
Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 7, 2013 04:32 PM
Msg. 1 of 44
H2 Master Chief with or without Sauce, please?
I'm sure it will look pretty, even with the low-res textures.
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casual mods
Joined: May 2, 2013
I be chillin
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Posted: Sep 7, 2013 05:00 PM
Msg. 2 of 44
can someone get the weapons from modern warfare 2 into halo custom edition? Edited by casual mods on Sep 7, 2013 at 05:01 PM
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Sep 7, 2013 05:36 PM
Msg. 3 of 44
Does this include ports from the xbox version of ce?
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Sep 7, 2013 05:48 PM
Msg. 4 of 44
Hate to make you go through it again, but can you add c_field_generator and c_dropship_shield shaders?
I have all the maps. let me know which ones to zip and I'll send them to you. Any halo game down to the build number.
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Sep 7, 2013 06:10 PM
Msg. 5 of 44
Are you sure the xbox version had a bitmaps.map? I can't find it. 
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Sep 7, 2013 06:59 PM
Msg. 6 of 44
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 7, 2013 07:07 PM
Msg. 7 of 44
A rather simple request. Can you get me the latest Adjutant version?
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Sep 7, 2013 07:44 PM
Msg. 8 of 44
are there any manuals for Sapien and Guerrilla ?
PDF,Word, Notepad anything
I also want to know how to make new tags
oh... and also a list of all or most Tool Commands
Edited by YesUar on Sep 7, 2013 at 07:45 PM Edited by YesUar on Sep 7, 2013 at 07:45 PM
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Sep 7, 2013 11:16 PM
Msg. 9 of 44
Quote: --- Original message by: goldkilla88 For tool commands, when using tool, just type "tool" and press enter, it will show all of the commands. Eh, you know what, I'll get the list for you.
E:\Games\Halo Custom Edition>tool Couldn't read map file './toolbeta.map' usage: tool verb <options..> model source-directory animations source-directory strings source-directory unicode-strings source-directory bitmaps source-directory bitmap source-file structure scenario-directory bsp-name structure-lens-flares bsp-name structure-breakable-surfaces structure-name collision-geometry source-directory physics source-file sounds directory-name platform<xbox,wav,ogg> ogg_only_value_flag<quality or bitrate> sounds_by_type directory-name type <round to 64 samples:yes/no> build-cache-file <scenario-name> windows-font hud-messages <path> <scenario-name> lightmaps <scenario> <bsp index> <quality> <stop threshhold> process-sounds <root path> <substring> <gain+|gain-|gain=|maximum-distance|min imum-distance> <value> merge-scenery <source scenario> <destination scenario> zoners_model_upgrade import-device-defaults <defaults|profiles> <savegame path> Thanks the only one i recognize in that list is build-cache-file this is all i have at the moment BITMAPS COMMAND: tool bitmaps levels\FolderName\bitmaps STRUCTURE COMMAND: tool structure levels\folder name (space) Map Name BUILDING MAP FILE: tool build-cache-file (space) levels\folder name\map name BUILDING SOUND FILES: tool sounds "(path to sound)\" ogg 1 BUILDING SOUND FILES 2: tool sounds (sounds folder) ogg 1 I hope my post isn't deviating from the thread topic Good Thread
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Sep 8, 2013 05:10 AM
Msg. 10 of 44
Quote: --- Original message by: YesUar the only one i recognize in that list is
build-cache-file
this is all i have at the moment
BITMAPS COMMAND: tool bitmaps levels\FolderName\bitmaps
STRUCTURE COMMAND: tool structure levels\folder name (space) Map Name
BUILDING MAP FILE: tool build-cache-file (space) levels\folder name\map name
BUILDING SOUND FILES: tool sounds "(path to sound)\" ogg 1
BUILDING SOUND FILES 2: tool sounds (sounds folder) ogg 1
I hope my post isn't deviating from the thread topic
Good Thread Doesn't necessarily have to be in levels all of the time, or the final folder being bitmaps. eg. for a Biped texture... tool bitmaps characters\\\\
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stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
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Posted: Sep 8, 2013 02:14 PM
Msg. 11 of 44
I want to ask for textures from Halo 3 to use as reference for a texture pallet that I'm working on. Is this doable? :o
Never popped my ripping-cherry so I have no idea what's possible :)
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Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
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Posted: Sep 8, 2013 03:33 PM
Msg. 12 of 44
Quote: --- Original message by: stunt_man
Never popped my ripping-cherry oh god they way that is said. popped my ripping-cherry recently, so much fun. Edited by spiral on Sep 8, 2013 at 03:33 PM
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Sep 8, 2013 04:25 PM
Msg. 13 of 44
what is all this talk about ripping ?
what is ripping ?
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Sep 8, 2013 07:17 PM
Msg. 14 of 44
mummies ?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 8, 2013 07:50 PM
Msg. 15 of 44
Quote: --- Original message by: waffles Updated OP higuy.
I can grab my copy of adjutant and upload it once I get back to my desktop. But the link in the OP to the 3.2 thread should work fine. (auto updates) Mine refuses to auto update, not sure why.
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 9, 2013 11:55 AM
Msg. 16 of 44
This thread seems like a good idea. Could help new users find useful resources and tutorials. Edited by Yoda on Sep 10, 2013 at 11:49 PM
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Alexis
Joined: Nov 22, 2010
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Posted: Sep 9, 2013 12:58 PM
Msg. 17 of 44
Hey,
Is there any chance you could go into further detail about the bone orientation issues when extracting models with Adjutant? I have followed your previous post, and my results are never consistent.
Perhaps a video to better illustrate the process?
As for your plasma shaders... I followed your previous instructions, but I can never seem to get things to look vivid enough. I produced a C_field_generator that looked pretty close, though. I may be setting my shader up wrong, or using the bitmaps wrong.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 9, 2013 04:07 PM
Msg. 18 of 44
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Sep 9, 2013 07:37 PM
Msg. 19 of 44
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Sep 9, 2013 08:07 PM
Msg. 20 of 44
It's uploading.
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StormUndBlackbird
Joined: Oct 27, 2011
https://youtube.com/StormUndBlackbird
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Posted: Sep 10, 2013 01:07 PM
Msg. 21 of 44
I would like to contribute a tutorial made by my anonymous client:Music Firing SoundsEdit: Quote: Tutorial from video
Here's how to do it.
1. Open up a weapon tag. 2. Make new function or edit a function in "Functions" 3. Turn on the checkbox in "always active" 4. Set the period to 1 5. Set "scale function by" to what ever letter is using the function and it has to be either: A in, B in, C in, or D in. 6. Set the bounds from 0 to 1 (leave the left box 0) 7. name the usage anything but for the purpose of this tutorial name it "firing music". 8. Now go to attachments 9. Set type to "sound_looping" and choose whatever sound you're going to use. Note: The sound has to be in stereo, ogg, class "game_event", and 22Khz 10. Set marker to primary trigger 11. Set primary scale by to the letter using the "firing music" function 12. Now go to "export to functions", select the letter using the "firing music" function, and set it as "illumination"
And you're done. Now compile the map and watch the weapon make music when it fires. Note: The weapon has to be automatic firing to make the music going or else it will stop when it's not automatic fire. Best results is when the gun has infinite ammo. Edited by StormUndBlackbird on Sep 10, 2013 at 01:12 PM
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Sep 10, 2013 05:34 PM
Msg. 22 of 44
I need a Thorough tutorial on how to turn a .wav file into a file that can be used on a map, and how to get it on the map. I'm using SoundForge Editor.
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Sep 10, 2013 07:44 PM
Msg. 23 of 44
Is it against the rules for me to post a link to some tutorials ?
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Sep 10, 2013 09:11 PM
Msg. 24 of 44
Quote: --- Original message by: waffles Not really. Let me know the author(s) so I can add w/e to the OP.
Still trying to figure out the best way to do OP, might end up moving everything to a seperate page to be linked in OP when it gets to be too hectic.
Anybody know if theres a limit to how big a post can be? or a host that can contain this stuff on a page? Dennis? wildrender on youtube http://www.youtube.com/channel/UCmbPkrfp3DpUj0dJfvzyEZA
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Sep 10, 2013 09:50 PM
Msg. 25 of 44
he goes by wildyojimbo on here
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: Sep 10, 2013 11:53 PM
Msg. 26 of 44
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Sep 11, 2013 01:51 AM
Msg. 27 of 44
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=43580
4th message
AI Placing
game user 10
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Sep 11, 2013 05:10 PM
Msg. 28 of 44
ok
i wished i would've known that last night
took me hours to figure it out
Good thread BTW
all of the Tutorials and guidance should be organized and pinned in one thread
i've been to the thread that you mentioned, but i didn't see any AI information
perhaps i over looked it, or maybe it's in a post on another page in the same thread.
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austen1000
Joined: Sep 4, 2012
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Posted: Sep 11, 2013 07:16 PM
Msg. 29 of 44
Hey waffles. May I put in a request for the Halo Reach Focus Rifle model, bitmaps, and possibly firing sound?
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Sep 11, 2013 07:43 PM
Msg. 30 of 44
if you look in his resources you can use the latest version of adjudiant to extract all that stuff and more. go download it and i will pm you the links to the halo reach map files. you will need campaign.map, shared.map and mainmenu.map in order to extract anything then get a single multiplayer or singleplayer map from the link ill send you (as dennis wont let me post it here). put all those in a single folder then open the single or multiplayer map you downloaded in adjutant. from there on you can extract almost anything in the map file.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Sep 11, 2013 09:53 PM
Msg. 31 of 44
I'll also be releasing the models in a 2010 maxfile as well as the textures soon
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Alexis
Joined: Nov 22, 2010
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Posted: Sep 13, 2013 07:25 PM
Msg. 32 of 44
Quote: --- Original message by: waffles4banshee http://img22.imageshack.us/img22/3610/l72z.gif I can upload what I have, and just append later with other stuff/updates. I'm kinda limited in a few areas that I have no control over without the original shader--animation speed/animation direction. Looks better than gearbox's shaders, but its not 100% accurate to the originals. 256x8192 resolution bitmap for frame animation (32 frames). Might end up dropping resolution for the fact that the compiled bitmap is around 8mb's... Go spam Korn and scythe's accounts asking to fix the old shader/replace it Would you mind uploading the tags for that? I can never seem to get mine to be that vibrant. I tend to get a dull green
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Alexis
Joined: Nov 22, 2010
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Posted: Sep 13, 2013 07:35 PM
Msg. 33 of 44
Quote: --- Original message by: wafflesMake sure you have backups in the chance you want to switch something back. I'm just including my entire c_dropship set. I made some changes to random things here and there (shaders/vehicle/functions). Just copy and paste tags folder into your halo directory and merge/overwrite. c_dropship tags Awesome, Thanks. I am mainly interested in your shader set up. I have a 2 second method for animating the noise in photoshop. I can just never manage to get the shader to be bright enough. Crappy Sapien pics for reference. 
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Alexis
Joined: Nov 22, 2010
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Posted: Sep 13, 2013 07:51 PM
Msg. 34 of 44
Quote: --- Original message by: waffles The masks and my frame bitmaps are blended ingame, double multiply is a good way to brighten/bring out color. Yeah, I have been using double mulitply. I think the key difference is your invert and levels adjustment to the frames. That and your image size. One thing I notice you are missing is the Color Mask's alphas. I seem to get a much cleaner result in game if I use the alpha to clip each frame in photoshop.
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Alexis
Joined: Nov 22, 2010
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Posted: Sep 13, 2013 08:08 PM
Msg. 35 of 44
Quote: --- Original message by: waffles The alpha for the mask's are for re-coloring the mask itself (think multipurpose cc alpha). I haven't gotten into the jackals or the portable shield so I haven't needed to use them really. They multiply color over the mask and that result is added to the animation. Ah, That is what I had gathered when working with the Jackal. As the Xbox shader is green in the center and fades into Yellow or Blue. I'll have to keep experimenting, I suppose. Thanks again for sharing.
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