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Author Topic: Adjutant News and Info! (857 messages, Page 14 of 25)
Moderators: Dennis

Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 6, 2015 08:04 AM    Msg. 456 of 857       
Quote: Will the future of Adjutant hold Halo 1 BSP extraction?


ROFLSH.


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Jan 6, 2015 08:12 AM    Msg. 457 of 857       
Quote: --- Original message by: SS Flanker
Quote: Will the future of Adjutant hold Halo 1 BSP extraction?


ROFLSH.
I died wen I saw halo 1 bsp.


Reconz
Joined: Jan 17, 2013

Evolution is a step forward.


Posted: Jan 22, 2015 12:32 PM    Msg. 458 of 857       
Did someone succesfully extracted the Invasion sounds ? I tried it on different maps but for some reason it wont extract the sounds of the invasion gametype


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 22, 2015 04:34 PM    Msg. 459 of 857       
which sounds are you trying to extract specifically? The whole "A is being Attacked!" and stuff sounds or something else?


soundguy
Joined: Jan 21, 2015

"They've got a cave troll! Wait...it's a Wraith!"


Posted: Jan 22, 2015 11:45 PM    Msg. 460 of 857       
will it be possible to extract model animations?? Just wondering as I haven't ripped a model yet and i don't know if the stock halo ce animations work with it....


soundguy
Joined: Jan 21, 2015

"They've got a cave troll! Wait...it's a Wraith!"


Posted: Jan 22, 2015 11:57 PM    Msg. 461 of 857       
Quote: --- Original message by: Mystryb0y
Quote: --- Original message by: soundguy
will it be possible to extract model animations?? Just wondering as I haven't ripped a model yet and i don't know if the stock halo ce animations work with it....

As has been said many a time, this may or may not come in the future. At the moment, no. They won't work "out of the box", but you can re-rig them to CE bones. It won't look quite right though. Your best bet is to make the animations yourself.

OK thanks

EDIT:
I just noticed that when I am trying to edit the bitmaps, the texture seems to be white and nothing else, I can't see any color
Edited by soundguy on Jan 24, 2015 at 12:23 AM


Reconz
Joined: Jan 17, 2013

Evolution is a step forward.


Posted: Jan 24, 2015 08:57 AM    Msg. 462 of 857       
Quote: --- Original message by: R93_Sniper
which sounds are you trying to extract specifically? The whole "A is being Attacked!" and stuff sounds or something else?


Yeah that part, Destroy Humans, losing Alpha, core lost -blam-. For some reason I cant get the objective and victory/loss/intro not out of anymap.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Jan 24, 2015 12:36 PM    Msg. 463 of 857       
Quote: --- Original message by: SS Flanker
http://haloce3.com/xmf/

Ask Sir Matthew dratt for the password.


I was searching this, but the pm with the site was banned. Flanker, I want you to know that I am loving you, no joke. Thanks a lot!


soundguy
Joined: Jan 21, 2015

"They've got a cave troll! Wait...it's a Wraith!"


Posted: Jan 24, 2015 05:41 PM    Msg. 464 of 857       
http://i59.tinypic.com/n3m4w7.png Uhh, what happened? The viewport looks fine, except for some wierd blue colors
Edited by soundguy on Jan 24, 2015 at 05:54 PM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Jan 24, 2015 06:22 PM    Msg. 465 of 857       
Quote: --- Original message by: soundguy

http://i59.tinypic.com/n3m4w7.png Uhh, what happened? The viewport looks fine, except for some wierd blue colors
Edited by soundguy on Jan 24, 2015 at 05:54 PM

1- what render settings are u using
2- are there any lights set up
3- are the materials set up properly
4- do u have it set in the material editor on all textures alpha source set to none

make shore all of your settings are set to what i said, mainly 3 and 4
Edited by savinpvtmike on Jan 24, 2015 at 07:29 PM


soundguy
Joined: Jan 21, 2015

"They've got a cave troll! Wait...it's a Wraith!"


Posted: Jan 24, 2015 06:58 PM    Msg. 466 of 857       
Quote: --- Original message by: savinpvtmike
Quote: --- Original message by: soundguy

http://i59.tinypic.com/n3m4w7.png Uhh, what happened? The viewport looks fine, except for some wierd blue colors
Edited by soundguy on Jan 24, 2015 at 05:54 PM

1- what render settings are u using
2- are there any lights set up
3- are the materials set up properly
5- do u have it set in the material editor on all textures alpha source set to none

make shore all of your settings are set to what i said, mainly 3 and 5

I'll see what I have


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 24, 2015 07:13 PM    Msg. 467 of 857       
oh I know whats going on there. Adjutant puts the color change slots in if you have it selected and oftentimes it tends to break the colors because its not yet perfect. I usually redo the materials a bit myself but that's a big factor.

as another thing, go to customize, preferences, gamma and LUT, and then change your gamma. set it to Gamma at 1.2, and then have input and output gamma at 1. It'll make your materials look much nicer and it'll remove of the mirror line.


soundguy
Joined: Jan 21, 2015

"They've got a cave troll! Wait...it's a Wraith!"


Posted: Jan 24, 2015 07:22 PM    Msg. 468 of 857       
Quote: --- Original message by: R93_Sniper
oh I know whats going on there. Adjutant puts the color change slots in if you have it selected and oftentimes it tends to break the colors because its not yet perfect. I usually redo the materials a bit myself but that's a big factor.

as another thing, go to customize, preferences, gamma and LUT, and then change your gamma. set it to Gamma at 1.2, and then have input and output gamma at 1. It'll make your materials look much nicer and it'll remove of the mirror line.


Thanks!
Also, is that the reason why when I preview the textures and try to edit them they end up being white??
Edited by soundguy on Jan 24, 2015 at 07:25 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 24, 2015 09:14 PM    Msg. 469 of 857       
actually that's because by default max will read alpha channels weird. you can alleviate this by setting the diffuse color (The small grey square next to the material name) to a darker color. setting it to flat out black will usually fix it but in some cases it will not (Halo reach frigate is the only instance I can immediately think of that does not)


soundguy
Joined: Jan 21, 2015

"They've got a cave troll! Wait...it's a Wraith!"


Posted: Jan 24, 2015 10:59 PM    Msg. 470 of 857       
Quote: --- Original message by: R93_Sniper
actually that's because by default max will read alpha channels weird. you can alleviate this by setting the diffuse color (The small grey square next to the material name) to a darker color. setting it to flat out black will usually fix it but in some cases it will not (Halo reach frigate is the only instance I can immediately think of that does not)



Thanks for the help!

EDIT: http://i62.tinypic.com/jjw4y8.png I am trying to change the armor color to the kind of green in the game, but it only changed the helmet, why??
Edited by soundguy on Jan 25, 2015 at 12:24 AM
EDIT *2:
Never mind, fixed it :D
Edited by soundguy on Jan 25, 2015 at 12:35 AM


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Jan 27, 2015 09:28 PM    Msg. 471 of 857       

Edited by SciFi on Mar 28, 2015 at 04:23 AM


ElijahB1
Joined: Nov 25, 2012


Posted: Jan 27, 2015 09:57 PM    Msg. 472 of 857       
Quote: --- Original message by: SciFi
Is there some kind of multi-texture thing going on?


Yes.


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Jan 27, 2015 11:06 PM    Msg. 473 of 857       

Edited by SciFi on Mar 28, 2015 at 04:21 AM


UltimateGam8r
Joined: Dec 20, 2014

This is an Elite... The end.


Posted: Jan 28, 2015 02:41 AM    Msg. 474 of 857       
Try Exporting the Map as AMF in adjutant and import it into 3ds max with the plugin that can be generated through adjutant. After selecting the map, tick the box that says "Setup Shader Library", that should load all the textures and apply them correctly.


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Jan 28, 2015 10:00 AM    Msg. 475 of 857       

Edited by SciFi on Mar 28, 2015 at 04:19 AM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Jan 28, 2015 10:04 AM    Msg. 476 of 857       
So have u made up your mind about the halo cea model extraction?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jan 28, 2015 10:41 AM    Msg. 477 of 857       
Quote: --- Original message by: SciFi

I did use AMF in adjutant and in 3ds max. The "Setup Shader Library" was ticked.
And the mountain looked like this in 3ds max.
http://i1144.photobucket.com/albums/o491/calihanman/Setup_Shader_Library_zpsxnfrbwy7.jpg

In the game the mountain looks more like this.
http://i1144.photobucket.com/albums/o491/calihanman/070_bsp_010-Mountions_zpsmres5ytn.jpg
This image is just a simple uv retexturing and is not correct.

How do I get 3ds max to display the same texture that is in game?
Edited by SciFi on Jan 28, 2015 at 10:04 AM


I've encountered this problem before and sadly there is no way out. Some textures are set up to be further enhanced inside the game engine. So While it may look errornes to you it's probably setup perfectly for halo 3's engine.

Mootjuh has done some stuff with h3 levels before perhaps he can shine a light on this matter.


ElijahB1
Joined: Nov 25, 2012


Posted: Jan 28, 2015 11:25 AM    Msg. 478 of 857       
Quote: --- Original message by: SciFi

I did use AMF in adjutant and in 3ds max. The "Setup Shader Library" was ticked.
And the mountain looked like this in 3ds max.
http://i1144.photobucket.com/albums/o491/calihanman/Setup_Shader_Library_zpsxnfrbwy7.jpg

In the game the mountain looks more like this.
http://i1144.photobucket.com/albums/o491/calihanman/070_bsp_010-Mountions_zpsmres5ytn.jpg
This image is just a simple uv retexturing and is not correct.

How do I get 3ds max to display the same texture that is in game?
Edited by SciFi on Jan 28, 2015 at 10:04 AM


Try doing a render, the view port dose a poor job of displaying complex materials, and playing with the detail map opacity in the import options.


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Jan 28, 2015 12:48 PM    Msg. 479 of 857       

Edited by SciFi on Mar 28, 2015 at 04:17 AM


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Jan 28, 2015 05:23 PM    Msg. 480 of 857       

Edited by SciFi on Mar 28, 2015 at 04:12 AM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Jan 28, 2015 08:44 PM    Msg. 481 of 857       
Quote: --- Original message by: SciFi
Ok, thanks Mootjuh, I get it now. Adjudant is for HaloCE only.
So if I want to use it in UDK I am S.O.L.


All adjutant does is get it into 3ds max. I'm 100% sure there is a way to get Adjutant rips into UDK. Just no one one here probably knows since this isnt a UDK forum


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Jan 28, 2015 08:55 PM    Msg. 482 of 857       

Edited by SciFi on Mar 28, 2015 at 04:03 AM


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Jan 28, 2015 10:34 PM    Msg. 483 of 857       
Quote: --- Original message by: SciFi

Thanks MatthewDratt, that really gives me hope. I will check out the UDK forms then.
Edited by SciFi on Jan 28, 2015 at 09:01 PM
all models can be stuffed in any game gmod :3.


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Jan 29, 2015 12:39 AM    Msg. 484 of 857       

Edited by SciFi on Mar 28, 2015 at 04:03 AM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Jan 29, 2015 01:35 AM    Msg. 485 of 857       
Quote: --- Original message by: savinpvtmike
So have u made up your mind about the halo cea model extraction?


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Jan 29, 2015 02:03 AM    Msg. 486 of 857       
Quote: --- Original message by: savinpvtmike
Quote: --- Original message by: savinpvtmike
So have u made up your mind about the halo cea model extraction?
only real models needed would be flood humans chief and crewman.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 29, 2015 02:41 AM    Msg. 487 of 857       
If you're using UE4, its actually extremely simple. Master Noob and I have ported Guardian to it and I'm putting the H3 MC there as well.

If you're talking about UDK 3 or lower then idk


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Jan 29, 2015 01:50 PM    Msg. 488 of 857       
Quote: --- Original message by: SGT Arroyo
Quote: --- Original message by: savinpvtmike
Quote: --- Original message by: savinpvtmike
So have u made up your mind about the halo cea model extraction?
only real models needed would be flood humans chief and crewman.

ya but every thing else is rigged to the halo ce bones and will make it easy to port in


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Jan 29, 2015 02:48 PM    Msg. 489 of 857       

Edited by SciFi on Mar 28, 2015 at 03:58 AM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 29, 2015 04:39 PM    Msg. 490 of 857       
Quote: --- Original message by: SciFi
Quote: --- Original message by: R93_Sniper
If you're using UE4, its actually extremely simple. Master Noob and I have ported Guardian to it and I'm putting the H3 MC there as well.

If you're talking about UDK 3 or lower then idk


I heard about UE4 but never got it because there was going to be
a monthly subscription for using it. So I never bothered with it.
However it that policy ever changes, I'm there dude.


unlike cryengine, though, if you stop paying for the engine, you can keep using it but you can no longer get the newer updates to the engine. ALONG with that, Epic games is giving it out free to students, and there's no strings attached. You still have to follow the policy of giving a 5% royalty to Epic games for any project you release that makes a profit, but other than that you don't even have to backpay if you choose to continue post-education.

 
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