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Author Topic: Adjutant News and Info! (857 messages, Page 17 of 25)
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ElijahB1
Joined: Nov 25, 2012


Posted: Feb 13, 2015 12:35 PM    Msg. 561 of 857       
Quote: --- Original message by: Reconz
Quote: --- 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


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 13, 2015 12:50 PM    Msg. 562 of 857       
Quote: --- Original message by: ElijahB1
Quote: --- Original message by: Reconz
Quote: --- 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.


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Feb 13, 2015 04:40 PM    Msg. 563 of 857       

Edited by SciFi on Mar 28, 2015 at 03:06 AM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Feb 13, 2015 05:07 PM    Msg. 564 of 857       
Those are markers. They define where effects, lights and other stuff happens.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


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


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


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


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Feb 13, 2015 05:38 PM    Msg. 567 of 857       

Edited by SciFi on Mar 28, 2015 at 03:07 AM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Feb 13, 2015 11:20 PM    Msg. 568 of 857       
Those spikes are the bones


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


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.


ElijahB1
Joined: Nov 25, 2012


Posted: Feb 15, 2015 02:17 PM    Msg. 570 of 857       
Quote: --- Original message by: SS Flanker
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.


I think the info you are looking for is in the OP.


DivineMedia
Joined: Oct 3, 2014


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!


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Feb 15, 2015 05:46 PM    Msg. 572 of 857       
Quote: --- Original message by: SS Flanker
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.


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


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


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.



savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Feb 17, 2015 01:37 PM    Msg. 574 of 857       
Quote: --- Original message by: killzone64
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.

http://puu.sh/g10RP/e84bb8bc5b.png

Useally envierment sounds and music loops are the broken ones


ElijahB1
Joined: Nov 25, 2012


Posted: Feb 21, 2015 11:39 PM    Msg. 575 of 857       
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
============================


Check the OP for new update! v4.1.0.0

============================
^^^^^^^^^^^^^^^^^^^^^^^^^^^^


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Feb 22, 2015 12:13 AM    Msg. 576 of 857       
Thank you good sir for keeping this updated


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Feb 22, 2015 02:54 AM    Msg. 577 of 857       
any plans for cea models yet and SGT Arroyo dont say any thing


SGT Arroyo
Joined: Jul 23, 2014

golden


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


ElijahB1
Joined: Nov 25, 2012


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


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


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


NeX
Joined: Apr 11, 2013


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


ElijahB1
Joined: Nov 25, 2012


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: NeX
Quote: --- 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


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Feb 24, 2015 03:50 PM    Msg. 583 of 857       
Quote: --- Original message by: ElijahB1

vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
============================


Check the OP for new update! v4.1.0.0

============================
^^^^^^^^^^^^^^^^^^^^^^^^^^^^



Quote: --- Original message by: NeX
Quote: --- 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.


Halonimator
Joined: Dec 15, 2014


Posted: Feb 24, 2015 06:23 PM    Msg. 584 of 857       
i need emf3 or amf importer script fo 3ds max8


MrChromed
Joined: Apr 14, 2013

Developer on SPv3 and ShadowMods.


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


ElijahB1
Joined: Nov 25, 2012


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.


P3
Joined: Dec 2, 2011


Posted: Feb 24, 2015 09:12 PM    Msg. 587 of 857       
Can we extract CGI cinematic cut scenes?


MEGA_VKNG
Joined: Dec 23, 2013


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.


ElijahB1
Joined: Nov 25, 2012


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...


P3
Joined: Dec 2, 2011


Posted: Feb 24, 2015 09:54 PM    Msg. 590 of 857       
Quote: --- Original message by: ElijahB1
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...


Ah, welp. Wasn't thinking. Anyway, thanks for contributing to the community. I'm sure we all appreciate it very much. ;)


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Feb 25, 2015 09:00 PM    Msg. 591 of 857       

plz don't hate me


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Feb 25, 2015 09:14 PM    Msg. 592 of 857       
Now where did you find the map file to get the model?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


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!


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


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.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Feb 27, 2015 04:48 PM    Msg. 595 of 857       
cant release it if I do that

 
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