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Author Topic: Adjutant News and Info! (857 messages, Page 12 of 25)
Moderators: Dennis

ElijahB1
Joined: Nov 25, 2012


Posted: Dec 1, 2014 03:30 AM    Msg. 386 of 857       
Quote: --- Original message by: benjimod

And where i can found this thing please ?

Edit : Sorry, i was using a old version of Adjutant so the AMD Importer was not in the tools menu.
Edited by benjimod on Dec 1, 2014 at 03:27 AM


Before you do anything more, it would be wise to give the OP and the included "Help" file a read.
(Help file is located in the Help menu in Adjutant).
Edited by ElijahB1 on Dec 1, 2014 at 03:33 AM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Dec 6, 2014 10:07 PM    Msg. 387 of 857       
what is the decryption key?


ElijahB1
Joined: Nov 25, 2012


Posted: Dec 6, 2014 10:11 PM    Msg. 388 of 857       
Quote: --- Original message by: savinpvtmike
what is the decryption key?


Mega is having issues at the moment, defer to the Halo Maps link.

Edit:
Mega now working if you copy/paste the link.
Edited by ElijahB1 on Dec 6, 2014 at 10:31 PM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Dec 6, 2014 10:23 PM    Msg. 389 of 857       
will there be model support for cea? or no?


ElijahB1
Joined: Nov 25, 2012


Posted: Dec 6, 2014 10:24 PM    Msg. 390 of 857       
Quote: --- Original message by: savinpvtmike
will there be model support for cea? or no?


At some point, maybe.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Dec 6, 2014 10:39 PM    Msg. 391 of 857       
I downloaded from mega.co.whatever and it didn't include the .exe file? Don't know if just an error on download or what. Halomaps one is working.


ElijahB1
Joined: Nov 25, 2012


Posted: Dec 6, 2014 11:23 PM    Msg. 392 of 857       
Quote: --- Original message by: MatthewDratt
I downloaded from mega.co.whatever and it didn't include the .exe file? Don't know if just an error on download or what. Halomaps one is working.


Mega has been dumb today, I re-uploaded it so you should not have any more issues.
Edited by ElijahB1 on Dec 7, 2014 at 12:13 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 7, 2014 01:38 AM    Msg. 393 of 857       
Aw sweet dude.

Thnx Elijah!



Edited by SS Flanker on Dec 7, 2014 at 01:39 AM


UHWArby
Joined: Jul 2, 2013

PIPO vive


Posted: Dec 7, 2014 10:46 AM    Msg. 394 of 857       
Quote: --- Original message by: Mootjuh
Yuss, CEA textures


i want CEA campaing in CE :/


clonetrooper163
Joined: Oct 19, 2011


Posted: Dec 7, 2014 02:27 PM    Msg. 395 of 857       
So i got a question Why are the textures like super small?

Most of the character textures for CEA are like 64x64 or don't go any higher then 256x256


ElijahB1
Joined: Nov 25, 2012


Posted: Dec 7, 2014 02:41 PM    Msg. 396 of 857       
Quote: --- Original message by: clonetrooper163
So i got a question Why are the textures like super small?

Most of the character textures for CEA are like 64x64 or don't go any higher then 256x256


If you are looking on the level s3pak files such as a10 you are only looking at the lod bitmaps. You need to extract the full res ones from pak_stream.


clonetrooper163
Joined: Oct 19, 2011


Posted: Dec 7, 2014 02:48 PM    Msg. 397 of 857       
Quote: --- Original message by: ElijahB1
Quote: --- Original message by: clonetrooper163
So i got a question Why are the textures like super small?

Most of the character textures for CEA are like 64x64 or don't go any higher then 256x256


If you are looking on the level s3pak files such as a10 you are only looking at the lod bitmaps. You need to extract the full res ones from pak_stream.


Ah okay thanks, but i can't seem to find that file.
Edited by clonetrooper163 on Dec 7, 2014 at 02:50 PM


P3
Joined: Dec 2, 2011


Posted: Dec 7, 2014 07:46 PM    Msg. 398 of 857       
I'm not sure if it's just me and or if it occurs on any other maps and models other then this, but on the Halo 4 map m90_sacrifice, the scenario_structure_bsp 00_trench_a in the model viewer, the camera movement speed is really slow and can't be changed to go past 5.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Dec 7, 2014 08:09 PM    Msg. 399 of 857       
Can't wait to get on my PC and DL the new version. Gonna extract some mp maps and try and in game them.


Alexis
Joined: Nov 22, 2010


Posted: Dec 8, 2014 06:10 PM    Msg. 400 of 857       
The Halo 2 support is great. Any chance of having the application convert the P8_bumps into standard normals on extraction? I'm sure many would rather not convert the palette by hand.

I believe Entity 1.6UE had a similar function.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Dec 8, 2014 06:22 PM    Msg. 401 of 857       
let me know if I missed something

http://haloce3.com/xmf/


ElijahB1
Joined: Nov 25, 2012


Posted: Dec 8, 2014 08:55 PM    Msg. 402 of 857       
Quote: --- Original message by: Alexis
The Halo 2 support is great. Any chance of having the application convert the P8_bumps into standard normals on extraction? I'm sure many would rather not convert the palette by hand.

I believe Entity 1.6UE had a similar function.


No plans like that at the moment. There is an app called "CrazyBump" that can convert them pretty well though.

Quote: --- Original message by: MatthewDratt
let me know if I missed something

http://haloce3.com/xmf/


Looks good to me.


Alexis
Joined: Nov 22, 2010


Posted: Dec 8, 2014 10:01 PM    Msg. 403 of 857       
Quote: --- Original message by: ElijahB1
Quote: --- Original message by: Alexis
The Halo 2 support is great. Any chance of having the application convert the P8_bumps into standard normals on extraction? I'm sure many would rather not convert the palette by hand.

I believe Entity 1.6UE had a similar function.


No plans like that at the moment. There is an app called "CrazyBump" that can convert them pretty well though.


Eh, Crazybump is just making a normal from the extracted bitmap. H2 normals aren't actually heightmaps, they are palettized 256-color images.

Anyway, Great work to all involved.


ElijahB1
Joined: Nov 25, 2012


Posted: Dec 9, 2014 12:23 AM    Msg. 404 of 857       
Quote: --- Original message by: Alexis
H2 normals aren't actually heightmaps, they are palettized 256-color images.


Right but there is no color data, it's just a gray scale from black to white with 254 shades in between.


P3
Joined: Dec 2, 2011


Posted: Dec 9, 2014 06:10 AM    Msg. 405 of 857       
Quote: --- Original message by: ElijahB1
Quote: --- Original message by: Alexis
H2 normals aren't actually heightmaps, they are palettized 256-color images.


Right but there is no color data, it's just a gray scale from black to white with 254 shades in between.


I thought there was 50?
You guys see what I did there? XD


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 9, 2014 08:51 AM    Msg. 406 of 857       
Quote: --- Original message by: P3
I'm not sure if it's just me and or if it occurs on any other maps and models other then this, but on the Halo 4 map m90_sacrifice, the scenario_structure_bsp 00_trench_a in the model viewer, the camera movement speed is really slow and can't be changed to go past 5.


Haven't really noticed that.

I think the increase speed and decrease system is a little awkard within the model viewer perhaps setting the + key for higher speed and the - for a lower speed would be more convenient if you have the time elijah?


ElijahB1
Joined: Nov 25, 2012


Posted: Dec 9, 2014 09:16 AM    Msg. 407 of 857       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: P3
I'm not sure if it's just me and or if it occurs on any other maps and models other then this, but on the Halo 4 map m90_sacrifice, the scenario_structure_bsp 00_trench_a in the model viewer, the camera movement speed is really slow and can't be changed to go past 5.


Haven't really noticed that.

I think the increase speed and decrease system is a little awkard within the model viewer perhaps setting the + key for higher speed and the - for a lower speed would be more convenient if you have the time elijah?


That's already been assigned to FoV, and really I think the scroll wheel is the best way to go about changing camera speed. I know about the issue on that BSP and we are looking into it, however if you are really intrested it it you could just open it in max.
Edited by ElijahB1 on Dec 9, 2014 at 09:17 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 9, 2014 09:19 AM    Msg. 408 of 857       
Quote: --- Original message by: ElijahB1

Quote: --- Original message by: SS Flanker
Quote: --- Original message by: P3
I'm not sure if it's just me and or if it occurs on any other maps and models other then this, but on the Halo 4 map m90_sacrifice, the scenario_structure_bsp 00_trench_a in the model viewer, the camera movement speed is really slow and can't be changed to go past 5.


Haven't really noticed that.

I think the increase speed and decrease system is a little awkard within the model viewer perhaps setting the + key for higher speed and the - for a lower speed would be more convenient if you have the time elijah?


That's already been assigned to FoV, and really I think the scroll wheel is the best way to go about changing camera speed. I know about the issue on that BSP and we are looking into it, however if you are really intrested it it you could just open it in max.
Edited by ElijahB1 on Dec 9, 2014 at 09:17 AM


Some bsp's take upto 14 - 15 minutes to load up within max however.


ElijahB1
Joined: Nov 25, 2012


Posted: Dec 9, 2014 09:22 AM    Msg. 409 of 857       
Quote: --- Original message by: SS Flanker
Quote: --- Original message by: ElijahB1

Quote: --- Original message by: SS Flanker
Quote: --- Original message by: P3
I'm not sure if it's just me and or if it occurs on any other maps and models other then this, but on the Halo 4 map m90_sacrifice, the scenario_structure_bsp 00_trench_a in the model viewer, the camera movement speed is really slow and can't be changed to go past 5.


Haven't really noticed that.

I think the increase speed and decrease system is a little awkard within the model viewer perhaps setting the + key for higher speed and the - for a lower speed would be more convenient if you have the time elijah?


That's already been assigned to FoV, and really I think the scroll wheel is the best way to go about changing camera speed. I know about the issue on that BSP and we are looking into it, however if you are really intrested it it you could just open it in max.
Edited by ElijahB1 on Dec 9, 2014 at 09:17 AM


Some bsp's take upto 14 - 15 minutes to load up within max however.


Shouldn't if you disable normals.


NeX
Joined: Apr 11, 2013


Posted: Dec 11, 2014 12:23 AM    Msg. 410 of 857       
Judging from some of the textures (fuelrod, shotgun, sniper rifle, plasma rifle, maybe more), some of the models are using the same or slightly edited version of textures from reach models. That doesn't necessarily mean the models are identical, but if any of them are, you'd have the "end result" of a decrypted model, just going off the textures. Not sure if that's helpful, but it may be a good starting point to look at decrypting the model data if you know where the endpoint is, since it looks like adjutant can see the start and endpoint of the data values per model.

Just a hunch
Edited by NeX on Dec 11, 2014 at 12:24 AM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Dec 11, 2014 12:49 PM    Msg. 411 of 857       
Quote: --- Original message by: dude66
CMT RIPS&
they dont use this for ripping everyone elts dus


DivineMedia
Joined: Oct 3, 2014


Posted: Dec 13, 2014 12:33 AM    Msg. 412 of 857       
So I don't know what's happening. In both 4.0 and 3.5.1.1 I've had this issue where the reach weapon models I export have skeleton issues like when I try to move the bolt on the sniper rifle model either a portion the model itself goes with or it just acts as if I'm rotating it. I've tried both AMF and EMF but both have the same problem


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 13, 2014 04:23 AM    Msg. 413 of 857       
Quote: --- Original message by: DivineMedia
So I don't know what's happening. In both 4.0 and 3.5.1.1 I've had this issue where the reach weapon models I export have skeleton issues like when I try to move the bolt on the sniper rifle model either a portion the model itself goes with or it just acts as if I'm rotating it. I've tried both AMF and EMF but both have the same problem


That's because they're bones. Max and Maya think of the weapon's skeleton as if it was a bipedal skeleton, so it'll automatically assume that they're constrained to one another as it would inside a living creature. You can copy the node names and replace them with spheres rather than bones, or you could skip that nuisance all together and use link constraints.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 13, 2014 09:44 AM    Msg. 414 of 857       
Quote: --- Original message by: R93_Sniper
Quote: --- Original message by: DivineMedia
So I don't know what's happening. In both 4.0 and 3.5.1.1 I've had this issue where the reach weapon models I export have skeleton issues like when I try to move the bolt on the sniper rifle model either a portion the model itself goes with or it just acts as if I'm rotating it. I've tried both AMF and EMF but both have the same problem


That's because they're bones. Max and Maya think of the weapon's skeleton as if it was a bipedal skeleton, so it'll automatically assume that they're constrained to one another as it would inside a living creature. You can copy the node names and replace them with spheres rather than bones, or you could skip that nuisance all together and use link constraints.


Ohhhh. You just made my hour.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 13, 2014 04:23 PM    Msg. 415 of 857       
Quote: --- Original message by: SS Flanker
Ohhhh. You just made my hour.


Not sure how but you're welcome?


ElijahB1
Joined: Nov 25, 2012


Posted: Dec 13, 2014 08:52 PM    Msg. 416 of 857       
Quote: --- Original message by: DivineMedia
So I don't know what's happening. In both 4.0 and 3.5.1.1 I've had this issue where the reach weapon models I export have skeleton issues like when I try to move the bolt on the sniper rifle model either a portion the model itself goes with or it just acts as if I'm rotating it. I've tried both AMF and EMF but both have the same problem


Uncheck "SetBoneEnable" when importing.


DivineMedia
Joined: Oct 3, 2014


Posted: Dec 14, 2014 02:26 AM    Msg. 417 of 857       
Quote: --- Original message by: ElijahB1
Quote: --- Original message by: DivineMedia
So I don't know what's happening. In both 4.0 and 3.5.1.1 I've had this issue where the reach weapon models I export have skeleton issues like when I try to move the bolt on the sniper rifle model either a portion the model itself goes with or it just acts as if I'm rotating it. I've tried both AMF and EMF but both have the same problem


Uncheck "SetBoneEnable" when importing.


Okay did that, but I am still having an issue with the model being taken with the skeleton points. (an extreme I know but the mag is a big thing


ElijahB1
Joined: Nov 25, 2012


Posted: Dec 14, 2014 03:42 PM    Msg. 418 of 857       
Quote: --- Original message by: DivineMedia
Quote: --- Original message by: ElijahB1
Quote: --- Original message by: DivineMedia
So I don't know what's happening. In both 4.0 and 3.5.1.1 I've had this issue where the reach weapon models I export have skeleton issues like when I try to move the bolt on the sniper rifle model either a portion the model itself goes with or it just acts as if I'm rotating it. I've tried both AMF and EMF but both have the same problem


Uncheck "SetBoneEnable" when importing.


Okay did that, but I am still having an issue with the model being taken with the skeleton points. http://tinypic.com/m/immfyb/2 (an extreme I know but the mag is a big thing


You'll need to post images or be more descriptive because I am not 100% sure what you are talking about...

If you want a model with out any bones uncheck "Import Nodes"
Edited by ElijahB1 on Dec 14, 2014 at 03:42 PM


DivineMedia
Joined: Oct 3, 2014


Posted: Dec 14, 2014 05:19 PM    Msg. 419 of 857       
Quote: --- Original message by: ElijahB1

Quote: --- Original message by: DivineMedia
Quote: --- Original message by: ElijahB1
Quote: --- Original message by: DivineMedia
So I don't know what's happening. In both 4.0 and 3.5.1.1 I've had this issue where the reach weapon models I export have skeleton issues like when I try to move the bolt on the sniper rifle model either a portion the model itself goes with or it just acts as if I'm rotating it. I've tried both AMF and EMF but both have the same problem


Uncheck "SetBoneEnable" when importing.


Okay did that, but I am still having an issue with the model being taken with the skeleton points. http://tinypic.com/m/immfyb/2 (an extreme I know but the mag is a big thing


You'll need to post images or be more descriptive because I am not 100% sure what you are talking about...

If you want a model with out any bones uncheck "Import Nodes"
Edited by ElijahB1 on Dec 14, 2014 at 03:42 PM


Thought I had an image guess it didn't work. http://tinypic.com/usermedia.php?uo=nvlS1L5AwLPDZeMgxfSic4h4l5k2TGxc#.VI4L1nuVX4Y
well here's the link as I don't know which link to use lol. What happens is if I try to take the mag out the bone is also stretching the main body of the gun with it hopefully the link works and you can see what I'm talking about

Edit: Also something that I noticed is that the models function properly in autodesk maya but I'm told that 3DS Max is the recommended software as it supports all the meshs. so what do I do?
Edited by DivineMedia on Dec 17, 2014 at 01:33 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 19, 2014 10:57 AM    Msg. 420 of 857       
Download 3dsmax 2014?

 
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