
ElijahB1
Joined: Nov 25, 2012
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Posted: Feb 13, 2015 12:35 PM
Msg. 561 of 857
Quote: --- Original message by: ReconzQuote: --- Original message by: R93_Sniper actually, I just tried those too, they don't seem to work for me which is weird as hell. I can extract other sound files but those specifically don't seem to work for me yeah same here, I tried them aswell but doesnt work, something with value cant be NULL. @ElijahB1 which .map did you tried/tested it on to extract them ? I have tried forge_halo Boneyard, Island and another map. 35_island
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 13, 2015 12:50 PM
Msg. 562 of 857
Quote: --- Original message by: ElijahB1Quote: --- Original message by: ReconzQuote: --- Original message by: R93_Sniper actually, I just tried those too, they don't seem to work for me which is weird as hell. I can extract other sound files but those specifically don't seem to work for me yeah same here, I tried them aswell but doesnt work, something with value cant be NULL. @ElijahB1 which .map did you tried/tested it on to extract them ? I have tried forge_halo Boneyard, Island and another map. 35_island When will we be able extract models from h2? Is it in the works or has something more important delayed it.
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Feb 13, 2015 04:40 PM
Msg. 563 of 857
Edited by SciFi on Mar 28, 2015 at 03:06 AM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Feb 13, 2015 05:07 PM
Msg. 564 of 857
Those are markers. They define where effects, lights and other stuff happens.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 13, 2015 05:10 PM
Msg. 565 of 857
I've never rigged vehicles before. But I'd assume that it's not too different from bipeds or weapons. Basically those "spikes" are bones, and they're arranged in a hierarchical way so that there's a parent and child system. Labelled bip01 _____. Work with animations, etc. Blue spheres are markers. Their location pretty much gives info for how the things are placed. They should be named with a # prefix. Green are nodes. They're pretty much the same as bones, so it's a bad idea having both of them present at the same time. Labelled frame ______. (I've always used bones in bipeds and nodes in weapons. I dunno which is best for vehicles.) E: I've never dealt with any other colored spheres so I have no idea what those are about. But if they're either frame or #, they can be classified as a node/bone or marker. Edited by Spartan314 on Feb 13, 2015 at 05:12 PM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 13, 2015 05:17 PM
Msg. 566 of 857
Spartan is pretty much on point but in adjutant, it works a little differently
Basically, the bones are the actual nodes, while all the other spheres are the markers. Ideally you can actually just delete the markers and put your own down, as I have done a few times before. I would also suggest taking the CE scorpion and putting it down in the scene to get an accurate sense of scale along with being able to take the pre-existing markers and nodes to rig whichever you're using to it
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Feb 13, 2015 05:38 PM
Msg. 567 of 857
Edited by SciFi on Mar 28, 2015 at 03:07 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 13, 2015 11:20 PM
Msg. 568 of 857
Those spikes are the bones
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 15, 2015 10:08 AM
Msg. 569 of 857
Quote: --- Original message by: R93_Sniper Those spikes are the bones R93 Do you know how to extract a diffuse map from any halo 4 (or reach) blend map? I've seen your cc materials, just wondering if you could shed any light because they are truly the most annoying textures on the planet.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Feb 15, 2015 02:17 PM
Msg. 570 of 857
Quote: --- Original message by: SS FlankerQuote: --- Original message by: R93_Sniper Those spikes are the bones R93 Do you know how to extract a diffuse map from any halo 4 (or reach) blend map? I've seen your cc materials, just wondering if you could shed any light because they are truly the most annoying textures on the planet. I think the info you are looking for is in the OP.
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DivineMedia
Joined: Oct 3, 2014
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Posted: Feb 15, 2015 02:55 PM
Msg. 571 of 857
Hey I'm where the location for Halo reach's enemy's are. I've looked around but can't seem to find them. Thx for any help!
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 15, 2015 05:46 PM
Msg. 572 of 857
Quote: --- Original message by: SS FlankerQuote: --- Original message by: R93_Sniper Those spikes are the bones R93 Do you know how to extract a diffuse map from any halo 4 (or reach) blend map? I've seen your cc materials, just wondering if you could shed any light because they are truly the most annoying textures on the planet. Elijah is right with it being in the OP, but if you want to set it up in 3DS max its a bit different. I might re-render my tutorial on how to set up 3DS max materials at some point, but for now the TLDR is Control Map for MP Bipeds Red = Spec Green = Diffuse Blue = Gloss Non-MP Items usually have a diffuse separate from the control map Quote: --- Original message by: DivineMedia Hey I'm where the location for Halo reach's enemy's are. I've looked around but can't seem to find them. Thx for any help! Open any of the campaign maps Render Model -> Objects\Characters\*enemy you're looking for* Quote: --- Original message by: Dark Lord Alice This is pathetic, a thread about extracting tools for later Halo games has a better content/crap post ratio than most threads relating to Halo CE projects. It is, isn't it? Edited by R93_Sniper on Feb 15, 2015 at 05:47 PM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Feb 17, 2015 11:43 AM
Msg. 573 of 857
hey i have hit a frustrating snag in a project i am working on. i was wanting some sounds from odst and i keep getting the "unsupported sound type" error. is there any way i or someone else can extract these sounds? or are they not extractable for the time being. 
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Feb 17, 2015 01:37 PM
Msg. 574 of 857
Quote: --- Original message by: killzone64hey i have hit a frustrating snag in a project i am working on. i was wanting some sounds from odst and i keep getting the "unsupported sound type" error. is there any way i or someone else can extract these sounds? or are they not extractable for the time being. http://puu.sh/g10RP/e84bb8bc5b.png Useally envierment sounds and music loops are the broken ones
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ElijahB1
Joined: Nov 25, 2012
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Posted: Feb 21, 2015 11:39 PM
Msg. 575 of 857
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv ============================
Check the OP for new update! v4.1.0.0
============================ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Feb 22, 2015 12:13 AM
Msg. 576 of 857
Thank you good sir for keeping this updated
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Feb 22, 2015 02:54 AM
Msg. 577 of 857
any plans for cea models yet and SGT Arroyo dont say any thing
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Feb 22, 2015 03:52 AM
Msg. 578 of 857
Quote: --- Original message by: savinpvtmike any plans for cea models yet and SGT Arroyo dont say any thing give me my pill now!2!#!"6+:48+99%1@.Congress upcoming birdsssaa
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ElijahB1
Joined: Nov 25, 2012
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Posted: Feb 22, 2015 01:19 PM
Msg. 579 of 857
Quote: --- Original message by: savinpvtmike any plans for cea models yet Like I have said countless times before, there are no plans for cea models at this time. Most are just H3/Reach anyways
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 22, 2015 03:47 PM
Msg. 580 of 857
CEA Chief plz
No seriously, that and the BSPs are probably the only parts of CEA worth extracting
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NeX
Joined: Apr 11, 2013
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Posted: Feb 23, 2015 05:24 PM
Msg. 581 of 857
Quote: --- Original message by: R93_Sniper No seriously, that and the BSPs are probably the only parts of CEA worth extracting Truth
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ElijahB1
Joined: Nov 25, 2012
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Posted: Feb 23, 2015 08:12 PM
Msg. 582 of 857
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv ============================Check the OP for new update! v4.1.0.0============================ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^Quote: --- Original message by: NeXQuote: --- Original message by: R93_Sniper No seriously, that and the BSPs are probably the only parts of CEA worth extracting Truth Maybe at some point latter on. Edited by ElijahB1 on Feb 23, 2015 at 08:13 PM
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Feb 24, 2015 03:50 PM
Msg. 583 of 857
Quote: --- Original message by: ElijahB1vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv ============================Check the OP for new update! v4.1.0.0============================ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^Quote: --- Original message by: NeXQuote: --- Original message by: R93_Sniper No seriously, that and the BSPs are probably the only parts of CEA worth extracting Truth Maybe at some point latter on. Edited by ElijahB1 on Feb 23, 2015 at 08:13 PM the flood marine.
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Halonimator
Joined: Dec 15, 2014
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Posted: Feb 24, 2015 06:23 PM
Msg. 584 of 857
i need emf3 or amf importer script fo 3ds max8
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MrChromed
Joined: Apr 14, 2013
Developer on SPv3 and ShadowMods.
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Posted: Feb 24, 2015 06:51 PM
Msg. 585 of 857
Quote: --- Original message by: Halonimator i need emf3 or amf importer script fo 3ds max8 That's so old dude. Get the current Student version of 3dsMax
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ElijahB1
Joined: Nov 25, 2012
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Posted: Feb 24, 2015 08:54 PM
Msg. 586 of 857
Quote: --- Original message by: Halonimator i need emf3 or amf importer script fo 3ds max8 You need to upgrade to 2013.
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P3
Joined: Dec 2, 2011
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Posted: Feb 24, 2015 09:12 PM
Msg. 587 of 857
Can we extract CGI cinematic cut scenes?
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Feb 24, 2015 09:19 PM
Msg. 588 of 857
Quote: --- Original message by: P3 Can we extract CGI cinematic cut scenes? That is what the latest update adds.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Feb 24, 2015 09:29 PM
Msg. 589 of 857
Quote: --- Original message by: P3 Can we extract CGI cinematic cut scenes? What do you mean? The opening of Halo 4 and its prologue are separate files not in the .map file and the spartan ops episodes are all streamed...
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P3
Joined: Dec 2, 2011
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Posted: Feb 24, 2015 09:54 PM
Msg. 590 of 857
Quote: --- Original message by: ElijahB1Quote: --- Original message by: P3 Can we extract CGI cinematic cut scenes? What do you mean? The opening of Halo 4 and its prologue are separate files not in the .map file and the spartan ops episodes are all streamed... Ah, welp. Wasn't thinking. Anyway, thanks for contributing to the community. I'm sure we all appreciate it very much. ;)
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 25, 2015 09:00 PM
Msg. 591 of 857
plz don't hate me
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Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
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Posted: Feb 25, 2015 09:14 PM
Msg. 592 of 857
Now where did you find the map file to get the model?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 25, 2015 11:47 PM
Msg. 593 of 857
#Magic i'll release the max file and textures on my thread cuz I feel like this is a thing most people will go crazy looking for. Also I put it in UE4 yay for material masking!
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Feb 27, 2015 10:46 AM
Msg. 594 of 857
Quote: --- Original message by: R93_Sniper#Magic i'll release the max file and textures on my thread cuz I feel like this is a thing most people will go crazy looking for. Also I put it in UE4 http://i59.tinypic.com/2u9iq7l.png yay for material masking! Is seems UE4CE Is confirmed.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 27, 2015 04:48 PM
Msg. 595 of 857
cant release it if I do that
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