
HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 7, 2012 04:38 PM
Msg. 631 of 1188
Quote: --- Original message by: Juan ptowery Welcome back, Altheros.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Dec 7, 2012 04:39 PM
Msg. 632 of 1188
Altheros is already back, this is someone else
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 7, 2012 04:41 PM
Msg. 633 of 1188
Quote: Xfire Yesterday fx0042 changed his nickname to Juan
You sure about that?
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 7, 2012 08:18 PM
Msg. 634 of 1188
Quote: --- Original message by: haloextreme117Quote: --- Original message by: videomanQuote: --- Original message by: haloextreme117 Look at his posting history. He usually uses no grammar, can't spell to save his life, and is a general idiot. He posted with the wrong account I assume, then edited his post when he realized his mistake. Good thing that I'm subbed to this thread. Dude? Calm down, I was only kidding about you being a troll. Was only joking man. Anyways...I can see why he could be considered a troll. Nice catch there! Calm down? CALM DOWN? Nah, I'd rather not - I'm not mad.  Don't get mad, Get Glad. With the new Glad: My Happy Place Wrap. Apply to ones body and you will be in your happy place within seconds of applying.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 8, 2012 01:03 AM
Msg. 635 of 1188
Interesting.Juan speaks in 3rd person.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Dec 8, 2012 01:28 AM
Msg. 636 of 1188
Its not kiwi either. Any news on any super duper updates Gravemind?
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Dec 8, 2012 01:31 AM
Msg. 637 of 1188
I love juan.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Dec 8, 2012 02:07 AM
Msg. 638 of 1188
Quote: --- Original message by: Banshee64 I love juan. Which is not the topic of the thread. Please return to the topic.
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Dec 8, 2012 01:32 PM
Msg. 639 of 1188
Hey Gravemind, have you thought of adding a Hexbox control so we can at least see the hex of tags we cant edit because the meta plugins don't give enough information? Edited by Banshee64 on Dec 8, 2012 at 01:39 PM
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 8, 2012 01:56 PM
Msg. 640 of 1188
Quote: --- Original message by: Banshee64
Hey Gravemind, have you thought of adding a Hexbox control so we can at least see the hex of tags we cant edit because the meta plugins don't give enough information? Edited by Banshee64 on Dec 8, 2012 at 01:39 PM Turn on Advanced Mode, use Tools->Debug->Dump raw. That should achieve what you want.
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Dec 8, 2012 02:13 PM
Msg. 641 of 1188
Quote: --- Original message by: haloextreme117Quote: --- Original message by: Banshee64
Hey Gravemind, have you thought of adding a Hexbox control so we can at least see the hex of tags we cant edit because the meta plugins don't give enough information? Edited by Banshee64 on Dec 8, 2012 at 01:39 PM Turn on Advanced Mode, use Tools->Debug->Dump raw. That should achieve what you want. Thanks that helps.
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 8, 2012 02:14 PM
Msg. 642 of 1188
Quote: --- Original message by: Banshee64Quote: --- Original message by: haloextreme117Quote: --- Original message by: Banshee64
Hey Gravemind, have you thought of adding a Hexbox control so we can at least see the hex of tags we cant edit because the meta plugins don't give enough information? Edited by Banshee64 on Dec 8, 2012 at 01:39 PM Turn on Advanced Mode, use Tools->Debug->Dump raw. That should achieve what you want. Thanks that helps. No problem.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Dec 8, 2012 07:45 PM
Msg. 643 of 1188
The "Dump raw" option is only for raw data such as models, textures animations etc, not meta information (it fails on sound though). Also it doesn't require advanced mode to be used. As for updates, I'm currently without a computer and I don't know how long that will be for, so no updates for a while. Edited by Gravemind on Dec 8, 2012 at 07:46 PM
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Xiao
Joined: Nov 14, 2012
Keiichi-kun o mitsuketa.
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Posted: Dec 8, 2012 07:49 PM
Msg. 644 of 1188
How does one dump a whole jmad animation?
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Dec 8, 2012 09:08 PM
Msg. 645 of 1188
You don't. The animations raw is in chunks, and each chunk has a number of animations' raw data in it. You can dump each chunk by copying the raw ID and pasting it in the raw dump window. The IDs are near the bottom of the meta information in a section labeled "Raw Chunks" or something like that.
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Xiao
Joined: Nov 14, 2012
Keiichi-kun o mitsuketa.
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Posted: Dec 8, 2012 09:21 PM
Msg. 646 of 1188
Not all animations have a raw chunks section however. That's what I was afraid of.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Dec 12, 2012 06:32 PM
Msg. 647 of 1188
Check yo messages Gravemind
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Dec 16, 2012 04:23 AM
Msg. 648 of 1188
Making it load the tag list is easy, but in Halo4 they changed a lot of the tag structures including the zone and play tags (if I remember correctly) which are used for finding the raw data. Apart from this I didn't really look at Halo4 much, and probably won't be adding support for it any time soon. Also 343i probably wouldn't like the assets being available this early.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Dec 16, 2012 05:08 AM
Msg. 649 of 1188
Yeah. There is still more things to fix in the halo reach model extractor before we get into halo 4. Such as unextractable permutations.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Dec 16, 2012 06:36 AM
Msg. 650 of 1188
See the OP for download links with missing permutations.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Dec 16, 2012 07:51 PM
Msg. 651 of 1188
a suggestion: the search bar. shows all files within the desired folder (bitmaps, render models, etc) with the typed string, using * for filler. (ie. "*cubemap" will show all files with the string "cubemap" regardless of what is in front of it, and "cubemap*" will show all files with the string "cubemap" regardless of what is after it, and so on. typing "levels\solo\m50*" should show all files belonging to m50, and so forth.) putting one in the upper right corner would be nice, and the reason why this would be desirable is obvious (hint: cubemaps)
Edited by master noob on Dec 16, 2012 at 07:53 PM
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Putte08
Joined: May 12, 2010
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Posted: Dec 20, 2012 02:41 PM
Msg. 652 of 1188
Anyone here know how to fix this problem?  Seems like the shadows/lightning gets stuck in the UVW mapping or something. It stops where the texture stops etc. Could someone help me out? I'm putting down a lot of time into a CGI I'm doing right now and this is stopping me. Would be glad as hell if someone knew how to fix this, or work around it.
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clonetrooper163
Joined: Oct 19, 2011
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Posted: Dec 20, 2012 02:49 PM
Msg. 653 of 1188
Quote: --- Original message by: Putte08Anyone here know how to fix this problem? http://www.animate.se/download/file.php?id=24472&mode=viewSeems like the shadows/lightning gets stuck in the UVW mapping or something. It stops where the texture stops etc. Could someone help me out? I'm putting down a lot of time into a CGI I'm doing right now and this is stopping me. Would be glad as hell if someone knew how to fix this, or work around it. export the textures as dds, it seems gravemind didn't ever look to see that when the textures are exported as tif it exports a type of spec map over the diffuse texture
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Putte08
Joined: May 12, 2010
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Posted: Dec 20, 2012 02:54 PM
Msg. 654 of 1188
Really, that was only the problem? Oh god, I have so many textures to fix now... Thanks for finding me a solution, I was going crazy. I searched for this on google for hours.
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Dec 20, 2012 03:52 PM
Msg. 655 of 1188
Quote: --- Original message by: Putte08 Really, that was only the problem? Oh god, I have so many textures to fix now... Thanks for finding me a solution, I was going crazy. I searched for this on google for hours. don't export the normal maps as dds, only the diffuse.
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Putte08
Joined: May 12, 2010
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Posted: Dec 20, 2012 05:12 PM
Msg. 656 of 1188
Quote: --- Original message by: Banshee64Quote: --- Original message by: Putte08 Really, that was only the problem? Oh god, I have so many textures to fix now... Thanks for finding me a solution, I was going crazy. I searched for this on google for hours. don't export the normal maps as dds, only the diffuse. But how do I make it work with the specular level? It works fine with just the diffuse, but when I add a specular level with the diffuse map it does that problem again. Edited by Putte08 on Dec 20, 2012 at 05:12 PM
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Dec 20, 2012 08:05 PM
Msg. 657 of 1188
Quote: --- Original message by: clonetrooper163 export the textures as dds, it seems gravemind didn't ever look to see that when the textures are exported as tif it exports a type of spec map over the diffuse texture This is not a bug, it's how the images are in Halo3/Reach. If you want the diffuse only, turn off the alpha in the material settings in Max, or delete the alpha channel in photoshop.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Dec 20, 2012 08:45 PM
Msg. 658 of 1188
I thought how the "images" are in reach/halo3 were how they should look like in guerilla. I was thinking it's because tif merges the alpha with the diffuse, just like a png when exported. Look at halo 1 bitmaps, if you export using firescythe's tool, and as a tif, it also does the same thing with merging alpha and diffuse.
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Putte08
Joined: May 12, 2010
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Posted: Dec 22, 2012 05:51 AM
Msg. 659 of 1188
The dds textures isn't doing a difference for me. I've still got that line in the middle of the model. Is there someone here who doesn't get those lines? If so, please post an image showing that. I really need to get this working, so any help would be appreciated.
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Putte08
Joined: May 12, 2010
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Posted: Dec 22, 2012 12:24 PM
Msg. 660 of 1188
Quote: --- Original message by: waffles *facepalm* you need to disable the alpha channel in 3ds max itself, that or remove it from the texture all together, i believe somebody above mentioned this already -_- Could you please post an image of you doing that? I did remove the alpha but it's not working. It's so annoying to see you facepalm me when you don't know what you're talking about. If what you're saying is true, could you guide me on how to do it? As you see in my image, there's no alpha. I removed it. And still this problem is here. I don't care about being right or wrong about this, I just want to get it working. So if you see something I did wrong here, please point it out and help me out. 
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Putte08
Joined: May 12, 2010
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Posted: Dec 22, 2012 01:50 PM
Msg. 661 of 1188
Thanks for replying! I'll try it out asap and see if it works.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 23, 2012 10:28 PM
Msg. 662 of 1188
Hey I get a runtime error: array index must be positive number. Any clues?
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 23, 2012 10:30 PM
Msg. 663 of 1188
Quote: --- Original message by: Spartan314 Hey I get a runtime error: array index must be positive number. Any clues? Which tag on which map?
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 23, 2012 10:35 PM
Msg. 664 of 1188
Shotgun model on Swordbase.
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 23, 2012 10:40 PM
Msg. 665 of 1188
Quote: --- Original message by: Spartan314 Shotgun model on Swordbase. Works fine for me. What is the checksum of your map? It may be corrupt. -If it is corrupt, PM me and I'll send you a more reliable download link.
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