
ElijahB1
Joined: Nov 25, 2012
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Posted: Jan 14, 2016 03:33 PM
Msg. 736 of 857
Quote: --- Original message by: R93_Sniper i kinda already proved to you that for certain things that's not the case? You're isolating channels of the material to get the arias that need CC or for the specular, it's the same process unless you are talking about something completely different.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jan 14, 2016 08:58 PM
Msg. 737 of 857
I think we might be
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 15, 2016 11:03 AM
Msg. 738 of 857
I'm wondering if in a future date you could perhaps add an option into the AMF import script which would allow one to simply utilize a multi-sub-object within which all of the standard sub materials contain only bitmaps and not another shader within that shader which contains the diffuse.
EG.
Multi-Sub > Shader Material 1 > Composite Shader > Diffuse bitmap
I would prefer:
Multi-Sub-Obj > Shader Material 1 > Diffuse bitmap Edited by Super Flanker on Jan 15, 2016 at 11:04 AM
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SuperShifty
Joined: Jan 17, 2016
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Posted: Jan 17, 2016 12:57 AM
Msg. 739 of 857
Where can I get the Halo 2 and Halo 3 Beta plugins?
In most cases copying the Halo3 folder and renaming it to Halo3Beta works but not completely, and 'Tools>Download Plugins' always seems to fail for me.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Jan 18, 2016 11:07 PM
Msg. 740 of 857
Quote: --- Original message by: SuperShifty Where can I get the Halo 2 and Halo 3 Beta plugins?
In most cases copying the Halo3 folder and renaming it to Halo3Beta works but not completely, and 'Tools>Download Plugins' always seems to fail for me. The plugins aren't really too impotent so for right now we will not be adding those plugins in.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Jan 22, 2016 01:41 PM
Msg. 741 of 857
4.2.0.0 UPDATE
v4.2.0.0 -Added support for Halo PC, CE, and decompressed CEA map files CEA map files can be decompressed using AMD's Halo CEA compression tools -Added setting to extract tags into different folders based on tag type -Changed model viewer FOV controls to left/right on the numpad (4 and 6) -Added render distance controls to model viewer using up/down on the numpad (8 and 2) -AMF script updates for faster imports -Bug fixes
DOWNLOAD LINK IN OP
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jan 22, 2016 02:52 PM
Msg. 742 of 857
Quote: --- Original message by: ElijahB1 4.2.0.0 UPDATE
v4.2.0.0 -Added support for Halo PC, CE, and decompressed CEA map files CEA map files can be decompressed using AMD's Halo CEA compression tools -Added setting to extract tags into different folders based on tag type -Changed model viewer FOV controls to left/right on the numpad (4 and 6) -Added render distance controls to model viewer using up/down on the numpad (8 and 2) -AMF script updates for faster imports -Bug fixes
DOWNLOAD LINK IN OP Way cool guys, thank you so much!
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 1, 2016 08:50 PM
Msg. 743 of 857
So uh, does this mean we can extract CEA models now? or can we still only extract bitmaps
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Bizargh
Joined: Mar 14, 2015
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Posted: Feb 2, 2016 08:44 AM
Msg. 744 of 857
Quote: --- Original message by: R93_Sniper So uh, does this mean we can extract CEA models now? Or can we still only extract bitmaps Some folk on a Source-Portin' thread have had some luck with textures so far: https://facepunch.com/showthread.php?t=1250225&p=49611225&viewfull=1#post49611225 They did mention they believed they couldn't get models, but I'll let our beloved toolmakers clarify that for you. But here's hoping I gave you something pretty to look at in the meantime. Edited by Bizargh on Feb 2, 2016 at 08:44 AM
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Feb 2, 2016 09:29 AM
Msg. 745 of 857
Quote: --- Original message by: R93_Sniper So uh, does this mean we can extract CEA models now? or can we still only extract bitmaps Most models are Reach. What we really need is BSP extraction.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 2, 2016 11:23 AM
Msg. 746 of 857
Give me CEA chief or give me!...actually no just give me that rigged chief please.
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Feb 2, 2016 09:09 PM
Msg. 747 of 857
I did see that some people have ripped the mc from cea it would be very cool to have that.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 2, 2016 09:30 PM
Msg. 748 of 857
AFAIK only ShadowSpartan has that at the moment, and he has his own sunny disposition about that as it stands
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Tnnaas
Joined: Jan 3, 2015
Venez voir maman. Avatar credit: kevinsano
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Posted: Feb 5, 2016 10:58 AM
Msg. 749 of 857
Quote: --- Original message by: ElijahB1 4.2.0.0 UPDATE
v4.2.0.0 -Added support for Halo PC, CE, and decompressed CEA map files CEA map files can be decompressed using AMD's Halo CEA compression tools -Added setting to extract tags into different folders based on tag type -Changed model viewer FOV controls to left/right on the numpad (4 and 6) -Added render distance controls to model viewer using up/down on the numpad (8 and 2) -AMF script updates for faster imports -Bug fixes
DOWNLOAD LINK IN OP Any chance we will see support for H1X and H2V maps in the future?
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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 5, 2016 11:19 AM
Msg. 750 of 857
What's the difference between H2V maps and H2X?
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Halonimator
Joined: Dec 15, 2014
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Posted: Feb 5, 2016 12:22 PM
Msg. 751 of 857
Quote: --- Original message by: Super Flanker What's the difference between H2V maps and H2X? H2V sucks?
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Feb 5, 2016 12:53 PM
Msg. 752 of 857
custom H2V maps aren't just oversized scenery tags.
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Feb 5, 2016 02:47 PM
Msg. 753 of 857
Quote: --- Original message by: Super Flanker What's the difference between H2V maps and H2X? Pretty sure H2V maps have a slightly higher poly count on some places.
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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 5, 2016 03:39 PM
Msg. 754 of 857
Quote: --- Original message by: MootjuhQuote: --- Original message by: Super Flanker What's the difference between H2V maps and H2X? Pretty sure H2V maps have a slightly higher poly count on some places. Ah okay. Thnx.
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Extreme110
Joined: May 18, 2010
That doesn't motivate me sir!
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Posted: Feb 5, 2016 04:41 PM
Msg. 755 of 857
Quote: --- Original message by: Super Flanker What's the difference between H2V maps and H2X? Audio is in a different format, and the map structure is also slightly different. Same reason why there's a separate bunch of tools for Vista vs. the Xbox edition. @Adjutant team, 4.2 is goddam sweet. Amazing work, keep it up :) Here's hoping those audio issues will stop bothering you guys soon.
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SuperShifty
Joined: Jan 17, 2016
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Posted: Feb 8, 2016 10:52 PM
Msg. 756 of 857
I noticed there's issues with the bone weights when importing .amf models.
With the Halo Reach body for example it looks like the weights for 'b_l_clav' and 'b_l_upperarm' were swapped. all the weights on the right side seem fine though.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 8, 2016 11:32 PM
Msg. 757 of 857
Quote: --- Original message by: SuperShifty I noticed there's issues with the bone weights when importing .amf models.
With the Halo Reach body for example it looks like the weights for 'b_l_clav' and 'b_l_upperarm' were swapped. all the weights on the right side seem fine though. I released the adjutant ripped version with the correct rig a while back, you should be able to download that if you need the files immediately. Also, iirc its not switched skinning weights, its just that the clavicle has control over the forearm. Else, it could be the fact that the bones on one side are weird as hell Edited by R93_Sniper on Feb 8, 2016 at 11:32 PM
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SuperShifty
Joined: Jan 17, 2016
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Posted: Feb 9, 2016 12:54 AM
Msg. 758 of 857
Quote: --- Original message by: R93_SniperQuote: --- Original message by: SuperShifty I noticed there's issues with the bone weights when importing .amf models.
With the Halo Reach body for example it looks like the weights for 'b_l_clav' and 'b_l_upperarm' were swapped. all the weights on the right side seem fine though. I released the adjutant ripped version with the correct rig a while back, you should be able to download that if you need the files immediately. Also, iirc its not switched skinning weights, its just that the clavicle has control over the forearm. Else, it could be the fact that the bones on one side are weird as hell Edited by R93_Sniper on Feb 8, 2016 at 11:32 PM ah alrighty, where can I download your version with the correct rig at?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 9, 2016 08:10 AM
Msg. 759 of 857
http://hce.halomaps.org/index.cfm?fid=6941
Materials arent set, but else you're good.
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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 9, 2016 04:56 PM
Msg. 760 of 857
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glader
Joined: Feb 16, 2016
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Posted: Feb 16, 2016 08:45 PM
Msg. 761 of 857
Hi, I'm trying to rebuild the Halo 3 HUD in Unity3D. I've written a shader that builds the HUD from the textures using screenspace positions to prevent seams but I've a question about the textures themselves because I think my limited Halo 3 knowledge is preventing me from achieving a better result for the HUD. There are 3 channels of importance in these maps Green, Blue and Alpha. I'm guessing Green intensity values indicate the color intensity and alpha indicates the alpha values of the texture. But for some reason there is some blue in the bottom right corner and particularly there is blue in, with alpha, on the borders of green values in these maps. What does the blue indicate? I'm thinking maybe border color but that wouldn't explain why there was a large chunk of blue in the map in the corner. (I Just joined so I can't post pics, have to wait 6 days. Here is imgur links) Pic of a HUD map: http://i.imgur.com/TMV5h93.png (not sure if imgur will preserve alpha channel so here is what it looks like without alpha too) http://i.imgur.com/SeMUoSR.jpg It's unfinished btw but this is what the HUD looks like Pics of the HUD using Green and Alpha channels for stuff: http://i.imgur.com/2vq8zS3.jpg Edited by glader on Feb 16, 2016 at 08:46 PMEdited by glader on Feb 16, 2016 at 08:48 PM
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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 17, 2016 03:54 AM
Msg. 762 of 857
Edited by Super Flanker on Feb 17, 2016 at 03:55 AM
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Apr 10, 2016 01:19 PM
Msg. 763 of 857
Any news on any possible new features? Or maybe what (if any) the plan is for Adjutant?
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 10, 2016 01:43 PM
Msg. 764 of 857
Quote: --- Original message by: videoman Any news on any possible new features? Or maybe what (if any) the plan is for Adjutant? Inb4: nothing much. Which is fine by me I'm happy with what we currently have, ofcourse it would be nice to have halocea support and halowars support. But beggars can't be choosers.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Apr 10, 2016 02:33 PM
Msg. 765 of 857
let us rip animations
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Apr 10, 2016 03:10 PM
Msg. 766 of 857
lol, when's the feature that allows you to straight convert the file to a CE map that works in game coming out?
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Apr 10, 2016 03:54 PM
Msg. 767 of 857
@ElijahB1:
I think I spoke to you about this before, but what is the reasoning behind TGA image formats not being used/implemented? I can't remember if it is because TGA image files are privately licensed, or the code needed to implement is almost non-existent.
ElijahB1, can you please verify? Or if anyone else knows why, then you are welcome to post about it too.
Thanks!
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Apr 11, 2016 08:36 AM
Msg. 768 of 857
Pretty sure the reason is Tiff is simply a better TGA because it supports 16 bit textures.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Apr 11, 2016 03:08 PM
Msg. 769 of 857
Quote: --- Original message by: Mootjuh Pretty sure the reason is Tiff is simply a better TGA because it supports 16 bit textures. Sure Tiff can do that, but so can TGA. TGA image format supports 8, 15, 16, 24, or 32 bits of precision per pixel. So that isn't the reason why. I got an answer (offline of Halomaps forums) about why Adjutant doesn't have TGA. It's because of the .NET framework that the the program is made from. Apparently coding in TGA files is not natively supported by the C# .NET framework. Meaning a custom coded method would have to be created in order for TGA to work properly within Adjutant. So right now TGA isn't happening (as far as I am away), so TIFF files are the best texture file we can use with Adjutant.
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lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
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Posted: Apr 12, 2016 06:14 AM
Msg. 770 of 857
Sorry for the dumb question, but what is the purpose of Adjutant? Couldn't find a real description for this
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