
Banshee64
Joined: Dec 4, 2012
oify
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Posted: May 11, 2013 09:16 PM
Msg. 71 of 625
Should have photoshoped that picture onto the porn Edited by Banshee64 on May 11, 2013 at 10:26 PM
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OashKoash
Joined: Nov 27, 2012
Dishin' Chickenpedes
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Posted: May 11, 2013 09:56 PM
Msg. 72 of 625
Well, that was rather unsightly....
Anywho, back to the topic. How're people's experiences with the upgraded Adjutant?
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OashKoash
Joined: Nov 27, 2012
Dishin' Chickenpedes
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Posted: May 11, 2013 10:07 PM
Msg. 73 of 625
Hey, would you happen to know how Korro was able to explore those HCEA campaign maps? I apologize for asking something so non-chalantly, but curiosity has overcome me momentarily.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: May 13, 2013 04:29 PM
Msg. 74 of 625
@Rosanna Weyland: Which .map file is the Mammoth located in? I can't find it the maps that I currently have. I have tried to find it in the following .map files. m60_rescue.map m70_liftoff.map m90_sacrifice.map
I cannot seem to find it in those .map files. Am I looking on the wrong .map files?
Please let me know,
Thanks
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: May 13, 2013 04:53 PM
Msg. 75 of 625
Quote: --- Original message by: videoman -snip- For reference: m05_prologue = Prologue (Halsey's Interview) m_10_crash = Dawn m_20 = Requiem m30_cryptum = Forerunner m40_invasion = Infinity m60_rescue = Reclaimer m70_liftoff = Shutdown m80_delta = Composer m90_sacrifice = Midnight m95_epilogue = Epilogue Unfortunately, I haven't been able to turn up the model myself, either - it's likely another model that's not appearing. It SHOULD be in m60_rescue, under the filepath objects\vehicles\human\storm_mammoth, but as I said, I haven't found anything. I'll add it to the OP as another asset to be bugfixed, if anybody else can solve this then I'd love to hear from you. Also: a tiny ask, but: Gravemind, if you have any news or updates, I'd love to hear from you, especially on the point of helping you with some of these bugfixes. Edited by Rosanna Weyland on May 13, 2013 at 05:03 PMEdited by Rosanna Weyland on May 13, 2013 at 05:07 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: May 13, 2013 06:33 PM
Msg. 76 of 625
What's Adjutant?
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: May 13, 2013 06:43 PM
Msg. 77 of 625
Quote: --- Original message by: Jesse What's Adjutant? It's a music reproductor, like paint.
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: May 13, 2013 08:30 PM
Msg. 78 of 625
How quaint.
OP updated with a few new bugs.
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ZX 707
Joined: Feb 15, 2012
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Posted: May 13, 2013 08:35 PM
Msg. 79 of 625
m60_rescue is Infinity m40_invasion is Reclaimer, it has the Mammoth in it.
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: May 13, 2013 08:47 PM
Msg. 80 of 625
Quote: --- Original message by: ZX 707 m60_rescue is Infinity m40_invasion is Reclaimer, it has the Mammoth in it. So it is. My thanks, I'll edit my post to reflect that.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: May 13, 2013 08:51 PM
Msg. 81 of 625
Quote: --- Original message by: ZX 707 m60_rescue is Infinity m40_invasion is Reclaimer, it has the Mammoth in it. Now, the question is....Is it extractable? Or is it the same as the many of the other models? Meaning, not working properly.
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: May 13, 2013 08:56 PM
Msg. 82 of 625
Quote: --- Original message by: videoman Now, the question is....Is it extractable? Or is it the same as the many of the other models? Meaning, not working properly. I'm afraid that, for the time being, it's not extractable. I just tried myself, but as soon as we can I'll be sure to let you know first.
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cippozzo
Joined: May 7, 2013
"I... I am a monument to all your sins."
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Posted: May 15, 2013 06:36 AM
Msg. 83 of 625
Does adjutant export scenario's bsp?
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: May 15, 2013 07:06 AM
Msg. 84 of 625
Quote: --- Original message by: cippozzo Does adjutant export scenario's bsp? No. Currently there are no functions for BSP extraction, nor am I aware of any plans for them. The most we can get are sound and model assets (for now, at least).
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cippozzo
Joined: May 7, 2013
"I... I am a monument to all your sins."
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Posted: May 15, 2013 04:17 PM
Msg. 85 of 625
And... Why my extracted models aren't rigged? And when the next update? I need Spartan 4 models xd, and they are not extractable... PS. Good job bro
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: May 15, 2013 04:41 PM
Msg. 86 of 625
Quote: --- Original message by: cippozzo And... Why my extracted models aren't rigged? Better off doing some reading before you ask that. Quote: --- Original message by: cippozzo And when the next update? When It's Ready (TM). Quote: --- Original message by: cippozzo I need Spartan 4 models xd, and they are not extractable... Mhm, we already know, but thanks for making sure.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: May 16, 2013 10:53 PM
Msg. 87 of 625
This thread makes me feel like gravemind won't post any more updates to adjudant anymore.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: May 16, 2013 11:01 PM
Msg. 88 of 625
Quote: --- Original message by: XlzQwerty1 This thread makes me feel like gravemind won't post any more updates to adjudant anymore. probably not, since all his work got pre-published and everyone started ranting about it.
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: May 17, 2013 06:26 AM
Msg. 89 of 625
Quote: --- Original message by: XlzQwerty1 This thread makes me feel like gravemind won't post any more updates to adjudant anymore. It'll probably get picked up again at some point. Gravemind's not the type to leave a job unfinished, and it'd be a shame to leave Adjutant incomplete. Though, I do understand his desire to break from it for a while, given the storm that arose over the leaks. Quote: --- Original message by: master noob probably not, since all his work got pre-published and everyone started ranting about it. That's the risk you take when you take on beta testers, unfortunately. Sometimes you take on a few bad apples, and they have to ruin it for the rest of us. That, combined with the community's generally-immature attitude and a penchant for entitlement, and you get a bunch of teenagers making arseholes of themselves over nothing - who then have the nerve to wonder why people don't like releasing their work. Put short: download the work, enjoy it, report bugs if there are any, and show some common courtesy when you have it. Nobody gives you the rights to their work when you download them, and you shouldn't expect them to either. They worked hard to bring you their tools, the least you could do is be gracious about it and exercise a little gratitude.
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ElijahB1
Joined: Nov 25, 2012
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Posted: May 17, 2013 10:19 AM
Msg. 90 of 625
Quote: --- Original message by: Rosanna Weyland That's the risk you take when you take on beta testers, unfortunately. Sometimes you take on a few bad apples, and they have to ruin it for the rest of us.
Was not the testers fault, some one found a glitch with the security checks in an older version, I thought you were there for all this? Many of the H4 assets don't load because the raw pointers from the tags point to only part of the raw. So most stuff wont load, or will load improperly because of that. This has not been a problem in past titles so that is why its taking to long to work around this. Sound extraction is likely not going to be done for H4 because the sound files are no longer stored in the .map, anyone who has actually looked at the H4 files would know this. Love how people wanted this app so much before it was finished and are now complaining that they cant load a mammoth or mp spartan :p This is all that is currently developed. There is no "secret build" or something that everyone loves to rip on Gravemind about. You wanted it all so you got it, bugs and all.
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: May 17, 2013 04:52 PM
Msg. 91 of 625
Quote: --- Original message by: ElijahB1 Was not the testers fault, some one found a glitch with the security checks in an older version, I thought you were there for all this? I was referring more to the initial asset and plugin releases by TDog - without that first leak this whole fiasco wouldn't have happened.
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: May 19, 2013 11:35 AM
Msg. 92 of 625
What's the status of the skeletons on reach and 4 bipeds? The materials/maps for 4 stuff?
The reflection maps for reach?
BSPs/level geometry?
Haven't kept up with the program for a few months.
Also, I saw a video of a reverent in a devolper build of halo 4. That model isn't still in the map files, is it?
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: May 19, 2013 11:56 AM
Msg. 93 of 625
Quote: --- Original message by: jabberwockxeno What's the status of the skeletons on reach and 4 bipeds? The materials/maps for 4 stuff? No idea. They'll get here when they get here. Quote: --- Original message by: jabberwockxeno The reflection maps for reach? See above. Quote: --- Original message by: jabberwockxeno BSPs/level geometry? Noticing a pattern? Quote: --- Original message by: jabberwockxeno Haven't kept up with the program for a few months. That'll explain a lot. Quote: --- Original message by: jabberwockxeno Also, I saw a video of a reverent in a devolper build of halo 4. That model isn't still in the map files, is it? Most likely not. I haven't seen one during my travels, in either case, but if what Elijah says is true, some stuff either isn't viewable currently, or isn't extractable. 'fraid we're just going to have to wait and see what updates bring (if any are forthcoming).
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: May 19, 2013 12:20 PM
Msg. 94 of 625
Quote: --- Original message by: Rosanna WeylandQuote: --- Original message by: jabberwockxeno What's the status of the skeletons on reach and 4 bipeds? The materials/maps for 4 stuff? No idea. They'll get here when they get here. Quote: --- Original message by: jabberwockxeno The reflection maps for reach? See above. Quote: --- Original message by: jabberwockxeno BSPs/level geometry? Noticing a pattern? Quote: --- Original message by: jabberwockxeno Haven't kept up with the program for a few months. That'll explain a lot. Quote: --- Original message by: jabberwockxeno Also, I saw a video of a reverent in a devolper build of halo 4. That model isn't still in the map files, is it? Most likely not. I haven't seen one during my travels, in either case, but if what Elijah says is true, some stuff either isn't viewable currently, or isn't extractable. 'fraid we're just going to have to wait and see what updates bring (if any are forthcoming). Well, can you explain to me what's the deal with the covie maps for 4 stuff? I've skimmed a few things and it looks like they did something along the lines of multiplayer colors for them. Also, i've seen some images of h4 MC's armor that has a pretty close visor to the in game one, are you sure the reflection maps aren't extractable?
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: May 19, 2013 12:24 PM
Msg. 95 of 625
Quote: --- Original message by: jabberwockxeno Well, can you explain to me what's the deal with the covie maps for 4 stuff? I've skimmed a few things and it looks like they did something along the lines of multiplayer colors for them.
Also, i've seen some images of h4 MC's armor that has a pretty close visor to the in game one, are you sure the reflection maps aren't extractable? I have 2 guesses on this one, one of which is reflected on the render on the 3dsmax renders thread. 1. the textures are read wrong, and the miscolouration is a result of that. 2. the odd-coloured bits(most noticeable on the carbine) act as a multiplicative layer for the specular, giving a specular colour tint. in the render on the 3dsmax renders thread, I changed the texture of the carbine manually and reused the miscoloured spots as colour for the specular, which then changed the colour of the cubes/highlights in their respective UVs. Edited by master noob on May 19, 2013 at 12:25 PM
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: May 19, 2013 12:35 PM
Msg. 96 of 625
Quote: --- Original message by: master noobQuote: --- Original message by: jabberwockxeno Well, can you explain to me what's the deal with the covie maps for 4 stuff? I've skimmed a few things and it looks like they did something along the lines of multiplayer colors for them.
Also, i've seen some images of h4 MC's armor that has a pretty close visor to the in game one, are you sure the reflection maps aren't extractable? I have 2 guesses on this one, one of which is reflected on the render on the 3dsmax renders thread. 1. the textures are read wrong, and the miscolouration is a result of that. 2. the odd-coloured bits(most noticeable on the carbine) act as a multiplicative layer for the specular, giving a specular colour tint. in the render on the 3dsmax renders thread, I changed the texture of the carbine manually and reused the miscoloured spots as colour for the specular, which then changed the colour of the cubes/highlights in their respective UVs. Edited by master noob on May 19, 2013 at 12:25 PM Woah, woah, slow down now. I was talking about how some of the halo 4 maps had those black red blue green maps where the RGB spots tell the engine how to color in the model. But you lost me on point 2, Can you explain in a step by step of what you did, if that's okay with you?
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: May 19, 2013 12:54 PM
Msg. 97 of 625
Quote: --- Original message by: jabberwockxeno Woah, woah, slow down now.
I was talking about how some of the halo 4 maps had those black red blue green maps where the RGB spots tell the engine how to color in the model.
But you lost me on point 2, Can you explain in a step by step of what you did, if that's okay with you? the 3 channels of those maps you are talking about cover each step of shading the model correctly, one acting as an environment mask, one acting as a specular exponent, and one acting as a specular mask. very inefficient, but that's the overall gist of it. on point 2, I manually selected and changed the parts that were miscoloured(the white-rainbow parts of the carbine) to the dark blue-purple used ingame, then copy/pasted the colours as a separate multiplacative layer on top of the specular to allow the specular to reflect light differently per UV.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: May 19, 2013 03:51 PM
Msg. 98 of 625
Quote: --- Original message by: jabberwockxeno BSPs/level geometry? I spoke with Gravemind directly and he stated that Quote: --- Original message by: Gravemind As much as I would like BSP and animation support, I highly doubt that will ever happen. As you can see, it is most likely not going to ever happen. So for people who read the forums, please stop asking about BSP extraction (also including animation extraction). If Gravemind says he highly doubt that ever be happening, it will most likely not ever happen. Just letting you all know. Edited by videoman on May 19, 2013 at 03:51 PM
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: May 19, 2013 03:54 PM
Msg. 99 of 625
Quote: --- Original message by: videomanQuote: --- Original message by: jabberwockxeno BSPs/level geometry? I spoke with Gravemind directly and he stated that Quote: --- Original message by: Gravemind As much as I would like BSP and animation support, I highly doubt that will ever happen. As you can see, it is most likely not going to ever happen. So for people who read the forums, please stop asking about BSP extraction (also including animation extraction). If Gravemind says he highly doubt that ever be happening, it will most likely not ever happen. Just letting you all know. Edited by videoman on May 19, 2013 at 03:51 PM Wasn't there another project that was able to extract BSP? I recall somebody mentioning somethinig about it.
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: May 19, 2013 04:06 PM
Msg. 100 of 625
Quote: --- Original message by: jabberwockxeno Wasn't there another project that was able to extract BSP? I recall somebody mentioning somethinig about it. Assembly might eventually be able to. But that's in the far, far future.
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ShadowStrangle55
Joined: Aug 30, 2012
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Posted: May 19, 2013 07:59 PM
Msg. 101 of 625
I posted this on the other thread. When I try to extract certain sound tags, music or sfx in general from Halo 3, ODST or Reach, it gives me one of two errors:
1. Error extracting sound\music\amb\perc\perc85\track1\loop.snd!: --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
2. Error extracting sound\music\amb\glue\d_glue_low\track1\out.snd!: --Number was less than the array's lower bound in the first dimension. Parameter name: dstIndex
Previews and manual/batch-extracting don't work for these. Oh and cinematic snd tags won't extract either. I guess full sound extraction is still in progress.
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ElijahB1
Joined: Nov 25, 2012
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Posted: May 20, 2013 03:52 PM
Msg. 102 of 625
Quote: --- Original message by: ShadowStrangle55 I posted this on the other thread. When I try to extract certain sound tags, music or sfx in general from Halo 3, ODST or Reach, it gives me one of two errors:
1. Error extracting sound\music\amb\perc\perc85\track1\loop.snd!: --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
2. Error extracting sound\music\amb\glue\d_glue_low\track1\out.snd!: --Number was less than the array's lower bound in the first dimension. Parameter name: dstIndex
Previews and manual/batch-extracting don't work for these. Oh and cinematic snd tags won't extract either. I guess full sound extraction is still in progress. As stated in other topics, no, its not 100%. You can extract most things at the moment though. What cinematic sounds are you trying to extract? Dialogue or what?
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Spartan Tom
Joined: Oct 23, 2011
Inactive
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Posted: May 21, 2013 08:59 PM
Msg. 103 of 625
I guess that sound extraction does not work for me. It keeps giving me an error mesage saying index parameter something......
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Rosanna Weyland
Joined: Apr 4, 2013
Up and down, and all around.
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Posted: May 22, 2013 09:17 AM
Msg. 104 of 625
Quote: --- Original message by: Mootjuh When I try to open Adjudant, I get the following error:
CLR: error: 80004005. The program will now terminate.
Same thing happens when I try to run update.exe Try a fresh install from one of the links in the OP. I just booted up myself and I don't see anything wrong.
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: May 22, 2013 02:06 PM
Msg. 105 of 625
Quote: --- Original message by: waffles
Geez, lots of stuff I didn't bother reading; but what i skimmed through I'll say that cc in h4 is nearly all shader based as opposed to channel masking in earlier games. 1 Color per high pixel data(white-grey), and another for low (black-grey). The amount of materials assigned to each mesh account for "masking" the cc. A material is smaller in file-size comparatively to a bitmap; odd system, but i guess its somewhat efficient?
As i said with the bones in the previous page if you read, its not an easy task tracking down which node needs to have its pivots fixed. And I even provided a temporary fix, with an example.
Also, nearly all the cubemaps are in an extractable state from each game with less coming from h4. And as i stated about 300 times before, the cubemaps from all of these games are dynamic and changing. There is no specific 1 cubemap for a material in most cases, just pick a D*** cubemap and use it! Edited by waffles on May 21, 2013 at 02:28 PM But I can only find like 3 cubemaps period. I've looked all over the different map files. If there is a general location where they are stored for reach, PLEASE tell me. Or am I still not understanding you?
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