
ElijahB1
Joined: Nov 25, 2012
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Posted: Dec 26, 2012 02:57 PM
Msg. 666 of 1188
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Dec 26, 2012 04:36 PM
Msg. 667 of 1188
I think they're part of the BSP, so they wont export properly. could be wrong tho
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 26, 2012 04:38 PM
Msg. 668 of 1188
Quote: --- Original message by: R93_Sniper I think they're part of the BSP, so they wont export properly. could be wrong tho As far as I know, BSP models are in the sbsp, they're not .mode files.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Dec 26, 2012 04:51 PM
Msg. 669 of 1188
No, they are defiantly not BSP. I don't think the extractor can even do that at the moment?
There are a few other models that this is happening with too, and its kinda annoying :s anyone else having issues? Edited by ElijahB1 on Dec 26, 2012 at 04:55 PM
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 26, 2012 04:59 PM
Msg. 670 of 1188
Quote: --- Original message by: ElijahB1
No, they are defiantly not BSP. I don't think the extractor can even do that at the moment? You are correct; BSP's are not yet extractable.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Dec 26, 2012 08:20 PM
Msg. 671 of 1188
It seems to happen with models with larger vertex/poly counts. There are a few h3 models aswell...
Edit: I think the fault lies in the program and not the importation script, when the glitched model dose not overload Adjunct it displays the same crazy messed up model that is shown in the pics I posted above. Edited by ElijahB1 on Dec 27, 2012 at 02:10 PM
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 29, 2012 02:16 AM
Msg. 672 of 1188
I know this question is sometime asked a lot. But I am just wondering....will there ever be BSP (or sbsp if you want to get technical) extraction and loading for Adjutant 2? Or is this a definite no...because of possible legal issues with Bungie?
Just a question I am not sure of. So...I asked.
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 29, 2012 11:53 AM
Msg. 673 of 1188
Quote: --- Original message by: videoman possible legal issues with Bungie? Bungie don't have any legal rights on the franchise, since Microsoft owns it, so no. And even if Microsoft did care about this, I'm sure they would have intervened before we had public model extraction.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 29, 2012 08:15 PM
Msg. 674 of 1188
Still...there COULD be a legal issue with allowing ripping of levels straight from a Xbox Halo game. I can see PC not being as big of a deal. But since it is a Xbox game...there might be a slight issue. Either way it goes down is fine with me. I am just wondering if there every be BSP extraction built into Adjutant 2.
Still wondering if that will even be a possibility with Adjutant 2.
Thanks
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Dec 29, 2012 08:16 PM
Msg. 675 of 1188
I'm sure they don't care to much about bungies games, but I'd it expect to rain fire and brimstone if people starting ripping from H4.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 29, 2012 08:36 PM
Msg. 676 of 1188
Rippers are like the Hydra. Take one down,there will be another.
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SilentJacket
Joined: Jun 9, 2012
-Did I miss something?-
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Posted: Dec 29, 2012 08:39 PM
Msg. 677 of 1188
Quote: --- Original message by: Dumb AI Rippers are like the Hydra. Take one down,there will be two in its place. fify
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 30, 2012 12:47 AM
Msg. 678 of 1188
I didn't know that two rippers would take one ripper's place. Edited by Dumb AI on Dec 30, 2012 at 12:48 AM
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kornman00
Joined: Jul 15, 2010
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Posted: Dec 30, 2012 11:50 AM
Msg. 679 of 1188
The scenario_structure_bsp tag stores its resources just like all other tags with cached resources. I started the work in BlamLib for the Halo3's structure_bsp_tag_resources, and touched on ODST's, but haven't worked on it since either game came out. I believe Halo4's structure_bsp_tag_resources structure didn't change much, if at all, from Reach though. I know ShadowSputnik has bsp extraction working in his code, so you may want to ask him for help.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 30, 2012 12:32 PM
Msg. 680 of 1188
It began a long time ago. It's still going. You should know that. Edited by Dumb AI on Dec 30, 2012 at 12:32 PM
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ElijahB1
Joined: Nov 25, 2012
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Posted: Dec 30, 2012 02:20 PM
Msg. 681 of 1188
Getting Anchor 9 from The Long Night of Solace would be amazing for what I am doing...
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 30, 2012 02:43 PM
Msg. 682 of 1188
If possible at all...
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 30, 2012 03:35 PM
Msg. 683 of 1188
Quote: --- Original message by: kornman00 The scenario_structure_bsp tag stores its resources just like all other tags with cached resources. I started the work in BlamLib for the Halo3's structure_bsp_tag_resources, and touched on ODST's, but haven't worked on it since either game came out. I believe Halo4's structure_bsp_tag_resources structure didn't change much, if at all, from Reach though. I know ShadowSputnik has bsp extraction working in his code, so you may want to ask him for help. So from what you are saying, is that the file within each map called "structure_bsp_tag_resources" contains the needed information to extract BSP models? Hmm...I would have never thought to look there. I just thought that you would have to look at the actual sbsp file(s). I looked for ShadowSputnik in the member list, but could not find him. Or is he located on a different forum? I would really like to take a look at the BSP model from the Intro of Halo 3: ODST. I have only been able to take a look at small assets, such as the Drop Pod crane and other small things. It would be nice to have a full set to see what a HD Drop Pod bay looks like.
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 30, 2012 04:31 PM
Msg. 684 of 1188
Quote: --- Original message by: videoman I looked for ShadowSputnik in the member list, but could not find him. Or is he located on a different forum?
He may have meant ShadowSpartan.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 30, 2012 04:47 PM
Msg. 685 of 1188
Quote: --- Original message by: HaloExtreme117Quote: --- Original message by: videoman I looked for ShadowSputnik in the member list, but could not find him. Or is he located on a different forum?
He may have meant ShadowSpartan. Wha? How do you get ShadowSputnik out of ShadowSpartan? I can see they are semi-close. But not really. Either way...my question still stand for Gravemind. If he is willing to answer it....
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 30, 2012 05:54 PM
Msg. 686 of 1188
It could be his nickname for ShadowSpartan. XP
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ElijahB1
Joined: Nov 25, 2012
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Posted: Dec 30, 2012 07:00 PM
Msg. 687 of 1188
Quote: --- Original message by: videoman I would really like to take a look at the BSP model from the Intro of Halo 3: ODST. I have only been able to take a look at small assets, such as the Drop Pod crane and other small things. It would be nice to have a full set to see what a HD Drop Pod bay looks like. If all you want to do is look around the drop room you could just null some scripts using ASM or ASE and that would allow you to actually walk your character around the bay. You could also edit the map info file and have a theater film saved of you walking around the bay. Everything else is pretty much models that you can extract now, the entire city, the elevator, ect, ect.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Dec 30, 2012 09:31 PM
Msg. 688 of 1188
Quote: --- Original message by: ElijahB1Quote: --- Original message by: videoman I would really like to take a look at the BSP model from the Intro of Halo 3: ODST. I have only been able to take a look at small assets, such as the Drop Pod crane and other small things. It would be nice to have a full set to see what a HD Drop Pod bay looks like. If all you want to do is look around the drop room you could just null some scripts using ASM or ASE and that would allow you to actually walk your character around the bay. You could also edit the map info file and have a theater film saved of you walking around the bay. Everything else is pretty much models that you can extract now, the entire city, the elevator, ect, ect. Sorry to say, but I don't know ASM or ASE (at this time). I also don't own a Modded Xbox because I would like to keep my account and stay on Live. Though I do own Halo 3: ODST. If you are implying that I could view the Drop Pod bay with a modded Xbox, then I don't have one. Thus I am asking Gravemind if he plans (at all) to eventually include BSP extraction. Thanks for the information though.
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Dec 30, 2012 09:46 PM
Msg. 689 of 1188
Quote: --- Original message by: videomanQuote: --- Original message by: ElijahB1Quote: --- Original message by: videoman I would really like to take a look at the BSP model from the Intro of Halo 3: ODST. I have only been able to take a look at small assets, such as the Drop Pod crane and other small things. It would be nice to have a full set to see what a HD Drop Pod bay looks like. If all you want to do is look around the drop room you could just null some scripts using ASM or ASE and that would allow you to actually walk your character around the bay. You could also edit the map info file and have a theater film saved of you walking around the bay. Everything else is pretty much models that you can extract now, the entire city, the elevator, ect, ect. Sorry to say, but I don't know ASM or ASE (at this time). I also don't own a Modded Xbox because I would like to keep my account and stay on Live. Though I do own Halo 3: ODST. If you are implying that I could view the Drop Pod bay with a modded Xbox, then I don't have one. Thus I am asking Gravemind if he plans (at all) to eventually include BSP extraction. Thanks for the information though. Edit the coordinates in the game save then. No modded xbox needed. Edited by HaloExtreme117 on Dec 30, 2012 at 09:47 PM
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ElijahB1
Joined: Nov 25, 2012
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Posted: Dec 31, 2012 01:06 AM
Msg. 690 of 1188
Quote: --- Original message by: HaloExtreme117Quote: --- Original message by: videomanQuote: --- Original message by: ElijahB1Quote: --- Original message by: videoman I would really like to take a look at the BSP model from the Intro of Halo 3: ODST. I have only been able to take a look at small assets, such as the Drop Pod crane and other small things. It would be nice to have a full set to see what a HD Drop Pod bay looks like. If all you want to do is look around the drop room you could just null some scripts using ASM or ASE and that would allow you to actually walk your character around the bay. You could also edit the map info file and have a theater film saved of you walking around the bay. Everything else is pretty much models that you can extract now, the entire city, the elevator, ect, ect. Sorry to say, but I don't know ASM or ASE (at this time). I also don't own a Modded Xbox because I would like to keep my account and stay on Live. Though I do own Halo 3: ODST. If you are implying that I could view the Drop Pod bay with a modded Xbox, then I don't have one. Thus I am asking Gravemind if he plans (at all) to eventually include BSP extraction. Thanks for the information though. Edit the coordinates in the game save then. No modded xbox needed. Edited by HaloExtreme117 on Dec 30, 2012 at 09:47 PM That would not work, the mapinfo file for the map prevents a film or checkpoint from ever being created for that mission. If you have a modded xbox is not like all your accounts get insta banned, just be smart and never take your modded xbox online :p you'd just have another one for retail play. You are in luck though! There is a glitch that allows you to load the mission in Fire Fight mode and it allows you to roam around freely on a retail, what you do is log off XBL set your network settings to local and then rapidly inter the Fire Fight lobby from the titel screen, I'll link a vid. https://www.youtube.com/watch?v=gsYGDZpK2tQguess this site hates url links to youtube :p (*admin - nope.) Edited by ElijahB1 on Dec 31, 2012 at 01:35 AMEdited by Dennis on Dec 31, 2012 at 05:28 PM
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Jan 2, 2013 09:23 AM
Msg. 691 of 1188
The BSPs are possible, but unlikely. As for updates; I'm currently rewriting Adjutant so there probably won't be anything for a while.
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clonetrooper163
Joined: Oct 19, 2011
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Posted: Jan 3, 2013 11:45 AM
Msg. 692 of 1188
Quote: --- Original message by: Gravemind The BSPs are possible, but unlikely. As for updates; I'm currently rewriting Adjutant so there probably won't be anything for a while. AH don't change the EMF format again if you do cause having everything extracted thin o look an update and a new EMFimporter o wait it wont open the models i've already extracted. anyways while your rewriting it why not add an option to split the models i know there is one when you click on the model to extract but i'm talking about if you extract say a whole tag set like characters, make it in the option settings so it can stay on all the time. O and last thing why did your .TIF files go from working like the dds files do to being a Spec map i don't get that it's kinda stupid and doesn't make since to me, cause you have to extract both TIF and DDS cause the normal maps that are put in dds don't open with 3ds max or photoshop. Last 2 thing, maybe update the tool to allow for full perm extraction on the spartans and both male and female marines,even if you aren't happy how it was done just add it cause if people don't see it on the site here even know it's at the bottom of the OP people may not see it and it's still helpful and needed Try working on the Rigging for the models so they extract with the original working rig with normal looking biped from the game and not weird messed up bones, that should be one of the main priorities cause 99% of the rigs for halo 3/odst work but halo reach doesn't and if people wanna extract them and start animating they can't cause the rigs are messed up and they may not be able to fix that. This is what i've observed while i'll playing around with your tool, changing the EMF to me was wrong along with the TIF files cause a developer of a program or whatever doesn't change a format of something unless they have damn good reason to do so or so sudden to when the old normal format was working just fine. Anyways take this as you may or don't, this is what i think should be done and what was wrong for being done and it should be done before rewriting your whole program unless it fixes some of those problems.This is a great amazing tool when others wouldn't release there's. O and don't think MS will do anything about Halo 4 support, cause Zteam got halo reach extraction support when the beta was released and CAD uploaded a video of the concussion rifle and some other things to modacity right after, if they really truly cared about us ripping the models they'd of already done something by now. i would of told you all of this on xfire instead of posting a wall of text but your never on xfire anymore Edited by clonetrooper163 on Jan 3, 2013 at 11:49 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 3, 2013 01:22 PM
Msg. 693 of 1188
What's wrong with learning to rig them yourself? Personally, it is a great opportunity for me to learn.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 3, 2013 03:05 PM
Msg. 694 of 1188
Sometimes,speed is the priority. Rigging doesn't take that long if you are skilled but sometimes,you want to get stuff done more quickly. Edited by Dumb AI on Jan 3, 2013 at 03:06 PM
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clonetrooper163
Joined: Oct 19, 2011
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Posted: Jan 3, 2013 04:52 PM
Msg. 695 of 1188
Quote: --- Original message by: Dumb AI
Sometimes,speed is the priority. Rigging doesn't take that long if you are skilled but sometimes,you want to get stuff done more quickly. Edited by Dumb AI on Jan 3, 2013 at 03:06 PM I for one love rigging but for people that wanna export right away and go straight into making machinima or just normal animations with the default rig can't with halo reach stuff and on the OP it says right there for halo ce modding and machinima, and that's not user friendly for people that don't have time or don't really know how to rig and just animate. I for one have been getting a lot of PM's and steam messages asking for halo reach models rigged for them to work on machinima and either i don't have that model rigged or i have to give them my personal rig which isn't bad but if the models was already rigged i wouldn't be getting these messages or i could just import to 3ds max and export to FBX or whatever. I just think it should come before rewriting the whole program.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 3, 2013 09:12 PM
Msg. 696 of 1188
Do take note however, he never stated that he would be changing the EMF format when rewriting the program.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Jan 3, 2013 09:30 PM
Msg. 697 of 1188
Quote: --- Original message by: clonetrooper163 AH don't change the EMF format again if you do cause having everything extracted thin o look an update and a new EMFimporter o wait it wont open the models i've already extracted. anyways while your rewriting it why not add an option to split the models i know there is one when you click on the model to extract but i'm talking about if you extract say a whole tag set like characters, make it in the option settings so it can stay on all the time. I didn't plan on changing the EMF format, but adding the split option to the settings will be no problem. Quote: --- Original message by: clonetrooper163 O and last thing why did your .TIF files go from working like the dds files do to being a Spec map i don't get that it's kinda stupid and doesn't make since to me, cause you have to extract both TIF and DDS cause the normal maps that are put in dds don't open with 3ds max or photoshop. I haven't changed the way the .TIF files save at all. However, Photoshop CS5 (with my settings, at least) blends the alpha channel into the RGB channels rather than showing it as a separate channel, whereas CS4 does not. Deleting the alpha channel or disabling it in the 3DS Max material editor may solve your problem, if I understand correctly. I haven't changed the DDS files either, but I do know that some bitmap formats don't work as DDS. CTX1 and DXN (used on normal maps) should be fine, though. Quote: --- Original message by: clonetrooper163 Last 2 thing, maybe update the tool to allow for full perm extraction on the spartans and both male and female marines,even if you aren't happy how it was done just add it cause if people don't see it on the site here even know it's at the bottom of the OP people may not see it and it's still helpful and needed I can add this, but the missing model pieces won't have their correct names. Quote: --- Original message by: clonetrooper163 Try working on the Rigging for the models so they extract with the original working rig with normal looking biped from the game and not weird messed up bones, that should be one of the main priorities cause 99% of the rigs for halo 3/odst work but halo reach doesn't and if people wanna extract them and start animating they can't cause the rigs are messed up and they may not be able to fix that. Currently I don't know why some Reach models have incorrect rigs, so I can't fix it. The rotated bones shouldn't matter too much though, because the still work normally. Quote: --- Original message by: clonetrooper163 This is what i've observed while i'll playing around with your tool, changing the EMF to me was wrong along with the TIF files cause a developer of a program or whatever doesn't change a format of something unless they have damn good reason to do so or so sudden to when the old normal format was working just fine. I made the EMF3 format to allow for mesh splitting to be optional, to make it easier to fix the flipped faces, and to add vertex normals to the stored data. As I said above, the .TIF files were not changed, though. Quote: --- Original message by: clonetrooper163 Anyways take this as you may or don't, this is what i think should be done and what was wrong for being done and it should be done before rewriting your whole program unless it fixes some of those problems.This is a great amazing tool when others wouldn't release there's. The current Adjutant is messy, which means it takes a lot longer to add features and fix bugs, as well as to add support for new games. I'm rewriting it to make it better structured, more dynamic, easier to maintain and easier to update.
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clonetrooper163
Joined: Oct 19, 2011
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Posted: Jan 3, 2013 11:30 PM
Msg. 698 of 1188
Quote: --- Original message by: GravemindQuote: --- Original message by: clonetrooper163 AH don't change the EMF format again if you do cause having everything extracted thin o look an update and a new EMFimporter o wait it wont open the models i've already extracted. anyways while your rewriting it why not add an option to split the models i know there is one when you click on the model to extract but i'm talking about if you extract say a whole tag set like characters, make it in the option settings so it can stay on all the time. I didn't plan on changing the EMF format, but adding the split option to the settings will be no problem. Quote: --- Original message by: clonetrooper163 O and last thing why did your .TIF files go from working like the dds files do to being a Spec map i don't get that it's kinda stupid and doesn't make since to me, cause you have to extract both TIF and DDS cause the normal maps that are put in dds don't open with 3ds max or photoshop. I haven't changed the way the .TIF files save at all. However, Photoshop CS5 (with my settings, at least) blends the alpha channel into the RGB channels rather than showing it as a separate channel, whereas CS4 does not. Deleting the alpha channel or disabling it in the 3DS Max material editor may solve your problem, if I understand correctly. I haven't changed the DDS files either, but I do know that some bitmap formats don't work as DDS. CTX1 and DXN (used on normal maps) should be fine, though. That's odd though cause i have a version of your tool that works with reach that is a couple updates before EMF3 and the textures extract in .tif just fine they don't extract like they do now in your tool with the blended alpha layer and so on so something had to of changed since thin. but thanks for replying to my post and taking your time to comment on each of the things i said/point out Edited by clonetrooper163 on Jan 3, 2013 at 11:30 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 6, 2013 10:03 AM
Msg. 699 of 1188
Does Adjutant support H3 Beta maps? I'm not sure it's the maps are corrupted or not supported.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 6, 2013 12:14 PM
Msg. 700 of 1188
Textures for one, some in the beta are different.
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