
MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Mar 29, 2015 05:42 PM
Msg. 631 of 857
Will adjutant actually be supporting online? I saw Rosana posting on the thread.
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 29, 2015 05:56 PM
Msg. 632 of 857
Quote: --- Original message by: ElijahB1Quote: --- Original message by: jabberwockxeno Ah, that was it. And the mainmenu file? From what game is the map from? What's the error? I got mixed up, I was thinking of the campaign file. Anyways I'm actually having a problem where I can't load any halo 4 ones, but i'm troubleshooting that myself right now, firstly by updating from adjutant 3.0 Just downloaded the current version of adjutant and I see the plugin and helper folders, those seem to be new. Anything I need to know about them or is it all behind the scenes stuff or is it stuff I access from the main adjutant GUI anyways?
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clonetrooper163
Joined: Oct 19, 2011
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Posted: Mar 29, 2015 05:56 PM
Msg. 633 of 857
Quote: --- Original message by: MEGASEAN2812 Will adjutant actually be supporting online? I saw Rosana posting on the thread. It most likely wont for awhile people in my thread i made even Rosanna Weyland ignored what i said and again i will post it. The .maps in halo online only hold simple code for the maps and are cache files for the real files that are in .dat, you can't extract anything from the .map files but code if you were to get them open. Edited by clonetrooper163 on Mar 29, 2015 at 05:56 PM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Mar 29, 2015 06:00 PM
Msg. 634 of 857
Well you can already extract all models and textures since it is a PC game.
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clonetrooper163
Joined: Oct 19, 2011
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Posted: Mar 29, 2015 06:12 PM
Msg. 635 of 857
Quote: --- Original message by: altis94 Well you can already extract all models and textures since it is a PC game. Yeah ninjaripper but you need to fix the UV maps and fix the model as it gets loaded in wide and stretched .
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ElijahB1
Joined: Nov 25, 2012
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Posted: Mar 29, 2015 06:48 PM
Msg. 636 of 857
Quote: --- Original message by: altis94 Well you can already extract all models and textures since it is a PC game. That, and most of the stuff is Halo 3, Reach, or 4 models so there is not much point in developing extraction for it at the moment...
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Mar 29, 2015 06:57 PM
Msg. 637 of 857
3D ripper DX exports models correctly though.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Mar 29, 2015 09:18 PM
Msg. 638 of 857
Quote: --- Original message by: ElijahB1Quote: --- Original message by: altis94 Well you can already extract all models and textures since it is a PC game. That, and most of the stuff is Halo 3, Reach, or 4 models so there is not much point in developing extraction for it at the moment... i want the sounds too.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Mar 29, 2015 10:52 PM
Msg. 639 of 857
Quote: --- Original message by: MEGASEAN2812Quote: --- Original message by: ElijahB1Quote: --- Original message by: altis94 Well you can already extract all models and textures since it is a PC game. That, and most of the stuff is Halo 3, Reach, or 4 models so there is not much point in developing extraction for it at the moment... i want the sounds too. Get Fraps lol
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Mar 29, 2015 11:02 PM
Msg. 640 of 857
I just found out Halo Online. How long has this thing been publicly known about?
(I feel SO out of the loop)
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ElijahB1
Joined: Nov 25, 2012
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Posted: Mar 29, 2015 11:25 PM
Msg. 641 of 857
Quote: --- Original message by: videoman I just found out Halo Online. How long has this thing been publicly known about?
(I feel SO out of the loop) A few days
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Mar 30, 2015 01:25 AM
Msg. 642 of 857
Anyone know why the PNG extracted files do not have Alpha transparency channels with them?
When I extract textures with Adjutant (in PNG format) they don't have transparency with them. So textures that are decals, are showing up (when applied to meshes) without any sort of transparency.
Thanks for any help.
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ThaWhiteMexicant
Joined: Mar 11, 2015
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Posted: Mar 30, 2015 02:22 AM
Msg. 643 of 857
i dont know the cause but there are one of 2 ways to go about this if you are using 3ds max. 1. go to your material/bitmap and make sure the aplha is checked. 2. just go to your opacity part of a standard material and use the same bitmap as your diffuse and select mono output as alpha.
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 30, 2015 02:28 AM
Msg. 644 of 857
Alright, I got the halo 4 map files to open, it was the older version of adjutant. That said, trying to load more then a few .map files at a time causes adjutant to crash, is decompiling them or whatever the term is more intensive then for reach or halo 3 ones? Edited by jabberwockxeno on Mar 30, 2015 at 02:59 AM
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ElijahB1
Joined: Nov 25, 2012
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Posted: Mar 30, 2015 03:29 AM
Msg. 645 of 857
Quote: --- Original message by: jabberwockxeno
Alright, I got the halo 4 map files to open, it was the older version of adjutant. That said, trying to load more then a few .map files at a time causes adjutant to crash, is decompiling them or whatever the term is more intensive then for reach or halo 3 ones? Edited by jabberwockxeno on Mar 30, 2015 at 02:59 AM Kinda, I usually only work with one map at a time and have no issues.
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ThaWhiteMexicant
Joined: Mar 11, 2015
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Posted: Mar 30, 2015 03:45 AM
Msg. 646 of 857
Make sure Adjutaunt is the only thing running cause when i decompile maps ill get the "not enough memory" message. ive never had it crash but it can take forever.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Mar 30, 2015 09:33 AM
Msg. 647 of 857
Quote: --- Original message by: videoman Anyone know why the PNG extracted files do not have Alpha transparency channels with them?
When I extract textures with Adjutant (in PNG format) they don't have transparency with them. So textures that are decals, are showing up (when applied to meshes) without any sort of transparency.
Thanks for any help. I think that png doesnt suport transparency, only tiff gif and JPEG files
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ElijahB1
Joined: Nov 25, 2012
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Posted: Mar 30, 2015 01:19 PM
Msg. 648 of 857
Quote: --- Original message by: EmmanuelCDQuote: --- Original message by: videoman Anyone know why the PNG extracted files do not have Alpha transparency channels with them?
When I extract textures with Adjutant (in PNG format) they don't have transparency with them. So textures that are decals, are showing up (when applied to meshes) without any sort of transparency.
Thanks for any help. I think that png doesnt suport transparency, only tiff gif and JPEG files PNG dose, photo shop is just dumb when it comes to its alpha channel.
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jabberwockxeno
Joined: Jan 16, 2013
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Posted: Mar 30, 2015 05:07 PM
Msg. 649 of 857
Quote: --- Original message by: ElijahB1Quote: --- Original message by: jabberwockxeno
Alright, I got the halo 4 map files to open, it was the older version of adjutant. That said, trying to load more then a few .map files at a time causes adjutant to crash, is decompiling them or whatever the term is more intensive then for reach or halo 3 ones? Edited by jabberwockxeno on Mar 30, 2015 at 02:59 AM Kinda, I usually only work with one map at a time and have no issues. For 3 and reach I just opened all the .map files at once without issue. Quote: --- Original message by: EmmanuelCDQuote: --- Original message by: videoman Anyone know why the PNG extracted files do not have Alpha transparency channels with them?
When I extract textures with Adjutant (in PNG format) they don't have transparency with them. So textures that are decals, are showing up (when applied to meshes) without any sort of transparency.
Thanks for any help. I think that png doesnt suport transparency, only tiff gif and JPEG files You got it backwards, png does, jpg does not.
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Extreme110
Joined: May 18, 2010
That doesn't motivate me sir!
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Posted: Apr 2, 2015 09:10 PM
Msg. 650 of 857
Firstly want to say that I really appreciate the effort you guys have gone through. There's some really awesome work done here. Many thank yous all around! I know you guys are well aware of the sound extraction problems and that you've got life things to work out; in the meantime, I thought I'd give you a list of all the music files that I couldn't extract and their error messages. There's still a couple files which can't be extracted because the "source array was not long enough" (you fixed many of these in the latest version, just a few more left). Hopefully this helps in some way. I'm looking forward to whatever you guys do next. 005_intro sound\cinematics\010_jungle\010la\music\010la_music_1_3 --Unsupported Sound Type. sound\cinematics\010_jungle\010la\music\010la_music_1_18 --Unsupported Sound Type. sound\cinematics\010_jungle\010la2\music\010la2_music_1_1 --Unsupported Sound Type.
010_jungle sound\music\amb\perc\perc85\track1\alt_out --Source array was not long enough. Check srcIndex and length, and the array's lower bounds. sound\music\amb\perc\perc85\track1\loop - lp1 + lp2 + lp3 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
020_base sound\cinematics\020_base\music\020la_mus_1_2 --Unsupported Sound Type. sound\cinematics\020_base\music\020la_mus_hall_2_2 --Unsupported Sound Type. sound\cinematics\020_base\music\020la_mus_prof1_1_3 --Unsupported Sound Type. sound\music\amb\tech\a_tech\track1\loop - loop1 + loop2 + loop3 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
030_outskirts sound\cinematics\030_outskirts\030la_music --Unsupported Sound Type.
040_voi sound\cinematics\040_voi\music\040lb_mus_portal_1_4 --Unsupported Sound Type. sound\cinematics\040_voi\music\040lb_music_1_13 --Unsupported Sound Type. sound\music\amb\perc\perilous_timp\track1\loop - lp1, lp2, lp3, lp4, lp5, lp6, lp7 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
050_floodvoi sound\cinematics\050_flood_voi_music_050lb_mus1_oldfmd_4_40 --Unsupported Sound Type. (Note: Both other cinematic sound files extracted perfectly)
070_waste sound\cinematics\070_waste\070la_music_1_1 --Unsupported Sound Type. sound\cinematics\070_waste\070lc_music_1_3 --Unsupported Sound Type. sound\cinematics\070_waste\070lc_music_barrier_8_1 --Unsupported Sound Type. sound\cinematics\070_waste\070ld_music_2_1 --Unsupported Sound Type. sound\music\amb\perc\perc96\track1\loop - loop1, loop2, loop3, loop4, loop5, loop6, loop7 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
100_citadel sound\cinematics\100_citadel\100la\100la_music_min_46 --Unsupported Sound Type. sound\cinematics\100_citadel\100lb\100lb_music_1_1 --Unsupported Sound Type. sound\cinematics\100_citadel\100lc\music\100lc_music_crash_1_1 --Unsupported Sound Type. sound\cinematics\100_citadel\100lc\music\100lc_music_hall_2_1 --Unsupported Sound Type. sound\cinematics\100_citadel\100lc\music\100lc_music_prov_1_2 --Unsupported Sound Type. sound\cinematics\100_citadel\100ld\music\100ld_music_a_lies_3_13 --Unsupported Sound Type. sound\cinematics\100_citadel\100ld\music\100ld_music_take_1_21 --Unsupported Sound Type. sound\cinematics\100_citadel\100ld\music\100ld_music_tent_2_1 --Unsupported Sound Type. sound\cinematics\100_citadel\100le\100le_music_2_1_byrings --Unsupported Sound Type.
110_hc sound\cinematics\110_hc\110la\110la_music_1_1 --Unsupported Sound Type. sound\cinematics\110_hc\110lb\110lb_music_1_8 --Unsupported Sound Type. sound\cinematics\110_hc\110lc\110lc_music_2_1 --Unsupported Sound Type. sound\music\amb\perc\perc96\track1\loop - loop1, loop2, loop3, loop4, loop5, loop6, loop7 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
120_halo sound\cinematics\120_halo\120la\120la_music_1_1 --Unsupported Sound Type. sound\cinematics\120_halo\120lb\120lb_music_2_1 --Unsupported Sound Type. sound\cinematics\120_halo\120lc\120lc_music_1_9 --Unsupported Sound Type. sound\cinematics\130_epilogue\130la\130la_music_critical_1_1 --Unsupported Sound Type. sound\music\numbers\14perc\track1\loop - lp1, lp2 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
130_epilogue sound\cinematics\130_epilogue\130lb\130lb_music_1_4 --Unsupported Sound Type. sound\cinematics\130_epilogue\130lc\130lc_music_1_231 --Unsupported Sound Type. sound\cinematics\130_epilogue\130ld\130ld_music_1_1 --Unsupported Sound Type.
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: May 4, 2015 08:21 PM
Msg. 651 of 857
Quote: --- Original message by: MEGASEAN2812
Cant wait for jahnlaxes h4spp with added op dmrs. Edited by MEGASEAN2812 on Apr 5, 2014 at 05:27 PM me either, op energy swords, untested weapons, gliths and exceptions !!! BTW thanks for fixing the download link
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 5, 2015 03:39 AM
Msg. 652 of 857
Quote: --- Original message by: KinnetQuote: --- Original message by: MEGASEAN2812
Cant wait for jahnlaxes h4spp with added op dmrs. Edited by MEGASEAN2812 on Apr 5, 2014 at 05:27 PM me either, op energy swords, untested weapons, gliths and exceptions !!! BTW thanks for fixing the download link E.e Just wondering has there been any movement with regards to full ripping suport for H1A? If not thats keewl.
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ElijahB1
Joined: Nov 25, 2012
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Posted: May 6, 2015 11:43 PM
Msg. 653 of 857
Quote: --- Original message by: SS FlankerQuote: --- Original message by: KinnetQuote: --- Original message by: MEGASEAN2812
Cant wait for jahnlaxes h4spp with added op dmrs. Edited by MEGASEAN2812 on Apr 5, 2014 at 05:27 PM me either, op energy swords, untested weapons, gliths and exceptions !!! BTW thanks for fixing the download link E.e Just wondering has there been any movement with regards to full ripping suport for H1A? If not thats keewl. No, work has been really slow recently
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 7, 2015 12:19 AM
Msg. 654 of 857
Quote: --- Original message by: Extreme110Firstly want to say that I really appreciate the effort you guys have gone through. There's some really awesome work done here. Many thank yous all around! I know you guys are well aware of the sound extraction problems and that you've got life things to work out; in the meantime, I thought I'd give you a list of all the music files that I couldn't extract and their error messages. There's still a couple files which can't be extracted because the "source array was not long enough" (you fixed many of these in the latest version, just a few more left). Hopefully this helps in some way. I'm looking forward to whatever you guys do next. 005_intro sound\cinematics\010_jungle\010la\music\010la_music_1_3 --Unsupported Sound Type. sound\cinematics\010_jungle\010la\music\010la_music_1_18 --Unsupported Sound Type. sound\cinematics\010_jungle\010la2\music\010la2_music_1_1 --Unsupported Sound Type.
010_jungle sound\music\amb\perc\perc85\track1\alt_out --Source array was not long enough. Check srcIndex and length, and the array's lower bounds. sound\music\amb\perc\perc85\track1\loop - lp1 + lp2 + lp3 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
020_base sound\cinematics\020_base\music\020la_mus_1_2 --Unsupported Sound Type. sound\cinematics\020_base\music\020la_mus_hall_2_2 --Unsupported Sound Type. sound\cinematics\020_base\music\020la_mus_prof1_1_3 --Unsupported Sound Type. sound\music\amb\tech\a_tech\track1\loop - loop1 + loop2 + loop3 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
030_outskirts sound\cinematics\030_outskirts\030la_music --Unsupported Sound Type.
040_voi sound\cinematics\040_voi\music\040lb_mus_portal_1_4 --Unsupported Sound Type. sound\cinematics\040_voi\music\040lb_music_1_13 --Unsupported Sound Type. sound\music\amb\perc\perilous_timp\track1\loop - lp1, lp2, lp3, lp4, lp5, lp6, lp7 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
050_floodvoi sound\cinematics\050_flood_voi_music_050lb_mus1_oldfmd_4_40 --Unsupported Sound Type. (Note: Both other cinematic sound files extracted perfectly)
070_waste sound\cinematics\070_waste\070la_music_1_1 --Unsupported Sound Type. sound\cinematics\070_waste\070lc_music_1_3 --Unsupported Sound Type. sound\cinematics\070_waste\070lc_music_barrier_8_1 --Unsupported Sound Type. sound\cinematics\070_waste\070ld_music_2_1 --Unsupported Sound Type. sound\music\amb\perc\perc96\track1\loop - loop1, loop2, loop3, loop4, loop5, loop6, loop7 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
100_citadel sound\cinematics\100_citadel\100la\100la_music_min_46 --Unsupported Sound Type. sound\cinematics\100_citadel\100lb\100lb_music_1_1 --Unsupported Sound Type. sound\cinematics\100_citadel\100lc\music\100lc_music_crash_1_1 --Unsupported Sound Type. sound\cinematics\100_citadel\100lc\music\100lc_music_hall_2_1 --Unsupported Sound Type. sound\cinematics\100_citadel\100lc\music\100lc_music_prov_1_2 --Unsupported Sound Type. sound\cinematics\100_citadel\100ld\music\100ld_music_a_lies_3_13 --Unsupported Sound Type. sound\cinematics\100_citadel\100ld\music\100ld_music_take_1_21 --Unsupported Sound Type. sound\cinematics\100_citadel\100ld\music\100ld_music_tent_2_1 --Unsupported Sound Type. sound\cinematics\100_citadel\100le\100le_music_2_1_byrings --Unsupported Sound Type.
110_hc sound\cinematics\110_hc\110la\110la_music_1_1 --Unsupported Sound Type. sound\cinematics\110_hc\110lb\110lb_music_1_8 --Unsupported Sound Type. sound\cinematics\110_hc\110lc\110lc_music_2_1 --Unsupported Sound Type. sound\music\amb\perc\perc96\track1\loop - loop1, loop2, loop3, loop4, loop5, loop6, loop7 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
120_halo sound\cinematics\120_halo\120la\120la_music_1_1 --Unsupported Sound Type. sound\cinematics\120_halo\120lb\120lb_music_2_1 --Unsupported Sound Type. sound\cinematics\120_halo\120lc\120lc_music_1_9 --Unsupported Sound Type. sound\cinematics\130_epilogue\130la\130la_music_critical_1_1 --Unsupported Sound Type. sound\music\numbers\14perc\track1\loop - lp1, lp2 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
130_epilogue sound\cinematics\130_epilogue\130lb\130lb_music_1_4 --Unsupported Sound Type. sound\cinematics\130_epilogue\130lc\130lc_music_1_231 --Unsupported Sound Type. sound\cinematics\130_epilogue\130ld\130ld_music_1_1 --Unsupported Sound Type.
I brought this up forever ago and was told to "buy the soundtrack." I believe there are also some letterbox dialog that can't be ripped too
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 7, 2015 04:51 AM
Msg. 655 of 857
Quote: --- Original message by: ElijahB1Quote: --- Original message by: SS FlankerQuote: --- Original message by: KinnetQuote: --- Original message by: MEGASEAN2812
Cant wait for jahnlaxes h4spp with added op dmrs. Edited by MEGASEAN2812 on Apr 5, 2014 at 05:27 PM me either, op energy swords, untested weapons, gliths and exceptions !!! BTW thanks for fixing the download link E.e Just wondering has there been any movement with regards to full ripping suport for H1A? If not thats keewl. No, work has been really slow recently Ah no problem keep up the good work though!
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Extreme110
Joined: May 18, 2010
That doesn't motivate me sir!
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Posted: May 7, 2015 05:51 AM
Msg. 656 of 857
Quote: --- Original message by: MatthewDratt I brought this up forever ago and was told to "buy the soundtrack."
Jesus. Do people seriously not get that the soundtrack doesn't contain most of the audio inside the game, and the OST audio is mixed differently? Quote: --- Original message by: MatthewDratt I believe there are also some letterbox dialog that can't be ripped too
I found this as well, but I couldn't be bothered to check every single line of dialogue.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 7, 2015 09:31 PM
Msg. 657 of 857
I've had that issue so many times when trying to rip audio from games. I wanted to find that epic theme from crysis 2 that only plays twice in the entire game, everybody said "its in the soundtrack" and it wasn't.
TLDR I found a sound rip for the game and it was in one of the action only slots, was pretty nifty to listen to it
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: May 22, 2015 03:26 AM
Msg. 658 of 857
How far away is Adjutant from extracting halo anniversary models, or is anyone still working on that?
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ElijahB1
Joined: Nov 25, 2012
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Posted: May 22, 2015 10:46 PM
Msg. 659 of 857
Quote: --- Original message by: SciFi How far away is Adjutant from extracting halo anniversary models, or is anyone still working on that? Quote: --- Original message by: ElijahB1 work has been really slow recently
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: May 24, 2015 04:28 PM
Msg. 660 of 857
When I extract images from halo 2 using Adjutant the normal maps look black and white. When I extract the same images from halo 2 using Entrity the normal maps look right. Why does Adjutant extract halo 2 normal maps as black and white images?
Edited by SciFi on Jun 10, 2015 at 05:36 AM
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NeX
Joined: Apr 11, 2013
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Posted: May 24, 2015 06:32 PM
Msg. 661 of 857
Bump maps are black and white. If you use the nvidia normal map filter for Photoshop it would look nearly identical
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MithosKuu
Joined: Mar 29, 2009
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Posted: Jun 7, 2015 02:24 AM
Msg. 662 of 857
Running Adjutant 4.1.0.0, opening Halo 2 > 03a_oldmombassa.map Attempting to export the Grunt
"Error extracting objects\characters\grunt\grunt.mode: --no weights on a weighted node. report this."
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Jun 7, 2015 07:33 PM
Msg. 663 of 857
Quote: --- Original message by: MithosKuu Running Adjutant 4.1.0.0, opening Halo 2 > 03a_oldmombassa.map Attempting to export the Grunt
"Error extracting objects\characters\grunt\grunt.mode: --no weights on a weighted node. report this." ask for a ripped grunt from burby
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MithosKuu
Joined: Mar 29, 2009
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Posted: Jun 8, 2015 06:02 PM
Msg. 664 of 857
Quote: --- Original message by: SGT ArroyoQuote: --- Original message by: MithosKuu Running Adjutant 4.1.0.0, opening Halo 2 > 03a_oldmombassa.map Attempting to export the Grunt
"Error extracting objects\characters\grunt\grunt.mode: --no weights on a weighted node. report this." ask for a ripped grunt from burby I'm not too concerned with getting the model, just reporting like the output said to.
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Jul 1, 2015 02:59 AM
Msg. 665 of 857
I know things are slow right now and probably not see anything for months. That being said, will there ever be any animation extraction?
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