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 24 of 34 Go to page: · 1 · ... · 21 · 22 · 23 · [24] · 25 · 26 · 27 · ... · 34 · Prev · Next
Author Topic: [App] Adjutant 2 (1188 messages, Page 24 of 34)
Moderators: Dennis

Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Feb 17, 2013 10:57 PM    Msg. 806 of 1188       
The Export Bitmaps option extracts all bitmaps associated with the model. The EMF import doesn't use all of them. Normal and detail maps are only applied on Halo3 models, and the diffuse and specular use the same image because the diffuse only uses RGB whereas the specular uses only the alpha.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 17, 2013 11:43 PM    Msg. 807 of 1188       
Quote: --- Original message by: Gravemind
The Export Bitmaps option extracts all bitmaps associated with the model. The EMF import doesn't use all of them. Normal and detail maps are only applied on Halo3 models, and the diffuse and specular use the same image because the diffuse only uses RGB whereas the specular uses only the alpha.


You mean in game, in reach, the normal maps aren't used? Why even bake them then?

I could have sworn in game I saw small detail maps or normal maps in use...


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Feb 18, 2013 12:06 AM    Msg. 808 of 1188       
They are used in the game, but they aren't imported by the EMF script. You have to apply them manually.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Feb 18, 2013 12:17 AM    Msg. 809 of 1188       
Oh,cool.
We have 4 members who use the Superintendent's pic.

Why isn't it imported?

Is it because it's a engine-only sort of thing?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 18, 2013 12:22 AM    Msg. 810 of 1188       
I don't think material importing into 3ds max is important right now. There's other features that are much more important than 3ds max materials and it doesn't take long to assign your own materials.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 18, 2013 09:36 AM    Msg. 811 of 1188       
I've redowloaded the campaign and shared map files 3 times now, and they still won't load in adjutant.

To clarify, the SP map files work, but the one named "campaign" does not. Same goes for the one named "shared".


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Feb 18, 2013 10:04 AM    Msg. 812 of 1188       
campaign and shared is not supposed to work.


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Feb 18, 2013 10:40 AM    Msg. 813 of 1188       
Quote: --- Original message by: jabberwockxeno
I've redowloaded the campaign and shared map files 3 times now, and they still won't load in adjutant.

To clarify, the SP map files work, but the one named "campaign" does not. Same goes for the one named "shared".

Campaign.map and shared.map are referenced by other maps, and aren't supposed to be opened directly. You still need to have them in your map directory though.


DarkestSeptagon
Joined: Nov 29, 2012


Posted: Feb 19, 2013 12:59 PM    Msg. 814 of 1188       
Howcome some bones are weird?

Like for the Magnum in Reach you can't individually move the bones for the slide or magazine but you can rotate them. Same thing for the Halo 3 SMG, you can't move the bone for the stock.
Edited by DarkestSeptagon on Feb 19, 2013 at 12:59 PM


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Feb 19, 2013 01:03 PM    Msg. 815 of 1188       
because that's the way they were rigged, its called ik limits, it keeps bones from moving in certain directions specified by the person who rigged the model.


DarkestSeptagon
Joined: Nov 29, 2012


Posted: Feb 19, 2013 01:11 PM    Msg. 816 of 1188       
Quote: --- Original message by: killzone64
because that's the way they were rigged, its called ik limits, it keeps bones from moving in certain directions specified by the person who rigged the model.
Then how are you supposed to animate the Magnum?


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Feb 19, 2013 01:20 PM    Msg. 817 of 1188       
Quote: --- Original message by: killzone64
because that's the way they were rigged, its called ik limits, it keeps bones from moving in certain directions specified by the person who rigged the model.

if that were the case, the bones could still be moved. I think the reason is because adjutant exports bones as... well, bones. if you export and re-import the model as .fbx, it should convert the bones into the format you want (the kind that can move freely while being attached to the parent bone)


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Feb 19, 2013 01:23 PM    Msg. 818 of 1188       
i have never had issues with moving them

though it could be a difference in max version thats causing the issue
Edited by killzone64 on Feb 19, 2013 at 01:40 PM


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Feb 20, 2013 11:46 AM    Msg. 819 of 1188       
Quote: --- Original message by: waffles
Quote: --- Original message by: DarkestSeptagon
Quote: --- Original message by: killzone64
because that's the way they were rigged, its called ik limits, it keeps bones from moving in certain directions specified by the person who rigged the model.
Then how are you supposed to animate the Magnum?


You guys really need to get to know 3ds max. Select all bones, go into the animation menu, and select "bone tools", scroll down the dialogue window and untick "bone on" This releases the position's from each bones parents. Allowing you to translate them fully.

knowledge +1
many thanks, waffles!


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Feb 20, 2013 11:47 AM    Msg. 820 of 1188       
Knowledge +2

May come in handy.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 21, 2013 05:13 PM    Msg. 821 of 1188       
How do I do a non batch extract? Like if I want to extract a single file. I see that if you have an image, go into the raw extract tab, and click it, it turns paleish, but I'm not sure what that does.

EDIT: Also, the preview in the raw extract tab is a lot darker and has more contrast than the extracted image when I extracted it in a batch extract. Which is "correct"?


Edited by jabberwockxeno on Feb 21, 2013 at 05:38 PM
Edited by jabberwockxeno on Feb 21, 2013 at 05:39 PM

EDIT 2:

Also, I noticed the needler "folder" (objects/weapons/pistols/needler) for the main menu map file and the condemed map file have some less/additional files. I'm wondering if this means that the model/material for the needler is different if I were to extract it and plug in all the textures/shaders depending on which map file I pull it from.

Is that the case, or is it just additional files, that aren;t used or are used for both, just not present in one?
Edited by jabberwockxeno on Feb 21, 2013 at 05:48 PM


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 21, 2013 05:49 PM    Msg. 822 of 1188       
Quote: --- Original message by: waffles
Quote: --- Original message by: jabberwockxeno

How do I do a non batch extract? Like if I want to extract a single file. I see that if you have an image, go into the raw extract tab, and click it, it turns paleish, but I'm not sure what that does.

EDIT: Also, the preview in the raw extract tab is a lot darker and has more contrast than the extracted image when I extracted it in a batch extract. Which is "correct"?

http://img812.imageshack.us/img812/2125/dsfsfd.png
Edited by jabberwockxeno on Feb 21, 2013 at 05:38 PM
Edited by jabberwockxeno on Feb 21, 2013 at 05:39 PM


You right click the area with the image information (size, type, format) and extract. As far as the previews go, you are cycling between the alpha channel, nothing more. any image that does this means the texture has an alpha channel.


Ah, so the extracted file is exactly the same, it's just one of the views is ignoring the alpha channel, or something like that?

Can you adress my edited points?

Lastly, I orginally extracted some of the images as DDS's, not TIFs, which is what the orginal file type is. Would that conversion to DDS have caused any compression or any sort of changes that would have a visible (noticable or not) effect on the resulting image?
Edited by jabberwockxeno on Feb 21, 2013 at 06:00 PM

EDIT: Also, what does the extract raw and extract linear raw do, with the single file extract?
Edited by jabberwockxeno on Feb 21, 2013 at 06:06 PM

EDIT 2: Also, i'm getting an error about how it can't access mainmenu.map because it's being used by another process for something when I try to extract stuff from various map files, despite having nothing else using it as far as I know.
Edited by jabberwockxeno on Feb 21, 2013 at 06:12 PM

EDIT 3: Finally, I have all the bitmaps needed per the material on the extracted needler model plugged in, but the needles themselves, the bases where they are attached to the needler, the glowy bits on the model, and the plasma arc aren't displayed right.

I understand that the plasma arc probably won't be able to be shown as it is in game because it probably relies on the engine to animate and such, but the needles and the slots they go in are just textured, right?

Also, there's an ugly seem on the top caprace where the needles go in, I never noticed it in game. Is it like that in game, or is it the result of the way MAX applies stuff or something?


Edited by jabberwockxeno on Feb 21, 2013 at 06:56 PM


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 21, 2013 07:02 PM    Msg. 823 of 1188       
Quote: --- Original message by: waffles
For the file type, use the drop down selector and change to your desired type.


I meant more as, should I re-extract those images as TIFs, or would it not matter? To me, a single changed pixel matters. I suppose I probably could have already re-extracted those images by know, but hey, i'm lazy like that :p

And you didn;t really answer my question regarding the different stuff in different maps. My question was if the extracted assets would be different depending on which map file I extracted it from. IE: is XYZ.tif in A.map different from XYZ.tif in B.map?

Sorry to ask so much and being this needy, just trying to figure everything out.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 21, 2013 07:33 PM    Msg. 824 of 1188       
Quote: --- Original message by: waffles
1. Not really, though if you have later versions of PS you need to do what was mentioned a page back about tiff files not seperating alphas.

2. No, nothing is different. The way halo works is in case you don't know or haven't noticed, is there is specified "tags" folder in which many folders exist, containing bitmaps and models. When an object is included within a scenario (map), these folders are referenced. Nothing SHOULD be changed between bitmaps with the exact same directory or name.


I use gimp.

In regards to certain things not showing up right: All of the maps in question are grayscale, but in game those parts are colored. So that likely explains a lot of it, but not all.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 21, 2013 08:03 PM    Msg. 825 of 1188       
Quote: --- Original message by: waffles
Those textures are fine, they are supposed to be monochrome. The color comes from shader settings/gradient maps.


Is there a way to get max to apply the color, then?

Also, it seems the textue for the slot where the needles go isn;t being applied right. In game, only the top right corner of the image is used. The whole thing is applied in max. The EMF importer preserves UVs, obiviously, so i'm not sure why this is occuring.


Edited by jabberwockxeno on Feb 21, 2013 at 08:11 PM


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 21, 2013 08:26 PM    Msg. 826 of 1188       
Quote: --- Original message by: waffles
Ofc, just use the many material types at your disposal. A rgb tint would suffice, or a mix material, or even layered composite materials. If you aren't familiar with blending types or max's materials, you need to do some reading up on google, because tbf, its ALOT to just explain right here right now.

Thats a fault with the program atm (bitmap in your post), wait for the newer release of adjutant to get fixed bitmaps. On occasion you may come across bitmaps that just do not look right or are broken. The majority of these bitmaps have been fixed in the builds the testers and i have.


Ah, so I just have to manually color them in, then?

I was hoping there was a way to get max to read whatever colored those poritons in so I could get the exact coloration that appears in game.

I already tried to color the needle shards via colored self illunimation, but for some reason, even with the needle illum map extracted and set to the self illumination map, the shading on the needles doesn't show up right as it does in game.

Perhaps my bar is set too high.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 21, 2013 10:36 PM    Msg. 827 of 1188       
Alright, one last question: How do I set up the rig on an extracted spartan so everything is skinned correctly? By default, on import, it's... Iffy, at best.

And where are the non helmet armor perms?
Edited by jabberwockxeno on Feb 21, 2013 at 10:48 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Feb 21, 2013 11:41 PM    Msg. 828 of 1188       
Quote: --- Original message by: jabberwockxeno

Alright, one last question: How do I set up the rig on an extracted spartan so everything is skinned correctly? By default, on import, it's... Iffy, at best.

And where are the non helmet armor perms?
Edited by jabberwockxeno on Feb 21, 2013 at 10:48 PM


Please remember:

Quote: --- Original message by: waffles
Keep in mind, Adjutant is a WIP and is being worked on constantly, so there are things right now that aren't perfect.


Really, there isn't a need to ask that many questions that can be easily answered.
Currently the Halo 3 Masterchief's rig is fine, however the Reach rigs are tend to be a bit "iffy" as you've said. If you don't like it the way it is, then the solution is to reskin it yourself. Also, regarding the "improper bitmap material assigning", the solution is to assign materials manually.

Perms - if not all perms are being extracted right now, look for gravemind's posts or wait for v3 to come out. V3 allows you to extract all possible perms supported by adjudant if I recall, otherwise search through Gravemind's posts as he's posted an all perm reach spartan emf.

Sorry if my writing is messy or hard to read - it's late here and I'm feeling real tired.
Edited by XlzQwerty1 on Feb 21, 2013 at 11:41 PM


jabberwockxeno
Joined: Jan 16, 2013


Posted: Feb 22, 2013 12:59 AM    Msg. 829 of 1188       
Quote: --- Original message by: XlzQwerty1

Quote: --- Original message by: jabberwockxeno

Alright, one last question: How do I set up the rig on an extracted spartan so everything is skinned correctly? By default, on import, it's... Iffy, at best.

And where are the non helmet armor perms?
Edited by jabberwockxeno on Feb 21, 2013 at 10:48 PM


Please remember:

Quote: --- Original message by: waffles
Keep in mind, Adjutant is a WIP and is being worked on constantly, so there are things right now that aren't perfect.


Really, there isn't a need to ask that many questions that can be easily answered.
Currently the Halo 3 Masterchief's rig is fine, however the Reach rigs are tend to be a bit "iffy" as you've said. If you don't like it the way it is, then the solution is to reskin it yourself. Also, regarding the "improper bitmap material assigning", the solution is to assign materials manually.

Perms - if not all perms are being extracted right now, look for gravemind's posts or wait for v3 to come out. V3 allows you to extract all possible perms supported by adjudant if I recall, otherwise search through Gravemind's posts as he's posted an all perm reach spartan emf.

Sorry if my writing is messy or hard to read - it's late here and I'm feeling real tired.
Edited by XlzQwerty1 on Feb 21, 2013 at 11:41 PM


I've never actally done any skinning or rigs beyond some simple IK stuff before, so it should be a learning expiernce for me (I hope!).

One last thing before I go to bed: The breacher torso seems to be messed up. Not sure if this is on my end, or is due to the import.



Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Mar 3, 2013 09:27 PM    Msg. 830 of 1188       
Adjutant 3 has been released.

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

v3.0.0.0

General:
-Plugins are now external
-Download plugins via the Tools menu
-Added ability to view strings and locales of a map under "View" menu
-You can now see the current Adjutant version in the top right of the window
-Added tag search box under the tag list
-Status bar will now show status instead of filter
-Added a progress bar to the status bar to indicate when maps are loading
-Changed settings screen
-Added setting for plugins directory
-Added new options
-Moved all checkbox options to a list
-Smaller layout
-Filters are now separated by a space instead of a semicolon (;)
-Batch extract will now output number of tags extracted and time taken
-Batch extract will no longer extract "error previewing" images
-Batch extract is much faster
-Added Help menu
-Removed "About" screen - information is now in the help file
-Removed Debug menu in Tools because it is no longer needed

Meta Viewer:
-Redesigned to more closely resemble Guerilla
-Added extra options to controls
-Double-click on stringIDs to switch between string and int
-Double-click on rawIDs to switch between int and zone index
-Right-click on tag references to load that tag's meta
-Right-click rawIDs to dump raw
-Note: double-click and right-click only works in grey area, not in the textbox

Bitmaps:
-Fixed bitmaps that were only showing the top half
-Fixed some multi-bitmaps showing the same image for each index
-Fixed A8R8G8B8 cubemaps
-Fixed A8R8G8B8 DDS exports being the wrong colour
-No longer need to deselect "Linearize" on some bitmaps
-Reach bitmaps will show the proper "Type" now
-Image previews will now scale to fit on the screen better
-Added "Show alpha" option to show/remove alphas
-TIF bitmaps will extract without alpha if this is unchecked
-Removed "Size" from the detail list
-Removed advanced mode
-"View as" option is now always available
-"Linearize" is no longer needed
-Changed how bitmaps save
-You now either save selected image, or save all images
-To save as raw or DDS, change the filetype in the save dialogue

Models:
-Fixed sky models not working
-Fixed models not loading when a permutation has more than 65535 vertices
-Updated EMF script to 3.3 to load permutations with more than 65535 vertices
-Fixed parts of some models not having a rig
-Permutation list will no longer show permutations with no geometry
-Recursive bitmap extraction is now threaded and much faster
-Moved "select all" and "select none" to right-click menu on the list
-OBJ now extracts as a single file
-Permutations are selectable in the import dialogue in 3DS Max

Model Viewer:
-Better general performance
-Added back-face materials again
-Permutation list will no longer show permutations with no geometry
-Default camera position will change depending on model size
-ie: when viewing weapons the default view will be from the side
-Permutation list will now show previously missing pieces as "Unknown"

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


jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 4, 2013 08:25 AM    Msg. 831 of 1188       
So, should I re-extract all of the assets I had been working on, or if I were to re-extract everything, would I get the same files/settings in MAX/images?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Mar 4, 2013 08:53 AM    Msg. 832 of 1188       
No, you shouldn't have to re-extract anything.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 4, 2013 08:59 AM    Msg. 833 of 1188       
Quote: --- Original message by: Gravemind
No, you shouldn't have to re-extract anything.


With the exception of the things directly mentioned in the changelog, correct?

Can you give some examples of the individual models or bitmaps affected by those changes? Like, it says it fixed some of the models not having rigs. Is the spartan.emf in the OP one such thing?
Edited by jabberwockxeno on Mar 4, 2013 at 09:01 AM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Mar 4, 2013 09:47 AM    Msg. 834 of 1188       
It fixes some missing rigs, not the incorrect rigs. So no, it doesn't fix the broken Reach rigs. One example is the Halo3 masterchief model, how the shoulder pieces used to not be rigged or linked to anything.

The fixed bitmaps are ones that had the bottom half cut off, ones that had multiple of the same images in the same bitmap tag, ones that looked as if they were cut up and rearranged, and A8R8G8B8 cubemaps. One example here would be the bitmap tag for the assault rifle numbers in Reach, which had both the bottom half cut off and the same image for each index.

If you are using models or bitmaps matching this criteria, you may benefit from re-extracting them. Otherwise, no action is required.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Mar 4, 2013 12:08 PM    Msg. 835 of 1188       
Impressive ! I love the way we can explore tags now !
Really awesome update !


jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 4, 2013 05:08 PM    Msg. 836 of 1188       
Quick question: Where is the HUD overlay stored?

EDIT: Argh, it's not stored as a single image, of course.

Anybody have a reach or any sort of HUD that they don't mind me using for some stuff? It wouldn't be for a map, just personal use and MAYBE a slight chance of me making animations with it, but generally it'd just be for personal stuff that a few people would see if I were to post it somewhere.
Edited by jabberwockxeno on Mar 4, 2013 at 05:12 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 4, 2013 05:51 PM    Msg. 837 of 1188       
Quote: --- Original message by: DSalimander
Quote: --- Original message by: Gravemind
-Fixed sky models not working

Awesome.


Good luck though.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 5, 2013 11:35 AM    Msg. 838 of 1188       
When viewing halo 3 (haven't tried with reach since the update), assets, only the meta viewer tab is there, and it says "plugin not found: Halo3\(depends on asset).xml"


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Mar 5, 2013 06:20 PM    Msg. 839 of 1188       
Quote: --- Original message by: Mootjuh
Does save as JMS work without errors?
JMS hasn't been changed.

Quote: --- Original message by: jabberwockxeno
When viewing halo 3 (haven't tried with reach since the update), assets, only the meta viewer tab is there, and it says "plugin not found: Halo3\(depends on asset).xml"
Read the changelog and the help.


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Mar 6, 2013 03:05 PM    Msg. 840 of 1188       
It's don't possible to extract animations right ?

 
Page 24 of 34 Go to page: · 1 · ... · 21 · 22 · 23 · [24] · 25 · 26 · 27 · ... · 34 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 3:03 PM 312 ms.
A Halo Maps Website