
Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Mar 20, 2013 02:12 AM
Msg. 876 of 1188
You need version 3 or newer or the Unknown pieces won't appear. I removed the linked EMF files because the permutations should now be extractable normally.
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Ecelon
Joined: Mar 12, 2013
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Posted: Mar 20, 2013 02:43 AM
Msg. 877 of 1188
Quote: --- Original message by: Gravemind You need version 3 or newer or the Unknown pieces won't appear. I removed the linked EMF files because the permutations should now be extractable normally. Would it be possible for you to send me the extracted .EMF files for the permutations. I've tried changing some strings in the "Meta Viewer" hoping it would work, and still nothing. Sorry to be such an annoyance mate!
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Mar 20, 2013 04:19 AM
Msg. 878 of 1188
Quote: --- Original message by: Ecelon Would it be possible for you to send me the extracted .EMF files for the permutations. I've tried changing some strings in the "Meta Viewer" hoping it would work, and still nothing. Sorry to be such an annoyance mate! If the meta viewer lets you change values, it must be a pretty old version. Download the one in the link on the first post. Edited by Gravemind on Mar 20, 2013 at 04:20 AM
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 20, 2013 03:01 PM
Msg. 879 of 1188
I have an intresting problem.
I'm exporting various ships for use in space engine.
The catch is, I am limited to a single diffuse, a single normal map, and a small detail diffuse/normal/bump map.
With some things, the norma/diffuse map is spread across more than one image file, like in the space banshee.
Also, gravemind, would it be possible for you to get the program to extract shaders into a format usable by 3ds max?
And I'm still not clear as to why you don't want to support halo 4 extraction even if you eventually have the capacity to do so.
EDIT: Nevermind, I just have to rebake the stuff. Duh. Though I am confused as to how I use the banshee detail diffuse map, and I need the tiling values for the detail maps and such. Also, does the banshee use the hex normal map, or just the diffuse? the tiling value for it?
I also need to know the reflection map used in game for it, and a way to "bake" the reflection map with the diffuse.
I also can't get the self illumination maps to apply right.
Lastly, I was informed the map used by the needler for the hex pattern was the cov_hex_detail_grey bitmap in the elite thigh armor bitmap pathway. But I see a cov_hex_pattern_dark map in the detail maps folder in the LNOS mission. Which should I use for the banshee, if any?
And how do you people figure all of this stuff out? Edited by jabberwockxeno on Mar 20, 2013 at 03:01 PM Edited by jabberwockxeno on Mar 20, 2013 at 03:05 PM Edited by jabberwockxeno on Mar 20, 2013 at 03:06 PM Edited by jabberwockxeno on Mar 20, 2013 at 03:09 PM Edited by jabberwockxeno on Mar 20, 2013 at 03:13 PM Edited by jabberwockxeno on Mar 20, 2013 at 03:26 PM Edited by jabberwockxeno on Mar 20, 2013 at 03:37 PM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 20, 2013 04:02 PM
Msg. 880 of 1188
how do we figure all this out? Everything we know we've used adjudant to learn from it. look at the shaders and their references yourself, you should be able to figure out some stuff. not everyone has the time to answer your pile of questions.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Mar 20, 2013 08:42 PM
Msg. 881 of 1188
Not sure if anyone saw the part of my last post asking about animations, but.....
I have noticed that you can import the animation from Halo CE onto Halo 3 models (with a little bit of work but not including re-rigging the mesh). But when I try to do so with Halo CE ----> Halo Reach models, the model gets all warped, stretched, and skewed (or at least the Marine model does). Does anyone know why this would be? I have been trying to get the Halo Reach models to work with Halo CE animation, because (correct me if I am wrong) Halo Reach is just a VARY upgraded variant of the Halo 1 Engine. Halo Reach (game wise) came out after Halo 3 and since Halo 3 models work with Halo 1 animations....wouldn't the same go for Halo Reach models?
Any help on this matter would be greatly appreciated.
Thanks
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Mar 21, 2013 01:58 AM
Msg. 882 of 1188
Reach's engine is a big jump from Halo 3's.
For example, it would be like jumping from v3 to v4.5 Edited by Dumb AI on Mar 21, 2013 at 01:59 AM
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 21, 2013 03:30 PM
Msg. 883 of 1188
Quote: --- Original message by: XlzQwerty1 look at the shaders and their references yourself, And how do I do this? Aren't the shaders not extractable? Another question: What does the space phantom diffuse map go to? The met setup the space phantom model has only uses the normal phantom diffuse, and the space phantom parts diffuse. Also, I see the seraph max file contains at least 2 different seraph models, one of them lebeled major. Does this mean in game there are seraph ranks? Or is it the battle damaged model, which it appears to be? Edited by jabberwockxeno on Mar 21, 2013 at 04:54 PM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 21, 2013 03:41 PM
Msg. 884 of 1188
Again, look at the shaders through adjudant. You don't need to extract them, look through meta viewer.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Mar 21, 2013 04:27 PM
Msg. 885 of 1188
Quote: --- Original message by: Dumb AI
Reach's engine is a big jump from Halo 3's.
For example, it would be like jumping from v3 to v4.5 Edited by Dumb AI on Mar 21, 2013 at 01:59 AM Thank you captain obvious, I think everyone who has played Halo Reach knows that is it a "big jump" from Halo 3. But we all appreciate you pointing that out anyways, now...moving on. Anyone know the answer to my animations question? Thanks
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 21, 2013 05:20 PM
Msg. 886 of 1188
Quote: --- Original message by: XlzQwerty1 Again, look at the shaders through adjudant. You don't need to extract them, look through meta viewer. Ah. I'll do that. One last question before I do so: Which turrets are used on the space phantom and sprirt? For the former, there is one under the front, and 3 on each side. On the spririt, there's the one under the back. None of them are present in the models for the vehicles, so I assume they have their own model file. Which one is it for them? I'll do my best to limit my questions from now on. EDIT: Also, a note for gravemind: the spirit model self illumination stuff is really messed up. Edited by jabberwockxeno on Mar 21, 2013 at 05:41 PM
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Captain Obvious
Joined: Aug 8, 2011
My avatar quote is not very interesting.
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Posted: Mar 21, 2013 05:25 PM
Msg. 887 of 1188
Quote: --- Original message by: videomanQuote: --- Original message by: Dumb AI
Reach's engine is a big jump from Halo 3's.
For example, it would be like jumping from v3 to v4.5 Edited by Dumb AI on Mar 21, 2013 at 01:59 AM Thank you captain obvious, I think everyone who has played Halo Reach knows that is it a "big jump" from Halo 3. But we all appreciate you pointing that out anyways, now...moving on. Anyone know the answer to my animations question? Thanks I do not know the answer to your animations question.
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 21, 2013 05:52 PM
Msg. 888 of 1188
Quote: --- Original message by: wafflesQuote: --- Original message by: videomanQuote: --- Original message by: Dumb AI
Reach's engine is a big jump from Halo 3's.
For example, it would be like jumping from v3 to v4.5 Edited by Dumb AI on Mar 21, 2013 at 01:59 AM Thank you captain obvious, I think everyone who has played Halo Reach knows that is it a "big jump" from Halo 3. But we all appreciate you pointing that out anyways, now...moving on. Anyone know the answer to my animations question? Thanks I think he means that the two engines differ so much, that there are certain things that can't be fixed atm. The bones y pivots are inverted (confirmed it last night), which puts the rotation negative when trying to compensate for the difference in orientation. If you know how to edit pivots, just flip the Y axis and re-apply the skin modifier. Quote: --- Original message by: jabberwockxenoQuote: --- Original message by: XlzQwerty1 Again, look at the shaders through adjudant. You don't need to extract them, look through meta viewer. Ah. I'll do that. One last question before I do so: Which turrets are used on the space phantom and sprirt? For the former, there is one under the front, and 3 on each side. On the spririt, there's the one under the back. None of them are present in the models for the vehicles, so I assume they have their own model file. Which one is it for them? I'll do my best to limit my questions from now on. EDIT: Also, a note for gravemind: the spirit model self illumination stuff is really messed up. Edited by jabberwockxeno on Mar 21, 2013 at 05:41 PM http://thecartdriver.com/wp-content/uploads/2011/07/Chiaki%20facepalm.jpg Do you ever try to look hard enough to find these things? In the phantom directory there is a folder named for the turret (something like "front_chin_gun/side_gun" if i remember) these turrets are referenced and instanced by markers on both models, meaning 1 model is being used for all the turrets in all likely hood. Look at things like the warthog, that does the same thing for each of its 2-3 turrets. It really doesn't take long to open all the folders in a vehicle directory to find something like this. Edited by waffles on Mar 21, 2013 at 05:48 PM I completely missed that  On another note, the spirt turret has both a major and desteroyed varient. Really wondering what the "major" is, as it, like with the spirit, uses damaged covie bitmaps.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Mar 21, 2013 06:17 PM
Msg. 889 of 1188
Quote: --- Original message by: videomanQuote: --- Original message by: Dumb AI
Reach's engine is a big jump from Halo 3's.
For example, it would be like jumping from v3 to v4.5 Edited by Dumb AI on Mar 21, 2013 at 01:59 AM Thank you captain obvious, I think everyone who has played Halo Reach knows that is it a "big jump" from Halo 3. But we all appreciate you pointing that out anyways, now...moving on. Anyone know the answer to my animations question? Thanks You are not welcome.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 21, 2013 06:24 PM
Msg. 890 of 1188
Quote: --- Original message by: jabberwockxeno
On another note, the spirt turret has both a major and desteroyed varient. Really wondering what the "major" is, as it, like with the spirit, uses damaged covie bitmaps. Maybe you should actually export it and then import into 3ds max to find out yourself. Please try to play around with things first before asking questions that can be answered in a few steps. Also, I should have said in my previous post that shader extraction is NOT possible, but gravemind has already translated it's bitmap references for the models that you extract. That's already good enough. Everything you need about the detail maps/bump map locations, tiling, etc is located inside the shader tags, look through meta viewer.
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Ecelon
Joined: Mar 12, 2013
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Posted: Mar 21, 2013 07:30 PM
Msg. 891 of 1188
Quote: --- Original message by: GravemindQuote: --- Original message by: Ecelon Would it be possible for you to send me the extracted .EMF files for the permutations. I've tried changing some strings in the "Meta Viewer" hoping it would work, and still nothing. Sorry to be such an annoyance mate! If the meta viewer lets you change values, it must be a pretty old version. Download the one in the link on the first post. Edited by Gravemind on Mar 20, 2013 at 04:20 AM I've downloaded the new Adjutant app, but the same problem still exists. Sorry for being a pain and thanks for trying to help mate!
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Ecelon
Joined: Mar 12, 2013
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Posted: Mar 21, 2013 07:51 PM
Msg. 892 of 1188
Quote: --- Original message by: waffles ^ When you are downloading the app, when it first opens does an update window appear at all? if not, you might have to do it manually through the top menu. Thanks Waffles. Sadly I can't update the app. I've just moved in with my fiance and haven't gotten the internet setup on my laptop yet. So I'm stuck hijacking her laptop until I do! XD
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Ecelon
Joined: Mar 12, 2013
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Posted: Mar 22, 2013 06:07 PM
Msg. 893 of 1188
Quote: --- Original message by: Gravemind
If the meta viewer lets you change values, it must be a pretty old version. Download the one in the link on the first post. Edited by Gravemind on Mar 20, 2013 at 04:20 AM Thanks alot Gravemind, for helping. Quote: --- Original message by: waffles Just checked the first pages download, its the latest version now. Whenever you can, re-download it. Thanks Waffles. It finally works. The cache mustn't have been cleared on this laptop, hence why I kept downloading the previous version.
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 23, 2013 02:48 PM
Msg. 894 of 1188
Quote: --- Original message by: XlzQwerty1Quote: --- Original message by: jabberwockxeno
On another note, the spirt turret has both a major and desteroyed varient. Really wondering what the "major" is, as it, like with the spirit, uses damaged covie bitmaps. Maybe you should actually export it and then import into 3ds max to find out yourself. Please try to play around with things first before asking questions that can be answered in a few steps. Also, I should have said in my previous post that shader extraction is NOT possible, but gravemind has already translated it's bitmap references for the models that you extract. That's already good enough. Everything you need about the detail maps/bump map locations, tiling, etc is located inside the shader tags, look through meta viewer. I did import it. I just didn't put two and two together. Anyways, thanks for letting me know about the shader referencing what bitmaps. That kind of info should be in the OP One last question I have that I can't seem to figure out. I've spent the past hour looking for the files that make up the covenant corvette. THe model in the objects> vehicles >covie>covie fleet>corvette folder seems to be the low LOD model, as the diffuse map is very low res. I want the model that is used for when you board it in game on LNoS. I assumed it would be under level geometry, but looking under everything with levels hasn't yielded any fruit either. If it's something obvious I missed, I'm sorry. Edited by jabberwockxeno on Mar 23, 2013 at 02:48 PMEDIT: Nevermind about the blurry textures. But I'm still not clear how I am supposed to find out what reflection maps are used on what models, for example. I can see a lot of info, but not for reflection maps. Edited by jabberwockxeno on Mar 23, 2013 at 04:58 PMEdited by jabberwockxeno on Mar 23, 2013 at 05:01 PM
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ElijahB1
Joined: Nov 25, 2012
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Posted: Mar 23, 2013 05:11 PM
Msg. 895 of 1188
That is the best model of the Corvette that you are going to be able to get. The one that you attack in m45 is actually BSP and can't be extracted at the moment, same thing goes for Anchor 9
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 24, 2013 01:48 PM
Msg. 896 of 1188
Quote: --- Original message by: ElijahB1 That is the best model of the Corvette that you are going to be able to get. The one that you attack in m45 is actually BSP and can't be extracted at the moment, same thing goes for Anchor 9 BSP? And what's the deal with the LNOS model vs. the super carrier model? On that note, the mat set up for the super carrier model is really funky. Edited by jabberwockxeno on Mar 25, 2013 at 05:25 PMEdited by jabberwockxeno on Mar 25, 2013 at 05:26 PM
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Mar 26, 2013 06:12 AM
Msg. 897 of 1188
Quote: --- Original message by: waffles BSP is the standard level geometry format for every halo game, its rooted in the engine. Before you ask, its not extractable right now with public tools. Is this due to the complexity of the game code? Or is it more encrypted then the current extractable model files? Just wondering what is currently preventing people from accessing the models of the BSP? Also, if Halo Reach ARE more complex (in some way or another) what about starting with the Halo 3 and Halo 3 ODST BSP models and making them extractable? Or is that just as complex as Halo Reach? Just wondering out of curiosity. Edited by videoman on Mar 26, 2013 at 06:12 AM
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Reconz
Joined: Jan 17, 2013
Evolution is a step forward.
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Posted: Mar 26, 2013 07:15 AM
Msg. 898 of 1188
Alright I just redownloaded Adjutant and I can extract everything now even on Windows 8!!!
Now I got a question, is it possible to extract the map objects like for example in ODST and Reach I can extract the civilian buildings ?
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Mar 26, 2013 08:27 AM
Msg. 899 of 1188
Quote: --- Original message by: Reconz Alright I just redownloaded Adjutant and I can extract everything now even on Windows 8!!!
Now I got a question, is it possible to extract the map objects like for example in ODST and Reach I can extract the civilian buildings ? Nope.avi Almost 100% of the time, they are part of the BSP. Which as of right now, cannot be extracted. I asked above about the complexity of extracting the BSP from Halo 3/Halo 3 ODST and Halo Reach, but have yet to hear back from anyone about it. Sorry for the bad news
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DarkestSeptagon
Joined: Nov 29, 2012
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Posted: Mar 26, 2013 10:20 AM
Msg. 900 of 1188
You can extract the ONI bulding and bridge from ODST. You can also get the low poly buildings used in the first cutscene in ODST. You can get the Forerunner artifact from Halo 3. Other than that you can't really get anything, those arn't BSPs btw.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Mar 26, 2013 11:05 AM
Msg. 901 of 1188
By bridge, I'm assuming you mean the bridge to the oni HQ building right?
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DarkestSeptagon
Joined: Nov 29, 2012
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Posted: Mar 26, 2013 11:35 AM
Msg. 902 of 1188
Quote: --- Original message by: R93_Sniper By bridge, I'm assuming you mean the bridge to the oni HQ building right? Yes that bridge.
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 26, 2013 04:40 PM
Msg. 903 of 1188
Quote: --- Original message by: waffles BSP is the standard level geometry format for every halo game, its rooted in the engine. Before you ask, its not extractable right now with public tools. The material system halo reach uses can make the most of what you put in it. Just because it doesn't look exactly like it does ingame in max, doesn't mean its the extractors fault. Public as in outside of MS, or outside a select group of halo maps memebers? Because the amount of stuff that's the latter is kinda annoying and disheartening.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Mar 26, 2013 09:44 PM
Msg. 904 of 1188
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 27, 2013 07:51 AM
Msg. 905 of 1188
Do you expect we will get bsp extraction anytime soon? Months, years, even? Quote: --- Original message by: waffles Its already been shown that the bsp's CAN be extracted, the knowledge just isn't readily available (see CV's h3 highground bsp demo for OS's rendering capabilities). . So yet another thing some memebers of the fourm here can do, but won't share. I don't understand you guys sometimes. Releasing tools for extraction can only further foster creativity. At the worst, you get a bunch of threads showing off rips. Big deal. Edited by jabberwockxeno on Mar 27, 2013 at 07:54 AM
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DarkestSeptagon
Joined: Nov 29, 2012
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Posted: Mar 27, 2013 10:06 AM
Msg. 906 of 1188
Quote: --- Original message by: jabberwockxenoDo you expect we will get bsp extraction anytime soon? Months, years, even? Decades. It would be nice to extract forge world. Are things like grass, bushes, and trees part of a BSP? Edited by DarkestSeptagon on Mar 27, 2013 at 10:17 AM
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Mar 27, 2013 10:28 AM
Msg. 907 of 1188
Quote: --- Original message by: DarkestSeptagonQuote: --- Original message by: jabberwockxenoDo you expect we will get bsp extraction anytime soon? Months, years, even? Decades. It would be nice to extract forge world. Are things like grass, bushes, and trees part of a BSP? Edited by DarkestSeptagon on Mar 27, 2013 at 10:17 AM no sure lumoria had the reach trees in there, grass is a texture but the grass texture is on the bsps ground sure so the texture can be got, and bushes to my understanding are just planes with texture then for hce a symbol added to mat name.
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 27, 2013 02:49 PM
Msg. 908 of 1188
Quote: --- Original message by: DarkestSeptagonQuote: --- Original message by: jabberwockxenoDo you expect we will get bsp extraction anytime soon? Months, years, even? Decades. Edited by DarkestSeptagon on Mar 27, 2013 at 10:17 AM Seriously? Has anybody asked the people who CAN extract them for instructions? I don't believe how uptight some people are. It's selfish. I realize i'm new and I really don't have the expierence to pass judgement, but that much is plain and clear. Argh. Anyways, I've been using the meta viewer, though it's helpful, the tile numbers don't seem to be correct, and I still can't figure out what reflection maps models use. In fact, I can't more than 5 or 6 reflection maps, total. Edited by jabberwockxeno on Mar 27, 2013 at 02:51 PMOr maybe i'm misundertsanding the tiling thing. Say the bitmap has a tiling/falloff index of 4, but the tiling/falloff numbers in the section below that was 1. What do I tile it by in 3ds max? Not 4 or 1, because it's a fine detail normal map, and I know for a fact it's tiled more than that. Edited by jabberwockxeno on Mar 27, 2013 at 03:29 PMAlso, how do detail diffuse maps work? The normals are clear enough, I have to tile and overlay on top of the normal normal map, but for the diffuse ones... For example, on the bansehee, there's a bitmap called banshee detail or something along those lines. How would I apply that in the mat editor correctly? Edited by jabberwockxeno on Mar 27, 2013 at 03:56 PM
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 27, 2013 05:24 PM
Msg. 909 of 1188
I'm looking at the meta viewer for the banshee shaders, and I see a file called space banshee glass.
So far, ever shader file has corresponded to a sub material on the material of the model. There is no space banshee glass submat on the extracted space banshee multi/sub material.
I don't know if the extractor just didn't extract it, or what, but yeah. There's no part of the banshee that's untextured, so I'm not sure what to make of it.
Are reflection maps not visble in adjutant or something, on an unrelated note? I can't find them.
Also, can the bitmaps used by the BSP corvette be extracted? My main issue with the one I have is that a lot of the texture is super low quality. Edited by jabberwockxeno on Mar 28, 2013 at 11:24 AM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Mar 28, 2013 11:39 AM
Msg. 910 of 1188
I think reflection maps are pretty much the same as cubemaps.
Bungie have pretty much stopped using cubemaps for a lot of their stuff. They used some in Reach and Halo 3 but in Halo 3, quite a few of them were "glass" cubemaps (weapon scopes, visors, etc)
To answer your question, they probably don't exist. The model is probably using a specular map.
(Note that much of this comes from only looking at map files in Adjutant) (I am not 100% positive that I am even correct) Edited by Dumb AI on Mar 28, 2013 at 11:41 AM
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