shad, etc) I have a lot of expierence with halo 2 and halo ce,xbox,pc formats in particular (I solved the problem that I asked for your help withl)

  • I'm also talented with maxscript.



thanks.
Edited by ptowery on Nov 29, 2012 at 12:51 AM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 29, 2012 01:23 AM    Msg. 589 of 1188       
Quote: --- Original message by: ptowery

Okay a few things:

  • The Save File Dialog won't generate a file when I try to export as jms.

  • Are you aware that the exported markers all have broken/short y axis coordinates?

  • I got a weird object separation bug on the pelican emf3 export, you should add a skin modifier/object attach to the separated objects with complex bone structures.

  • Does the Jms Exporter include the markers? broken too? appending a '#' symbol?

  • Does the jms exporter rename bone objects? To what?

  • Do you need/want any help with getting more for the meta viewer, bsp, sound, permutations? I'm no programmer, but I am talented with a hex editor and I know basic file structures for models and textures both with blocks in both big endian and little endian. It seems like you're missing a lot (globals, ugh, shad, etc) I have a lot of expierence with halo 2 and halo ce,xbox,pc formats in particular (I solved the problem that I asked for your help withl)

  • I'm also talented with maxscript.



thanks.

The save file dialogue for JMS doesn't actually save as the selected filename, it just uses the folder you chose to save in. It should put a bunch of JMS files (one for each permutation) in a "models" folder in the folder you saved in.

It's not really a bug, meshes with no vertex weights in the Halo 3 raw aren't given a skin. If I gave them a skin, there would be no way to tell which bone to skin them to and if I just used all bones it would have stretching issues. You'll have to either skin it or link it to the right bone yourself.

Yes I was aware of the Y-coordinate issue but I forgot about until now, thanks for reminding me. I fixed it just then, I'll do an update with the fixed script included (no re-extract needed, it was just a script issue).

The JMS export does include markers, with the correct position. No, it doesn't add a '#' to the names, that's only done in 3DS Max so the exporter can identify markers. They're removed when compiled to JMS.

No, the JMS export doesn't rename bones. Again, the "frame" prefix is only really necessary for the Max exporter and in-game and in tool it makes no difference.

If you want to update the meta plugins you can, send them to me when you're done and I'll check them and add them in. As for MaxScript, the only thing I couldn't figure out in EMF3 was the vertex normals. They export to the EMF file but I couldn't get the script to apply them properly. I found some things in the MaxScript help to apply them, but they didn't work.


ptowery
Joined: Aug 28, 2007

oify


Posted: Nov 29, 2012 04:19 PM    Msg. 590 of 1188       
Okay great, But I can't really make any improvements to an encrypted script.


DarkestSeptagon
Joined: Nov 29, 2012


Posted: Nov 29, 2012 04:27 PM    Msg. 591 of 1188       
Can someone help? I downloaded the program but how do I get the game from my Xbox to my PC?


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Nov 29, 2012 05:10 PM    Msg. 592 of 1188       
Quote: --- Original message by: ptowery
Okay great, But I can't really make any improvements to an encrypted script.

As far as I know, Gravemind doesn't have the un-encrypted version of the script.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 29, 2012 06:22 PM    Msg. 593 of 1188       
Quote: --- Original message by: ptowery
Okay great, But I can't really make any improvements to an encrypted script.

No, but if you know how to apply vertex normals properly via MaxScript you could show me and I could add it to the script.

Quote: --- Original message by: DarkestSeptagon
Can someone help? I downloaded the program but how do I get the game from my Xbox to my PC?

Look up tutorials for how get the files off an Xbox360 disc, or find the needed files online somewhere.


ptowery
Joined: Aug 28, 2007

oify


Posted: Nov 29, 2012 07:11 PM    Msg. 594 of 1188       
What's the offset for normals in an emf3 file?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 29, 2012 07:15 PM    Msg. 595 of 1188       
No particular offset, it depends on the number of nodes, markers, meshes etc.

 
Page 17 of 34 Go to page: · 1 · ... · 14 · 15 · 16 · [17] · 18 · 19 · 20 · ... · 34 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 9:49 PM 219 ms.
A Halo Maps Website