
master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Mar 28, 2013 12:15 PM
Msg. 911 of 1188
Quote: --- Original message by: Dumb AI
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) mmmm, halo 3 had some noticeable cubemaps and halo reach had more subtle cubemaps. in halo 3, there was a cubemap for the armor(very lightly applied, most visible in dark areas), a cubemap for most(if not all) non-brute covenant weapons(carbine, PRifle and needler are most noticeable) and cubemaps were abundant in most halo reach vehicles and scenery(phantom especially). oddly enough, the reach scenery cubemap looks like a modified plasma rifle cube(speculation) and most covenant weapon cubemaps from halo 3 seem to be the halo 1 visor cube slightly recoloured. unfortunately, I think adjutant has an issue with most of reach's cubemaps as some come out as a series of bars. Edited by master noob on Mar 28, 2013 at 12:17 PM
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 28, 2013 03:13 PM
Msg. 912 of 1188
Quote: --- Original message by: master noobQuote: --- Original message by: Dumb AI
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) mmmm, halo 3 had some noticeable cubemaps and halo reach had more subtle cubemaps. in halo 3, there was a cubemap for the armor(very lightly applied, most visible in dark areas), a cubemap for most(if not all) non-brute covenant weapons(carbine, PRifle and needler are most noticeable) and cubemaps were abundant in most halo reach vehicles and scenery(phantom especially). oddly enough, the reach scenery cubemap looks like a modified plasma rifle cube(speculation) and most covenant weapon cubemaps from halo 3 seem to be the halo 1 visor cube slightly recoloured. unfortunately, I think adjutant has an issue with most of reach's cubemaps as some come out as a series of bars. Edited by master noob on Mar 28, 2013 at 12:17 PM Ah, you mean those bitmaps under rasterizer that are like 1 pixel big or 1x20 pixels, or the ones that are an unknown format? Figures. I've also noticed its impossible as far sa I can tell to apply certain bitmap/traits right. For example, on the space banshee, the self illumination doesn't have its own submat, so trying to apply self illumination causes parts of the model to light up that shouldn't, even with the self illuimination map in use. Edited by jabberwockxeno on Mar 28, 2013 at 03:17 PMAnyways, I know we can't extract shaders, but is there a way to replicate them in max? Obviously is people here can make shaders for CE stuff, we have an understanding of them. Is there something in max that can be used to much the same effect, on top of the materials? Edited by jabberwockxeno on Mar 28, 2013 at 04:39 PM
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TDog
Joined: Mar 6, 2013
twilight sparkle
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Posted: Apr 1, 2013 11:21 AM
Msg. 913 of 1188
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DarkestSeptagon
Joined: Nov 29, 2012
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Posted: Apr 1, 2013 11:41 AM
Msg. 914 of 1188
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TDog
Joined: Mar 6, 2013
twilight sparkle
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Posted: Apr 1, 2013 11:45 AM
Msg. 915 of 1188
Would have been funny too.
But no, it's coincidental.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Apr 1, 2013 11:45 AM
Msg. 916 of 1188
Whether or not it's an April fool's joke, the plugins are real. However, plugins have nothing to do with extraction, contrary to what many people seem to believe (in which case these are useless anyway).
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DarkestSeptagon
Joined: Nov 29, 2012
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Posted: Apr 1, 2013 11:49 AM
Msg. 917 of 1188
Quote: --- Original message by: TDog Would have been funny too.
But no, it's coincidental. Well if Gravemind says that it's useless and not used for extraction then what's its purpose? If it's not an 'April fools' joke, which I think it is.
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TDog
Joined: Mar 6, 2013
twilight sparkle
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Posted: Apr 1, 2013 11:50 AM
Msg. 918 of 1188
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DarkestSeptagon
Joined: Nov 29, 2012
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Posted: Apr 1, 2013 11:57 AM
Msg. 919 of 1188
I'm going to let other people test it, i'm currently on my phone. But if I had my laptop and were at home then I would.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Apr 1, 2013 12:03 PM
Msg. 920 of 1188
It's legit.
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DarkestSeptagon
Joined: Nov 29, 2012
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Posted: Apr 1, 2013 02:38 PM
Msg. 921 of 1188
Quote: --- Original message by: Gravemind It's legit. Okay, so how do you use them in Adjutant?
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 1, 2013 02:39 PM
Msg. 922 of 1188
Im totaly thinking the same thing! I cant open any halo 4 map's
Edited by jackrabbit on Apr 1, 2013 at 02:41 PM
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Alexis
Joined: Nov 22, 2010
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Posted: Apr 1, 2013 02:39 PM
Msg. 923 of 1188
Quote: --- Original message by: Gravemind It's legit. I get a "unsupported file type or file is in use" when I try to open an H4 map. Unless I am missing something
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 1, 2013 02:42 PM
Msg. 924 of 1188
same hear! and if you need any help gravemind I have dev kit and know how halo works! Edited by jackrabbit on Apr 1, 2013 at 02:45 PM
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DarkestSeptagon
Joined: Nov 29, 2012
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Posted: Apr 1, 2013 02:45 PM
Msg. 925 of 1188
Quote: --- Original message by: AlexisQuote: --- Original message by: Gravemind It's legit. I get a "unsupported file type or file is in use" when I try to open an H4 map. Unless I am missing something Yeah me too.
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Alexis
Joined: Nov 22, 2010
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Posted: Apr 1, 2013 02:47 PM
Msg. 926 of 1188
Quote: --- Original message by: DarkestSeptagonQuote: --- Original message by: AlexisQuote: --- Original message by: Gravemind It's legit. I get a "unsupported file type or file is in use" when I try to open an H4 map. Unless I am missing something Yeah me too. Surely, it's just an April Fools Joke
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 1, 2013 03:10 PM
Msg. 927 of 1188
@ Gravemind I can see your application wont use these plugins at this curent time and read that you say halo 4 is not going to be supported anytime soon, but I can also see that you put alot of work in wile testing these plugins and the small amout of reserch you have done could be quite useful to the developers working on Assembly
Ither these plugins are a total joke or gravemind has broken 343i's raw pageing file algorithm?
however intresting to see these plugins im gessing thay are for another app? gravemind says thay are real but useless.
just because the code is not working in his program dosent exactly make it use less?
Im alittle confused??? as to answers? what is this exactly? dose this meen you know the first bitmap index in halo 4?
<struct name="Sequences" offset="112" visible="True" size="64"> <string name="Name" offset="0" visible="True" length="32" /> <int16 name="First Bitmap Index" offset="32" visible="True" /> <int16 name="Bitmap Count" offset="34" visible="True" /> <struct name="Sprites" offset="52" visible="True" size="32"> <int32 name="Bitmap Index" offset="0" visible="True" /> <float32 name="Left" offset="8" visible="True" /> <float32 name="Right" offset="12" visible="True" /> <float32 name="Top" offset="16" visible="True" /> <float32 name="Bottom" offset="20" visible="True" /> <float32 name="Reg Point X" offset="24" visible="True" /> <float32 name="Reg Point Y" offset="28" visible="True" /> </struct> </struct>
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Apr 1, 2013 06:34 PM
Msg. 928 of 1188
Quote: --- Original message by: Alexis Surely, it's just an April Fools Joke ^ Quote: --- Original message by: jackrabbit @ Gravemind I can see your application wont use these plugins at this curent time and read that you say halo 4 is not going to be supported anytime soon, but I can also see that you put alot of work in wile testing these plugins and the small amout of reserch you have done could be quite useful to the developers working on Assembly
Ither these plugins are a total joke or gravemind has broken 343i's raw pageing file algorithm?
however intresting to see these plugins im gessing thay are for another app? gravemind says thay are real but useless.
just because the code is not working in his program dosent exactly make it use less?
Im alittle confused??? as to answers? what is this exactly? dose this meen you know the first bitmap index in halo 4?
<struct name="Sequences" offset="112" visible="True" size="64"> <string name="Name" offset="0" visible="True" length="32" /> <int16 name="First Bitmap Index" offset="32" visible="True" /> <int16 name="Bitmap Count" offset="34" visible="True" /> <struct name="Sprites" offset="52" visible="True" size="32"> <int32 name="Bitmap Index" offset="0" visible="True" /> <float32 name="Left" offset="8" visible="True" /> <float32 name="Right" offset="12" visible="True" /> <float32 name="Top" offset="16" visible="True" /> <float32 name="Bottom" offset="20" visible="True" /> <float32 name="Reg Point X" offset="24" visible="True" /> <float32 name="Reg Point Y" offset="28" visible="True" /> </struct> </struct> Assembly already has all its own plugins. Also, that bitm plugin is exactly the same as Reach.
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DarkestSeptagon
Joined: Nov 29, 2012
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Posted: Apr 1, 2013 06:41 PM
Msg. 929 of 1188
Quote: --- Original message by: GravemindQuote: --- Original message by: Alexis Surely, it's just an April Fools Joke ^ You were both in on it. Y u do dis
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Alexis
Joined: Nov 22, 2010
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Posted: Apr 1, 2013 06:47 PM
Msg. 930 of 1188
Quote: --- Original message by: DarkestSeptagonQuote: --- Original message by: GravemindQuote: --- Original message by: Alexis Surely, it's just an April Fools Joke ^ You were both in on it. Y u do dis No, I think you have misunderstood my post. I am merely coming to the conclusion that it was a joke based on yours and my own attempts to get it to work. I have nothing to do with it. Sorry for the misunderstanding
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DarkestSeptagon
Joined: Nov 29, 2012
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Posted: Apr 1, 2013 07:30 PM
Msg. 931 of 1188
Quote: --- Original message by: Alexis No, I think you have misunderstood my post.
I am merely coming to the conclusion that it was a joke based on yours and my own attempts to get it to work.
I have nothing to do with it. Sorry for the misunderstanding I meant Tdog and gravemind, not you.
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Apr 7, 2013 09:30 PM
Msg. 932 of 1188
This is long overdue, but finally here nonetheless. =======================================================
v3.1.0.0 -Added sound extraction -Preview sounds before extracting -ToWav is REQUIRED for .wav extraction and previews -Read "Raw Extractor > Sound Extractor" in Help for more information
======================================================= Don't forget to read the help file, and towav is in the OP.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Apr 7, 2013 09:32 PM
Msg. 933 of 1188
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Apr 7, 2013 11:20 PM
Msg. 934 of 1188
Great Work!
Hey, just tested this out some. It seems like any sounds that towav cannot read do not play or save. This includes all the cinematic sounds and 20% of the level specific dialog sounds for the maps I tested. Are you aware of this?
Working great on the halo 3 odst sound and music files! Edited by Banshee64 on Apr 8, 2013 at 12:12 AM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Apr 8, 2013 12:17 AM
Msg. 935 of 1188
Is there additional settings for the exporter thing?
Tool refused to compile any of the .wav's. (wrong type of wav?)
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Apr 8, 2013 12:21 AM
Msg. 936 of 1188
Quote: --- Original message by: Dumb AI Is there additional settings for the exporter thing?
Tool refused to compile any of the .wav's. (wrong type of wav?) You shouldn't be trying to compile wav files without knowing the bitrate and compression. If anything you should convert every file to the proper ADPCM codec and bitrate before trying to compile.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Apr 8, 2013 12:36 AM
Msg. 937 of 1188
Quote: --- Original message by: Banshee64Quote: --- Original message by: Dumb AI Is there additional settings for the exporter thing?
Tool refused to compile any of the .wav's. (wrong type of wav?) You shouldn't be trying to compile wav files without knowing the bitrate and compression. If anything you should convert every file to the proper ADPCM codec and bitrate before trying to compile. It's kind of hard to convert bitrate when the only method I know is manual which is time-consuming (I have like 60 dialog sounds here).
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Apr 8, 2013 12:47 AM
Msg. 938 of 1188
Quote: --- Original message by: Dumb AIQuote: --- Original message by: Banshee64Quote: --- Original message by: Dumb AI Is there additional settings for the exporter thing?
Tool refused to compile any of the .wav's. (wrong type of wav?) You shouldn't be trying to compile wav files without knowing the bitrate and compression. If anything you should convert every file to the proper ADPCM codec and bitrate before trying to compile. It's kind of hard to convert bitrate when the only method I know is manual which is time-consuming (I have like 60 dialog sounds here). I use a batch program called format factory. But the best program you can possibly use is the Windows XP sound recorder. Format Factory is one of those shareware programs that bugs you until you buy it, but If you buy it, it gets the job done fast.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Apr 8, 2013 01:07 AM
Msg. 939 of 1188
If you use Windows 7, you can automatically figure out what the bitrate and whatnot is. As for converting it, you could use a program like Sony Vegas or Audacity (Audacity is free, so that might help)
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Apr 8, 2013 01:20 AM
Msg. 940 of 1188
The xma to wav conversion is done by towav, so I can't control the specifics of the output. The best thing to do would be to use something that can batch convert the wav files to ADPCM, like Banshee64 said.
Also, automatic updating got broken in that last update, I fixed it and updated the exe. You'll have to do a forced update to fix it.
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Putte08
Joined: May 12, 2010
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Posted: Apr 8, 2013 06:27 AM
Msg. 941 of 1188
Holy poop (profanity filter? haha) I can't believe it, sound extracting! Gotta test it out ASAP. Anyways, why I came to this thread again: Has anyone managed to get this model into 3ds max? I just get an error when I try to import it as an EMF file and importing it as .obj works, but there's (pretty much) no texture. I mean, you can see it all nicely in Adjutant, so I have no idea why it shouldn't be working for 3ds max. (m35.map - objects\vehicles\human\unsc_fleet\unsc_stalwart_class_frigate\frigate destroyed\frigate_destroyed) 
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Gravemind
Joined: Jul 28, 2009
The Age of Reclamation has begun.
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Posted: Apr 8, 2013 07:07 AM
Msg. 942 of 1188
Should work fine, make sure you have the newest version of the EMF script (3.3). If you don't, just generate it using Adjutant.
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Putte08
Joined: May 12, 2010
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Posted: Apr 8, 2013 07:39 AM
Msg. 943 of 1188
Man, you're the best! That was the problem, I'll make sure to update my EMF script more often in the future. And the sound extraction works perfectly! I can't express how thankful I am that you've put down your time and created a tool like this.
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: Apr 8, 2013 04:45 PM
Msg. 944 of 1188
Disregard, I'm a tool. Edited by Rosanna Weyland on Apr 8, 2013 at 06:22 PM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Apr 8, 2013 06:19 PM
Msg. 945 of 1188
hey gravemind i get an unhandled exception when trying to update. could you possibly post the link to download the latest version?
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