
videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Apr 16, 2014 08:56 PM
Msg. 176 of 857
Has anyone else tried exporting using PNG? I get nothing but errors when using it instead of TIFF. I pretty much get this error when exporting using PNG.
--Invalid BitmapFormat received.
This happens for EVERY bitmap. Not just a few but every single one.
I am trying to extract from Halo Reach. Not sure about any other game, but I am guessing this is a Adjutant program issue and not a .map file issue. Since the old version of Adjutant (before SBSP extraction support) worked fine with using PNG files.
Can anyone else confirm this sort of issue or error?
Thanks
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ElijahB1
Joined: Nov 25, 2012
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Posted: Apr 16, 2014 09:54 PM
Msg. 177 of 857
Quote: --- Original message by: videoman Has anyone else tried exporting using PNG? I get nothing but errors when using it instead of TIFF. I pretty much get this error when exporting using PNG.
--Invalid BitmapFormat received.
This happens for EVERY bitmap. Not just a few but every single one.
I am trying to extract from Halo Reach. Not sure about any other game, but I am guessing this is a Adjutant program issue and not a .map file issue. Since the old version of Adjutant (before SBSP extraction support) worked fine with using PNG files.
Can anyone else confirm this sort of issue or error?
Thanks Not sure, I can extract fine with .png... Any bitmap in particular you are having issues with?
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Apr 16, 2014 10:09 PM
Msg. 178 of 857
The issue has been resolved. Spoke with one of the coders and they released a patch. They said that Adjutant did not really Utilize PNG because of the large file size exporting the Adjutant.
Thanks for the help either way though.
Anyone else using Adjutant and having PNG export issues, just update to version 3.5.1.1
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ElijahB1
Joined: Nov 25, 2012
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Posted: Apr 16, 2014 10:35 PM
Msg. 179 of 857
Quote: --- Original message by: videoman The issue has been resolved. Spoke with one of the coders and they released a patch. They said that Adjutant did not really Utilize PNG because of the large file size exporting the Adjutant.
Thanks for the help either way though.
Anyone else using Adjutant and having PNG export issues, just update to version 3.5.1.1 Ah yes, thought that update had gone out already :p
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P3
Joined: Dec 2, 2011
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Posted: Apr 21, 2014 05:58 PM
Msg. 180 of 857
So, I have a question that is not really relating to the program itself, but it's close enough and I didn't want to make a whole new pointless thread over it but... yeah. So I couldn't find the multiplayer spartan armor diff textures. All I can find is the control maps and the normal maps. Are the diffuse maps for the Halo 4 multiplayer spartans the control map only, or am I just not looking hard enough? Also, is there any spec maps? Do we have to make our own, because I don't see any that is shown extractable.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 21, 2014 06:08 PM
Msg. 181 of 857
the green channel is diffuse for mp spartans.
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P3
Joined: Dec 2, 2011
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Posted: Apr 21, 2014 06:19 PM
Msg. 182 of 857
Ok thanks. I did already did that though, i was just making sure if it had a diffuse map or not. How about the techsuit though? Same thing? Because it looks kinda weird and undetailed...
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P3
Joined: Dec 2, 2011
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Posted: Apr 21, 2014 07:48 PM
Msg. 183 of 857
Quote: --- Original message by: SupaTrololQuote: --- Original message by: P3 Ok thanks. I did already did that though, i was just making sure if it had a diffuse map or not. How about the techsuit though? Same thing? Because it looks kinda weird and undetailed... If you extracted as .tif, in Photoshop go to Layers>Layer mask>From transparency from there select your Green channel (diffuse) What? -_- I don't see the whole layer mask and then go to transparency. What i think that i could do that is similar to what you are saying is go to channels, then select the green channel and blah blah blah you know the rest. Right? I think I got it. Thanks.
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Twinreaper
Joined: Jun 5, 2010
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Posted: Apr 25, 2014 04:11 AM
Msg. 184 of 857
First off I just want to say thank you! Amazing tool and progress! I am curious though, is there any interest orwork being done to get the Bink video tags extracted? Correct me if im wrong, but those tags should be just standard bik files embedded with a tag header correct? How hard would it be to get the extraction process forit working?
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ElijahB1
Joined: Nov 25, 2012
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Posted: Apr 25, 2014 08:58 AM
Msg. 185 of 857
Quote: --- Original message by: Twinreaper First off I just want to say thank you! Amazing tool and progress! I am curious though, is there any interest orwork being done to get the Bink video tags extracted? Correct me if im wrong, but those tags should be just standard bik files embedded with a tag header correct? How hard would it be to get the extraction process forit working? Uhh, you mean for like the spartan ops episodes?
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Twinreaper
Joined: Jun 5, 2010
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Posted: Apr 26, 2014 01:25 AM
Msg. 186 of 857
Spartan Ops and all major cinematics regestered in the bink tag. For instance, the ending, Librarian and Infinity cutscenes are in standard BIK format standalone on the disc. My hunch is, the rest of the cinematics are under the bink tag. They reference the snd! Tags when you view that particular tag. Im guessing the cinematics are inside the map file in raw form.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Apr 26, 2014 09:28 AM
Msg. 187 of 857
Quote: --- Original message by: Twinreaper Spartan Ops and all major cinematics regestered in the bink tag. For instance, the ending, Librarian and Infinity cutscenes are in standard BIK format standalone on the disc. My hunch is, the rest of the cinematics are under the bink tag. They reference the snd! Tags when you view that particular tag. Im guessing the cinematics are inside the map file in raw form. The opening, librarian, ending, and infinity introduction cinematics are pre-rendered and stored on the disk as .bik files. All other single player cinematics are rendered in real time on the console. As for the spartan ops cinematic episodes, they are all streamed to your xbox from 343.
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Twinreaper
Joined: Jun 5, 2010
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Posted: Apr 27, 2014 01:36 AM
Msg. 188 of 857
Ah, that would explain why I can't find anything Spartan Ops. Thanks for the help with that. Any idea if animations are being worked on? I would love to be able to extract the animations or key frames used in the cinematics. If not, nbd, just thought I would ask.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Apr 27, 2014 01:43 AM
Msg. 189 of 857
Quote: --- Original message by: Twinreaper Ah, that would explain why I can't find anything Spartan Ops. Thanks for the help with that. Any idea if animations are being worked on? I would love to be able to extract the animations or key frames used in the cinematics. If not, nbd, just thought I would ask. At the moment, no.
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P3
Joined: Dec 2, 2011
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Posted: May 3, 2014 10:58 AM
Msg. 190 of 857
Anything new? :)
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ElijahB1
Joined: Nov 25, 2012
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Posted: May 3, 2014 07:16 PM
Msg. 191 of 857
Quote: --- Original message by: P3 Anything new? :) Nope, not yet.
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P3
Joined: Dec 2, 2011
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Posted: May 3, 2014 07:17 PM
Msg. 192 of 857
Ok.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 3, 2014 09:09 PM
Msg. 193 of 857
halo 1 support pls.
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Vergil
Joined: Jun 13, 2011
you're just mad cuz you're angry
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Posted: May 3, 2014 10:39 PM
Msg. 194 of 857
pre-xbox halo support pls
seriously Edited by Vergil on May 3, 2014 at 10:39 PM
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: May 3, 2014 10:45 PM
Msg. 195 of 857
Quote: --- Original message by: Vergil
pre-xbox halo support pls
seriously Edited by Vergil on May 3, 2014 at 10:39 PM Man I love my fish heads :D
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: May 3, 2014 10:48 PM
Msg. 196 of 857
Quote: --- Original message by: Waffles halo 2 support pls. ya it would work out
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 5, 2014 07:30 PM
Msg. 197 of 857
i have an actual suggestion. would it be possible to get the AMF importer to put models in max with quads rather than tris? i really hate the process of manually making stuff quads and i'd really like to be able to import quads.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 5, 2014 07:52 PM
Msg. 198 of 857
Have you tried using the quadrify script. search scriptspot for it
actually it may have been built into newer versions under the modifier quadrify mesh Edited by Maniac1000 on May 5, 2014 at 07:56 PM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 5, 2014 08:03 PM
Msg. 199 of 857
Make all sounds exportable from H3 and I will be happy.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 5, 2014 08:17 PM
Msg. 200 of 857
Quote: --- Original message by: altis94 Make all sounds exportable from H3 and I will be happy.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: May 5, 2014 08:22 PM
Msg. 201 of 857
Quote: --- Original message by: MatthewDrattQuote: --- Original message by: altis94 Make all sounds exportable from H3 and I will be happy. i third this opinion.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 6, 2014 03:29 AM
Msg. 202 of 857
Quote: --- Original message by: Maniac1000
Have you tried using the quadrify script. search scriptspot for it
actually it may have been built into newer versions under the modifier quadrify mesh Edited by Maniac1000 on May 5, 2014 at 07:56 PM Quadrify mesh is basically a stepping stone. Halo models have weird topology and has a lot of tris in place because of UV and MatIDs. that and Max's Quad algorithm is weird as hell
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 6, 2014 12:16 PM
Msg. 203 of 857
Did you try the older script.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 6, 2014 04:02 PM
Msg. 204 of 857
i'll take a look at it
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: May 7, 2014 08:25 PM
Msg. 205 of 857
>bsp support And some said this day would never come. Wonder if I can finally find the reflection and environment maps now, too. Also, I may be getting ahead of myself, but seeing as how Gamecheat has demonstrated BSP injection for reach, does this mean we could potentially have fully custom maps for reach? Quote: --- Original message by: ElijahB1Quote: --- Original message by: Twinreaper Spartan Ops and all major cinematics regestered in the bink tag. For instance, the ending, Librarian and Infinity cutscenes are in standard BIK format standalone on the disc. My hunch is, the rest of the cinematics are under the bink tag. They reference the snd! Tags when you view that particular tag. Im guessing the cinematics are inside the map file in raw form. The opening, librarian, ending, and infinity introduction cinematics are pre-rendered and stored on the disk as .bik files. All other single player cinematics are rendered in real time on the console. As for the spartan ops cinematic episodes, they are all streamed to your xbox from 343. Is it possible to convert the BIK cutscenes? I'd be interested in extracting and converting them. Edited by jabberwockxeno on May 7, 2014 at 08:26 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: May 7, 2014 08:27 PM
Msg. 206 of 857
Quote: --- Original message by: jabberwockxeno>bsp support And some said this day would never come. Wonder if I can finally find the reflection and environment maps now, too. Also, I may be getting ahead of myself, but seeing as how Gamecheat has demonstrated BSP injection for reach, does this mean we could potentially have fully custom maps for reach? Quote: --- Original message by: ElijahB1Quote: --- Original message by: Twinreaper Spartan Ops and all major cinematics regestered in the bink tag. For instance, the ending, Librarian and Infinity cutscenes are in standard BIK format standalone on the disc. My hunch is, the rest of the cinematics are under the bink tag. They reference the snd! Tags when you view that particular tag. Im guessing the cinematics are inside the map file in raw form. The opening, librarian, ending, and infinity introduction cinematics are pre-rendered and stored on the disk as .bik files. All other single player cinematics are rendered in real time on the console. As for the spartan ops cinematic episodes, they are all streamed to your xbox from 343. Is it possible to convert the BIK cutscenes? I'd be interested in extracting and converting them. Edited by jabberwockxeno on May 7, 2014 at 08:26 PM Yeah, you can do that. This should do. http://www.radgametools.com/bnkmain.htm
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: May 7, 2014 08:30 PM
Msg. 207 of 857
Quote: --- Original message by: Dumb AIQuote: --- Original message by: jabberwockxeno>bsp support And some said this day would never come. Wonder if I can finally find the reflection and environment maps now, too. Also, I may be getting ahead of myself, but seeing as how Gamecheat has demonstrated BSP injection for reach, does this mean we could potentially have fully custom maps for reach? Quote: --- Original message by: ElijahB1Quote: --- Original message by: Twinreaper Spartan Ops and all major cinematics regestered in the bink tag. For instance, the ending, Librarian and Infinity cutscenes are in standard BIK format standalone on the disc. My hunch is, the rest of the cinematics are under the bink tag. They reference the snd! Tags when you view that particular tag. Im guessing the cinematics are inside the map file in raw form. The opening, librarian, ending, and infinity introduction cinematics are pre-rendered and stored on the disk as .bik files. All other single player cinematics are rendered in real time on the console. As for the spartan ops cinematic episodes, they are all streamed to your xbox from 343. Is it possible to convert the BIK cutscenes? I'd be interested in extracting and converting them. Edited by jabberwockxeno on May 7, 2014 at 08:26 PM Yeah, you can do that. This should do. http://www.radgametools.com/bnkmain.htm Excellent. Oh, full rig support as well? Oh man, it's like Christmas. All I need now is to find those reflection/environment maps, and figure out how to replicate the in engine shaders, and I have complete access to in game assets as they appear in game with a little work on my end in the slate material editor plugging in textures the right way.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 7, 2014 08:54 PM
Msg. 208 of 857
Quote: --- Original message by: killzone64Quote: --- Original message by: MatthewDrattQuote: --- Original message by: altis94 Make all sounds exportable from H3 and I will be happy. i third this opinion.
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ElijahB1
Joined: Nov 25, 2012
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Posted: May 8, 2014 01:01 AM
Msg. 209 of 857
Quote: --- Original message by: jabberwockxenoQuote: --- Original message by: Dumb AIQuote: --- Original message by: jabberwockxeno Is it possible to convert the BIK cutscenes? I'd be interested in extracting and converting them. Edited by jabberwockxeno on May 7, 2014 at 08:26 PM Yeah, you can do that. This should do. http://www.radgametools.com/bnkmain.htm Excellent. Oh, full rig support as well? Oh man, it's like Christmas. All I need now is to find those reflection/environment maps, and figure out how to replicate the in engine shaders, and I have complete access to in game assets as they appear in game with a little work on my end in the slate material editor plugging in textures the right way. What do you mean full rig support? It's just a video file, no models and such. For bsp injection you'll want to direct your questions at the ASM team, we deal with extraction - not injection. Btw, making your own reflection and environment maps is not hard, I know all of them don't extract so you may need to do that with a few.
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: May 8, 2014 02:41 AM
Msg. 210 of 857
Quote: --- Original message by: ElijahB1Quote: --- Original message by: jabberwockxenoQuote: --- Original message by: Dumb AIQuote: --- Original message by: jabberwockxeno Is it possible to convert the BIK cutscenes? I'd be interested in extracting and converting them. Edited by jabberwockxeno on May 7, 2014 at 08:26 PM Yeah, you can do that. This should do. http://www.radgametools.com/bnkmain.htm Excellent. Oh, full rig support as well? Oh man, it's like Christmas. All I need now is to find those reflection/environment maps, and figure out how to replicate the in engine shaders, and I have complete access to in game assets as they appear in game with a little work on my end in the slate material editor plugging in textures the right way. What do you mean full rig support? It's just a video file, no models and such. For bsp injection you'll want to direct your questions at the ASM team, we deal with extraction - not injection. Btw, making your own reflection and environment maps is not hard, I know all of them don't extract so you may need to do that with a few. Oh, I didn't mean rig support for the cutscenes, in the OP post it said that all the character models had full rig support now. Last time I used adjutant the rigs were iffy at best or not present at all, and you had to do weighting yourself.
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