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Author Topic: Adjutant News and Info! (857 messages, Page 18 of 25)
Moderators: Dennis

Anonymous
Joined: Feb 22, 2015


Posted: Feb 28, 2015 12:37 AM    Msg. 596 of 857       
UE4 is pretty fun but I don't think lot of people will have access to it, building collision models for Sandtrap atm so I've got a fun arena to play with stuff I make.

...cant embed images for another day.

http://imgur.com/X4FnQYS


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Feb 28, 2015 03:09 AM    Msg. 597 of 857       
you could always just make a default level with a gigantic plane and then mess around with the landscape tool. I've done essentially the same and I have a nice looking terrain to test my stuff.

Also pretty much anybody can get access to UE4. Any College/University students can grab the software for free, and others can grab the software for a monthly payment. If you stop paying you simply don't get updates, but can continually use the software forever


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 28, 2015 07:18 AM    Msg. 598 of 857       
Quote: --- Original message by: lockeowns
Why don't u guys port ce to UE4 but keep the graphics the same.


Then what would be the point.......?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Feb 28, 2015 11:53 PM    Msg. 599 of 857       
because porting stuff over like that and distributing it would be illegal as it would break Microsoft's Game Content Usage Rules as well as the Terms of Agreement for Unreal Engine


Anonymous
Joined: Feb 22, 2015


Posted: Mar 1, 2015 07:30 AM    Msg. 600 of 857       
It'd also be a tone of work. Stuff looks nice though, I've always liked these bases. The artists did some serious UVW gymnastics though.


Edited by Anonymous on Mar 1, 2015 at 07:31 AM


sshers4
Joined: Apr 28, 2013


Posted: Mar 1, 2015 07:57 AM    Msg. 601 of 857       
To be honest halo 4 forerunner looks stunning than halo 3. It's my opinion so.


Halonimator
Joined: Dec 15, 2014


Posted: Mar 1, 2015 12:12 PM    Msg. 602 of 857       
contingency


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 1, 2015 03:30 PM    Msg. 603 of 857       
as fun as it is to work for the project, it gets a little tiresome seeing us get plugged into every halo venture that's not within the BLAM! engine


SciFi
Joined: Aug 25, 2014

strong and bitter words indicate a weak cause


Posted: Mar 4, 2015 04:28 AM    Msg. 604 of 857       

Edited by SciFi on Mar 28, 2015 at 02:57 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 6, 2015 09:41 AM    Msg. 605 of 857       
Quote: --- Original message by: Mootjuh
Quote: --- Original message by: sshers4
To be honest halo 4 forerunner looks stunning than halo 3. It's my opinion so.


The problem is H4 messed up the metal shaders. The geometry itself is superior.


Some of the structures are impressive, but you get the feeling when ripping one of there maps that they just added geo just for the sake of adding geo.


ThaWhiteMexicant
Joined: Mar 11, 2015


Posted: Mar 11, 2015 09:26 PM    Msg. 606 of 857       
Hey does anyone know how to deal with the blend Maps from Halo 4. I figured out that they act as an 3 separate alpha maps for the R G & B channels. However in 3ds max i dont know how to deal with this. I separated a B/W map for each channel and used a composite material using grass (or another text) as the diffuse and the B/W channel as the mask. However this resulted in the 1024x1024 texture for grass being stretched across the whole ragnarock map. the other solution im trying is turning that 1024 texture into a 16384 texture by copying and pasting it over and over. this fixes the stretching problem but now i have like 1gb texture files.

Im wondering if there is an easy solution to blend maps within 3ds max?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 11, 2015 10:13 PM    Msg. 607 of 857       
You can do 2 things. One you can separate the channels, or just follow this tutorial

https://www.youtube.com/watch?v=SS048QmM2vo

shows you how to set it up in 3DS max


Fern_Silverthorn
Joined: Mar 12, 2015


Posted: Mar 12, 2015 04:52 AM    Msg. 608 of 857       
I'm getting a 404 error when I try to download the plugins.zip, anybody got that? (for the latest version.)


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 13, 2015 11:55 AM    Msg. 609 of 857       
Pretty sure jesse knows how to attain the diffuse map from a blend map.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 13, 2015 04:03 PM    Msg. 610 of 857       
You can honestly just separate it in photoshop, but if you want to set it up in 3DS max without bothering anything further, you use a Color Correction slot (Which is what I showed in that youtube tutorial but I guess reading/viewing is something you guys are averted to)


Bizargh
Joined: Mar 14, 2015


Posted: Mar 14, 2015 07:17 PM    Msg. 611 of 857       
While using Adjutant 4.1.0.0 to extract the newly accessible sounds from Halo: Reach, I encountered some technical troubles doing so.

I should firstly mention that due to the Plugins not being included in the 4.1.0.0 download package, I copied over the Plugins included with the 4.0.0.0, as well as the helpers for Halo 4 sound extraction, in case any of this has any relation to the issues I'm encountering.

Firstly, when previewing the sound files via Play All, all of the weapon SFX I've checked don't seem to playback the final file (Ex. "sound\weapons\shotgun\fire" & "sound\weapons\assault_rifle\ar_fire" only plays-back 2/3 audio files, and "sound\weapons\sniper_rifle\sniper_fire_reach" only plays-back 3/4).

And on a side note, I also encountered an Unhandled Exception when I randomly checked "sound\dialog\combat\trooper5\default\07_respond\grt_spartans":


Quote:
************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '0' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
at System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)
at (Object , Int32 )
at A.OHB.A(Object , Int32 )
at A.SG.A(HP , CP )
at A.A.A(HP , CP )
at A.MI.A(Object , TreeViewEventArgs )
at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Adjutant
Assembly Version: 1.0.0.0
Win32 Version: 4.1.0.0
CodeBase: file:///I:/Emre's%20Documents/Project%20Material/Third%20Party%20Recordings/Halo/Tools/Adjutant%204.1.0.0/Adjutant.exe
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
ResourceAssembly
Assembly Version: 1.0.0.0
Win32 Version: 4.1.0.0
CodeBase: file:///I:/Emre's%20Documents/Project%20Material/Third%20Party%20Recordings/Halo/Tools/Adjutant%204.1.0.0/Adjutant.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
PresentationCore
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
WindowsFormsIntegration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsFormsIntegration/v4.0_4.0.0.0__31bf3856ad364e35/WindowsFormsIntegration.dll
----------------------------------------
PresentationFramework
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework/v4.0_4.0.0.0__31bf3856ad364e35/PresentationFramework.dll
----------------------------------------
System.Xaml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xaml/v4.0_4.0.0.0__b77a5c561934e089/System.Xaml.dll
----------------------------------------
PresentationFramework.Aero
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework.Aero/v4.0_4.0.0.0__31bf3856ad364e35/PresentationFramework.Aero.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


But the bigger problem I encountered was in the extraction process (I used .WAV as the output file). When I tried to Save Selected each of the files, each individual file would either only contain a partial of their full sound, or act as if split in two, often with the final file being completely blank/silent. I also tried this with some of the music files ("sound\music\sustain\glue\f_nohi\track1\loop" to be precise), but although all three files played-back via Play All, their extracted .WAVs came out missing an ending portion of the full length of music. When I tried via Batch Extraction of all contents from both Halo: Reach [Beta] & Halo: Reach, the results were exactly the same.

But when extracting the files via Save As Single, this produced more successful results, but if the final file of the !snd bundle was missing from previous playback & extraction, it would be still missing. So whilst I could get all three loop files from "sound\music\sustain\glue\f_nohi\track1\loop" 100% intact, I'd only get 3/4 from "sound\weapons\sniper_rifle\sniper_fire_reach" & 2/3 from "sound\weapons\assault_rifle\ar_fire".

So at present, whilst sound files that are previously could not be extracted by Adjutant now can, general extraction of sound files has become rather dysfunctional as a whole, at least for Halo: Reach, Beta & Launch where I encountered these problems. I have briefly checked Halo 3: ODST while writing this post, and I've encountered similar problems, so it's safe to say the problem appears to be tool related (Unless there are updated Plugins I happen to be missing of course).

I hope this information was useful, despite being long winded.
Edited by Bizargh on Mar 14, 2015 at 07:34 PM


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Mar 15, 2015 04:22 AM    Msg. 612 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!


Woah that looks spectacular!


ElijahB1
Joined: Nov 25, 2012


Posted: Mar 15, 2015 03:25 PM    Msg. 613 of 857       
Quote: --- Original message by: Bizargh

While using Adjutant 4.1.0.0 to extract the newly accessible sounds from Halo: Reach, I encountered some technical troubles doing so.

I should firstly mention that due to the Plugins not being included in the 4.1.0.0 download package, I copied over the Plugins included with the 4.0.0.0, as well as the helpers for Halo 4 sound extraction, in case any of this has any relation to the issues I'm encountering.

Firstly, when previewing the sound files via Play All, all of the weapon SFX I've checked don't seem to playback the final file (Ex. "sound\weapons\shotgun\fire" & "sound\weapons\assault_rifle\ar_fire" only plays-back 2/3 audio files, and "sound\weapons\sniper_rifle\sniper_fire_reach" only plays-back 3/4).

And on a side note, I also encountered an Unhandled Exception when I randomly checked "sound\dialog\combat\trooper5\default\07_respond\grt_spartans":

[...]

But the bigger problem I encountered was in the extraction process (I used .WAV as the output file). When I tried to Save Selected each of the files, each individual file would either only contain a partial of their full sound, or act as if split in two, often with the final file being completely blank/silent. I also tried this with some of the music files ("sound\music\sustain\glue\f_nohi\track1\loop" to be precise), but although all three files played-back via Play All, their extracted .WAVs came out missing an ending portion of the full length of music. When I tried via Batch Extraction of all contents from both Halo: Reach [Beta] & Halo: Reach, the results were exactly the same.

But when extracting the files via Save As Single, this produced more successful results, but if the final file of the !snd bundle was missing from previous playback & extraction, it would be still missing. So whilst I could get all three loop files from "sound\music\sustain\glue\f_nohi\track1\loop" 100% intact, I'd only get 3/4 from "sound\weapons\sniper_rifle\sniper_fire_reach" & 2/3 from "sound\weapons\assault_rifle\ar_fire".

So at present, whilst sound files that are previously could not be extracted by Adjutant now can, general extraction of sound files has become rather dysfunctional as a whole, at least for Halo: Reach, Beta & Launch where I encountered these problems. I have briefly checked Halo 3: ODST while writing this post, and I've encountered similar problems, so it's safe to say the problem appears to be tool related (Unless there are updated Plugins I happen to be missing of course).

I hope this information was useful, despite being long winded.
Edited by Bizargh on Mar 14, 2015 at 07:34 PM


We have always had issues with the length of smaller sounds getting messed up, the way the sound tag is built is kind of confusing and some of the variables don't always line up they way that they should. Most sounds work fine, but my guess is that as more sounds are available to extract, the more it is that you guys are noticing the ones that don't work 100%. If you extract a sound file that is split up poorly, just extract it as one file and split it up by hand yourself.

For now you will just need to work around it, we are all very busy at the moment with school and living life so there will most likely not be an update for a while.

>>> The download link in the OP has been updated with plugins and other non-essential files. <<<
Edited by ElijahB1 on Mar 15, 2015 at 03:33 PM


Bizargh
Joined: Mar 14, 2015


Posted: Mar 15, 2015 06:12 PM    Msg. 614 of 857       
Quote: --- Original message by: ElijahB1
We have always had issues with the length of smaller sounds getting messed up, the way the sound tag is built is kind of confusing and some of the variables don't always line up they way that they should. Most sounds work fine, but my guess is that as more sounds are available to extract, the more it is that you guys are noticing the ones that don't work 100%. If you extract a sound file that is split up poorly, just extract it as one file and split it up by hand yourself.

For now you will just need to work around it, we are all very busy at the moment with school and living life so there will most likely not be an update for a while.

>>> The download link in the OP has been updated with plugins and other non-essential files. <<<
Edited by ElijahB1 on Mar 15, 2015 at 03:33 PM


I might've failed to mention that the issues I've encountered with the Play All feature & extraction via Batch & Save Selected is occurring to files that did not have the issue in previous versions even before v4.0.0.0, such as the "sound\weapons\shotgun\fire", "sound\dialog\combat\trooper5\default\07_respond\grt_spartans" & "sound\weapons\assault_rifle\ar_fire" I used as examples. Forgive me if I'm reiterating a statement I've already clearly made, just trying to make sure my feedback is as accurate & helpful as I can give it.

It's no inconvenience to me. I've still got previous versions of Adjutant to serve my needs, and Adjutant 4.1.0.0 still offers a means for us to acquire more sound & music than we could previously, regardless of the issues I've mentioned.

Believe me, I have no expectations of a prompt addressing to these problems. The valuable time you spare for projects such as the Adjutant tool is very highly appreciated!

I apologize if I've only spoken long about an issue you were already aware of, and thanks for the updated download package.
Edited by Bizargh on Mar 15, 2015 at 06:12 PM


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Mar 15, 2015 06:26 PM    Msg. 615 of 857       
Anyone had success with getting UE4 to work with extracted vehicles from the Halo games? I have been trying to figure out how to incorporate vehicles into the engine, but UE4's documentation can be spotty sometimes, especially with vehicles.

Anyone had any luck?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 15, 2015 07:32 PM    Msg. 616 of 857       
you would be better off using the vehicle game content examples and basing your blueprints off of that. otherwise write it in code


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Mar 15, 2015 09:04 PM    Msg. 617 of 857       
Quote: --- Original message by: R93_Sniper
you would be better off using the vehicle game content examples and basing your blueprints off of that. otherwise write it in code


Not sure what you mean by this? Do you mean using the Vehicle example for the warthog? Or simply using the example instead of the warthog?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 16, 2015 12:33 AM    Msg. 618 of 857       
use the example to learn how to use the blueprints to set up the vehicle. Then learn a bit of vector physics to accomplish other goals such as the covenant vehicles.

I actually showed Master Noob the Halo 3 Ghost and tried to have him put that in. He figured something about in about 4 or so days. Guess it pays off to be smart


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Mar 16, 2015 01:35 AM    Msg. 619 of 857       
Quote: --- Original message by: R93_Sniper
use the example to learn how to use the blueprints to set up the vehicle. Then learn a bit of vector physics to accomplish other goals such as the covenant vehicles.

I actually showed Master Noob the Halo 3 Ghost and tried to have him put that in. He figured something about in about 4 or so days. Guess it pays off to be smart


Lol, ya. Smart and knowing how to code will get you far with Game Development. Just wondering, did he use Blueprint or C++ for the Covenant vehicles? Trying to figure out (using Google) how to accomplish hovering base vehicles.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Mar 16, 2015 02:33 AM    Msg. 620 of 857       
it would be nice if we could extract environment sounds.

but otherwise i am super happy to be able to get vehicle loops now :D now i can make my ported vehicles sound right


Bizargh
Joined: Mar 14, 2015


Posted: Mar 16, 2015 06:43 PM    Msg. 621 of 857       
Quote: --- Original message by: killzone64
it would be nice if we could extract environment sounds.

but otherwise i am super happy to be able to get vehicle loops now :D now i can make my ported vehicles sound right


I don't know where you've been looking for them, but I've found plenty through Adjutant 3.5.1.0 - 4.0.0.0 under "sound\levels" (or just by typing "levels" in the search bar and exploring your results in the "sound" folder). You can find all the environmental based effects, many often unique to the specific .map file, whether it'd be lava, birds, wind, water, etc under that category.

"sound\materials" (Or "materials" via the previously mentioned search method) might be a place to look too, but that's mostly where you'll find sounds from interacting with objects or surfaces such as moving chairs or bullet impacts with metal.


And pardon me for steering a little off the forum topic, but does anyone know how to or where I can gather information on how to extract or convert extractions of the Halo [PC] .WAV files into a state that can be played and/or edited (For purposes within Microsoft's Game Content Usage rules, of course).
I've currently had a smooth ride with HMT (Halo Map Tools) v3 & V3.5 for the dialogue & music .OGGs, but when it comes to how to make the SFX's .WAVs useful, I've hit nothing but dead-ends on my numerous search attempts, aside from the "Record Guerrilla Playback" method. Any info or points in the right direction for said info would be much appreciated!

EDIT:

Nevermind. towav.exe did the job for me perfectly! Wish I thought of it sooner!

Edited by Bizargh on Mar 16, 2015 at 06:44 PM
Edited by Bizargh on Mar 16, 2015 at 08:11 PM
Edited by Bizargh on Mar 16, 2015 at 08:13 PM
Edited by Bizargh on Mar 30, 2015 at 06:47 PM
Edited by Bizargh on Mar 30, 2015 at 06:48 PM


Anonymous
Joined: Feb 22, 2015


Posted: Mar 17, 2015 07:52 AM    Msg. 622 of 857       
Quote: --- Original message by: videoman
Anyone had success with getting UE4 to work with extracted vehicles from the Halo games? I have been trying to figure out how to incorporate vehicles into the engine, but UE4's documentation can be spotty sometimes, especially with vehicles.

Anyone had any luck?


Its not too tricky to do four wheeled vehicles, what part are you stuck with? It's been a while since I've had time to play with UE4 but I can remember most of the process. I'll have to get back into it, I left Sandtrap looking a little unhappy.


Edited by Anonymous on Mar 17, 2015 at 07:53 AM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Mar 17, 2015 09:15 PM    Msg. 623 of 857       
your materials and lighting make me cry ;=;

You can do better D:


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Mar 17, 2015 09:38 PM    Msg. 624 of 857       
Quote: --- Original message by: Bizargh

Quote: --- Original message by: killzone64
it would be nice if we could extract environment sounds.

but otherwise i am super happy to be able to get vehicle loops now :D now i can make my ported vehicles sound right


I don't know where you've been looking for them, but I've found plenty through Adjutant 3.5.1.0 - 4.0.0.0 under "sound\levels" (or just by typing "levels" in the search bar and exploring your results in the "sound" folder). You can find all the environmental based effects, many often unique to the specific .map file, whether it'd be lava, birds, wind, water, etc under that category.

"sound\materials" (Or "materials" via the previously mentioned search method) might be a place to look too, but that's mostly where you'll find sounds from interacting with objects or surfaces such as moving chairs or bullet impacts with metal.


And pardon me for steering a little off the forum topic, but does anyone know how to or where I can gather information on how to extract or convert extractions of the Halo [PC] .WAV files into a state that can be played and/or edited (For purposes within Microsoft's Game Content Usage rules, of course).
I've currently had a smooth ride with HMT (Halo Map Tools) v3 & V3.5 for the dialogue & music .OGGs, but when it comes to how to make the SFX's .WAVs useful, I've hit nothing but dead-ends on my numerous search attempts, aside from the "Record Guerrilla Playback" method. Any info or points in the right direction for said info would be much appreciated!

Edited by Bizargh on Mar 16, 2015 at 06:44 PM
Edited by Bizargh on Mar 16, 2015 at 08:11 PM
Edited by Bizargh on Mar 16, 2015 at 08:13 PM


i was referring to the main background sounds. for example a specific sound im wanting is sound\levels\solo\m45\corvette_hangar\corvette_hangar


Anonymous
Joined: Feb 22, 2015


Posted: Mar 18, 2015 02:45 AM    Msg. 625 of 857       
Quote: --- Original message by: R93_Sniper
your materials and lighting make me cry ;=;

You can do better D:


You don't want to have fun on poo-trap?


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Mar 18, 2015 07:38 AM    Msg. 626 of 857       
Adjutant supports halo 2 anniversary model rip tool????????


jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 29, 2015 04:55 PM    Msg. 627 of 857       
Using adjutant for the first time in a while, it's supposed to tell you that shared and mainmenu fail to open, correct?


ElijahB1
Joined: Nov 25, 2012


Posted: Mar 29, 2015 05:26 PM    Msg. 628 of 857       
Quote: --- Original message by: jabberwockxeno
Using adjutant for the first time in a while, it's supposed to tell you that shared and mainmenu fail to open, correct?


You are not supposed to open shared maps.


jabberwockxeno
Joined: Jan 16, 2013


Posted: Mar 29, 2015 05:31 PM    Msg. 629 of 857       
Ah, that was it. And the mainmenu file?


ElijahB1
Joined: Nov 25, 2012


Posted: Mar 29, 2015 05:40 PM    Msg. 630 of 857       
Quote: --- Original message by: jabberwockxeno
Ah, that was it. And the mainmenu file?


From what game is the map from? What's the error?

 
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