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Author Topic: [Utility] Reclaimer (177 messages, Page 4 of 6)
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Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jun 9, 2020 10:29 PM    Msg. 106 of 177       
Quote: --- Original message by: gpGlobals
I'm running into a strange error when trying to extract sounds. It *only* occurs for sounds, too, and I'm using the most recent version released in your previous post. Any idea what might be causing this?

Are you using the correct version of FFmpeg? You need to choose the 32bit static option on the download page.
Edited by Gravemind on Jun 9, 2020 at 10:31 PM


50predator50
Joined: Nov 4, 2010


Posted: Jun 13, 2020 11:31 PM    Msg. 107 of 177       
With sound extraction:

I changed my output to xma and noticed that it extracted fine, but not with wav. When I changed the output log to true, I saw that it couldn't extract to a directory path that had folders with spaces in their name.

I extracted it to a folder where there weren't any spaces in the directory path and it worked.
Edited by 50predator50 on Jun 13, 2020 at 11:31 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jun 14, 2020 05:58 AM    Msg. 108 of 177       
Quote: --- Original message by: 50predator50
I changed my output to xma and noticed that it extracted fine, but not with wav. When I changed the output log to true, I saw that it couldn't extract to a directory path that had folders with spaces in their name.

I have found the issue and it will be resolved in the next update.


gpGlobals
Joined: Jan 15, 2020


Posted: Jun 15, 2020 12:30 AM    Msg. 109 of 177       
Quote: --- Original message by: 50predator50

With sound extraction:

I changed my output to xma and noticed that it extracted fine, but not with wav. When I changed the output log to true, I saw that it couldn't extract to a directory path that had folders with spaces in their name.

I extracted it to a folder where there weren't any spaces in the directory path and it worked.
Edited by 50predator50 on Jun 13, 2020 at 11:31 PM

Oof, I forgot to give an update on my scenario - exact same thing happened to me.


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Jun 15, 2020 05:41 PM    Msg. 110 of 177       
It is possible to create a sound extractor for Halo 2, if you can Gravemind, i know that Reclaimer don't support sound extraction from Halo 2...


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jun 20, 2020 07:42 AM    Msg. 111 of 177       
I haven't looked into Halo 2 sounds before but considering there are other tools capable of extracting them it's certainly possible.

I'm currently working on other things though so if I do get around to it, it probably won't be for a while.


Polingo
Joined: Dec 10, 2019


Posted: Jun 22, 2020 03:06 AM    Msg. 112 of 177       
Couple of more bugs I forgot to include in my previous post:

Some textures ripped with Reclaimer appear darker then they should.
Visibly, it looks like they are being gamma corrected by 0.4545 when they shouldn't. I have seen normal maps been affected by this as well, but they seem to be darkened in a manner.

https://cdn.discordapp.com/attachments/562743485669703686/724502528854851644/reclmr_txtr1hm.png

May need to copy the urls in browser window since according to the preview, the img tag doesn't appear to be working.

Gamma correcting the textures by 2.2 (the inverse of 0.4545) in photoshop seems to negate it for the most part but some depth will be lost if the texture has some dark areas as seen in the example above. Texture there is the red channel of storm_spartan_markv_torso_control from Halo 4 patch maps.

Here is a list of several bitmaps that are to my knowledge are affected by this.

bohemeth_panels_diff (shrine.map from Halo 3)
elite_base_upper_diff (from Halo Reach)
fore_mantle_normal & forerunner_mantle_detail_normal (m020.map from Halo 4)
storm_librarian_gown_diff, storm_librarian_head_diff, & storm_librarian_head_wrinkle_diff (m40_invasion.map from Halo 4)
Some of H4 mp armor control maps.

Some cubemaps don't seem to come out properly, they come out with either red artifacting or only one tile. Adjutant on left and Reclaimer on right.

https://cdn.discordapp.com/attachments/562743485669703686/724502522693156906/reclmr_cubmhm.png
https://cdn.discordapp.com/attachments/562743485669703686/724502511058419712/reclmr_cubm2hm.png

Some UI elements seems to have similar artifacting on them as well. Bitmap here is storm_fuel_rod_cannon_default_display_diff from Halo 4.

https://cdn.discordapp.com/attachments/562743485669703686/724502514111873031/reclmr_txtr2.PNG

And another question, were blend shapes by chance ever looked into? to be more specific, they're deformations of the original mesh used typically for facial animation as mentioned on the first page. The only Halo game that uses them to my knowledge is Halo 4, hence the absence of face bones on the head models.
Not sure if this will be of any use, but here is a summary about a talk that the Lead Character Artist at 343 gave at FMX in which he dives in a bit about facial animation in Halo 4.
https://forum.beyond3d.com/threads/halo-4.52050/page-61#post-1603790


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jun 22, 2020 06:31 AM    Msg. 113 of 177       
Quote: --- Original message by: Polingo
Some textures ripped with Reclaimer appear darker then they should.
Visibly, it looks like they are being gamma corrected by 0.4545 when they shouldn't. I have seen normal maps been affected by this as well, but they seem to be darkened in a manner.

https://cdn.discordapp.com/attachments/562743485669703686/724502528854851644/reclmr_txtr1hm.png

May need to copy the urls in browser window since according to the preview, the img tag doesn't appear to be working.

Gamma correcting the textures by 2.2 (the inverse of 0.4545) in photoshop seems to negate it for the most part but some depth will be lost if the texture has some dark areas as seen in the example above. Texture there is the red channel of storm_spartan_markv_torso_control from Halo 4 patch maps.

What makes you say it should look like that? What tool did you use that gave you that output? I opened the raw DDS image using a DDS viewer and it looked the same as what Reclaimer is showing.

Quote: --- Original message by: Polingo
And another question, were blend shapes by chance ever looked into? to be more specific, they're deformations of the original mesh used typically for facial animation as mentioned on the first page. The only Halo game that uses them to my knowledge is Halo 4, hence the absence of face bones on the head models.

I think I know where the data is, but animations are something I don't understand on a small enough level to be able to do anything with them. I can do 2D and 3D math but very little 4D math.

I will have a look at the other issues and see what I can fix in the next update.


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Jun 25, 2020 03:55 PM    Msg. 114 of 177       
i really need some help to convert collada file to vmf someone know to do if yes you could explain to me how or do the conversion, i would want just to convert the reflection (halo reach).


Zerox
Joined: Mar 14, 2020


Posted: Jun 25, 2020 07:35 PM    Msg. 115 of 177       
Quote: i really need some help to convert collada file to vmf someone know to do if yes you could explain to me how or do the conversion, i would want just to convert the reflection (halo reach).


Are you trying to import it to Hammer? If so try importing it to blender and exporting it as a.smd with a plugin then compile the file.
https://steamcommunity.com/app/211/discussions/0/616198900641311025/
https://developer.valvesoftware.com/wiki/Blender_Source_Tools


Polingo
Joined: Dec 10, 2019


Posted: Jun 25, 2020 08:16 PM    Msg. 116 of 177       
Quote: --- Original message by: Gravemind
What makes you say it should look like that? What tool did you use that gave you that output? I opened the raw DDS image using a DDS viewer and it looked the same as what Reclaimer is showing.


I say this because some textures ripped with Reclaimer appear much darker then whats in game, here is Tillson from H4 for example:

https://cdn.discordapp.com/attachments/562743485669703686/725848615498678422/rmcrum3.png

In game shot has a bit of reds likely due to subsurface scattering.

The texture from my previous post was pulled from MCC UI using UModel. I've known about this for a while already as there are tools for different games that have this same issue, I just could never get a decent example of it until now.

https://cdn.discordapp.com/attachments/562743485669703686/725833655557029969/rmcrum.PNG

From what I've been told apparently this has something to do with the tool not ripping the texture at its proper bit range or color space thus, they get darkened usually by a gamma value of 0.4545, but I am not 100% sure and thats about all I got unfortunately.
It could also be that the textures are darkened on purpose and read as linearly in-engine to get around some quirk within it, whatever that may be. Though that still would not explain the normal mapping getting pushed down to a certain bit depth as if it is being read as such by engine.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jun 26, 2020 09:33 AM    Msg. 117 of 177       
I'm inclined to say there's more to it than just colour space, because I get the same result whether I view it in Reclaimer or a DDS viewer. If you save as DDS from Reclaimer it performs no conversion, so there's no possibility of losing data through an incorrect conversion. When it does do a conversion, Reclaimer just uses the typical 32bit ARGB format as the output.

It's possible that Halo handles all that sort of thing in its shaders, or it may have some sort of automatic gamma correction. It's also possible that the textures used for the Unreal UI were modified to account for using different shading.

Edit 1:
There is some gamma related information in the bitmap tags separate from the actual pixel data, however it is rarely used. Is this gamma offset present on most bitmaps or only a certain few?

Edit 2:
New update: 1.4.175. See 'Halo 5' section in OP for more details on Halo 5 usage.
- Halo 5 support
- support for bitmaps
- partial model support - no support for normals or rigging
- no bsp support at this time
- to use Halo 5 meta viewer download Zedd's Halo 5 tag layouts into "\Plugins\Meta Viewer\Halo5\"
- fix sound extraction not working when target path contained spaces
- fix cubemaps in Reach maps not being identified as cubemaps
- fix a number of small (usually <128px) bitmaps being displayed incorrectly

Edited by Gravemind on Jul 8, 2020 at 08:22 AM


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Jul 8, 2020 06:43 PM    Msg. 118 of 177       
Graveming, it is possible without bothering you to make a sound extraction for Halo 2 classic.


Polingo
Joined: Dec 10, 2019


Posted: Jul 8, 2020 11:20 PM    Msg. 119 of 177       
Quote: --- Original message by: Gravemind
There is some gamma related information in the bitmap tags separate from the actual pixel data, however it is rarely used. Is this gamma offset present on most bitmaps or only a certain few?

Definitely not all bitmaps are affected by this, most come out just fine.

https://cdn.discordapp.com/attachments/562743485669703686/730621718846242867/jfsa.PNG

The bitmaps I listed previously are ones I believe are affected by this, you could take a look at those ones out if you'd like, assuming they were not the ones looked at.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jul 19, 2020 04:49 AM    Msg. 120 of 177       
New Update:
- minor meta viewer fixes
- fix MCC Reach support after latest update
- support existing builds of MCC Halo 3
- support sound extraction from Halo 2 Xbox


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Aug 10, 2020 03:04 PM    Msg. 121 of 177       
Model save is broken, when i want to save a part of the models it saves whatever the entire of the model or i chose a part.


ryman138
Joined: Jan 23, 2020


Posted: Aug 12, 2020 07:46 PM    Msg. 122 of 177       
Sir this is halomaps


gpGlobals
Joined: Jan 15, 2020


Posted: Aug 17, 2020 03:23 AM    Msg. 123 of 177       
Something about the extracted model normals still seems really off. It's like some of them are inverted or not translated correctly.

Here's a picture of the BR imported into Blender. I believe I extracted the BR in this screenshot with my AMF->SMD script, but to make sure nothing was wrong on that front I extracted it as an OBJ and got the exact same result. Best angle I could get of all the major oddities.

https://imgur.com/PnV2q2l.png


Devarture
Joined: Nov 6, 2019


Posted: Aug 29, 2020 07:02 PM    Msg. 124 of 177       
I'll just keep myself subscribed to the topic, but is there another place to catch up with Reclaimer updates?


RevOcelotMGS
Joined: Oct 5, 2019


Posted: Aug 31, 2020 09:02 PM    Msg. 125 of 177       
Any chance we'll see support for Halo beta 1749 maps? Also, any chance that we'll see Adjutant's raw/sound preview return?
Edited by RevOcelotMGS on Aug 31, 2020 at 09:57 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 2, 2020 06:55 AM    Msg. 126 of 177       
Quote: --- Original message by: Demoxicini
Model save is broken, when i want to save a part of the models it saves whatever the entire of the model or i chose a part.

Reclaimer has always been like that - it is intended to be that way since you can just toggle the permutations in the AMF importer. Since other formats are supported though now, I suppose in a future update I can add the ability to only export the selected ones.

Quote: --- Original message by: gpGlobals
Something about the extracted model normals still seems really off. It's like some of them are inverted or not translated correctly.

Here's a picture of the BR imported into Blender. I believe I extracted the BR in this screenshot with my AMF->SMD script, but to make sure nothing was wrong on that front I extracted it as an OBJ and got the exact same result. Best angle I could get of all the major oddities.

https://imgur.com/PnV2q2l.png

I checked the model in 3DS Max the the normals all appear to be pointing the right way regardless which format I export it as. Does Blender have an option to view the normals as lines?

Quote: --- Original message by: Devarture
I'll just keep myself subscribed to the topic, but is there another place to catch up with Reclaimer updates?

This is the only place I post updates and check for questions and feedback.

Quote: --- Original message by: RevOcelotMGS

Any chance we'll see support for Halo beta 1749 maps? Also, any chance that we'll see Adjutant's raw/sound preview return?

I don't have the files from that beta. It's also an Xbox version of the game, and the full release for Xbox isn't supported at this point either. I could potentially look at it at some point, but I'm currently working on other things.

The main reason the sound preview isn't in Reclaimer is because I couldn't think of a decent way to do the UI for it that would scale well with larger screen sizes. It's something I can look at for a future update.


Devarture
Joined: Nov 6, 2019


Posted: Sep 6, 2020 04:50 AM    Msg. 127 of 177       
Quote: --- Original message by: Gravemind
This is the only place I post updates and check for questions and feedback.

Alright, just wanted to ask if there was a place to keep up to date. I'm hoping sound previews will come soon though, but take your time.


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Sep 7, 2020 03:58 PM    Msg. 128 of 177       
there is a solution about the sound extractor for Halo CE wasn't actually working, we need a fix the most quickly as possible.


HaloNE0
Joined: Apr 8, 2013


Posted: Sep 9, 2020 05:24 PM    Msg. 129 of 177       
Glad to see the community and efforts being revived. Some observations with the Halo Reach MCC.

Reclaimer seems to be extracting the textures at the legacy resolution.

Spartan_armor_diff exports at 1042x1024

Using NinjaRipperto extract the newer textures show the same file at a higher: 2048x2048 resolution.

Additionally it would seem that there are additional maps that would belong to PBR shader system, such as metal texture.

I initially expect that these additional maps may be located in another file like how HCE:MCC and H2A have done things, BUT I do notice that the Halo Reach .MAP files are good deal larger then the original Xbox versions.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 12, 2020 08:08 AM    Msg. 130 of 177       
Quote: --- Original message by: Demoxicini
there is a solution about the sound extractor for Halo CE wasn't actually working, we need a fix the most quickly as possible.

Reclaimer has never supported sounds from Halo 1.

Quote: --- Original message by: HaloNE0
Reclaimer seems to be extracting the textures at the legacy resolution.

Spartan_armor_diff exports at 1042x1024

Using NinjaRipperto extract the newer textures show the same file at a higher: 2048x2048 resolution.

Additionally it would seem that there are additional maps that would belong to PBR shader system, such as metal texture.

I initially expect that these additional maps may be located in another file like how HCE:MCC and H2A have done things, BUT I do notice that the Halo Reach .MAP files are good deal larger then the original Xbox versions.

If you are looking at the customization screens in the main menu they have their own models, textures and shaders separate from the map files. I haven't seen any textures in the map files that are higher resolution than the Xbox version. A lot of the additional file size is due to geometry data being less compressed than it used to be.


HaloNE0
Joined: Apr 8, 2013


Posted: Sep 12, 2020 08:32 AM    Msg. 131 of 177       
That would explain it. It seems the model's aren't too off from what are in the game itself and the textures look interchangeable.

Am I to assume that as of now, those Textures and models that are used for the Menu, are located in the "MCC-WindowsNoEditor.pak" file or some other ".pak" file that is currently inaccessible.

Update

Pulled the models from the Menu, and it looks like the models are identical from the game models, vertex by vertex. Looks to be just be a new shader and texture

Bug Found
The current AMF importer for 3DS max isn't importing the tiling settings for the detail maps.
Edited by HaloNE0 on Sep 20, 2020 at 04:43 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 27, 2020 06:16 AM    Msg. 132 of 177       
v1.5.200 now available.
- fix batch extract not cancelling properly
- fix mcc issue with some bitmap formats
- fix h2 sound bug
- fix pda models in odst
- fix tiling and skinning on mcc reach models
- fix theming on model viewer
- fix theming on metav iewer
- enable meta viewer fields so you can see the contents of dropdowns
- dont open tags again if theyre already open
- added double-click on model viewer coords to copy to clipboard
- added basic settings viewer
- added selective model exports (only export checked permutations)
- added permutation/instance search to model viewer
- added mcc odst support
- update to support recent mcc halo 3 builds


Quote: --- Original message by: HaloNE0
The current AMF importer for 3DS max isn't importing the tiling settings for the detail maps.

Please provide an example of which map and tag, what it currently looks like and if possible what it should look like.
Edited by Gravemind on Oct 5, 2020 at 04:29 AM


HaloNE0
Joined: Apr 8, 2013


Posted: Sep 27, 2020 11:27 AM    Msg. 133 of 177       
Played around with it more, AMF importer is working fine. I found issue in the exportation of Halo Reach MCC files.

Had 2 issues with the the generic spartan tag when being pulled from .map files from MCC Reach.

-Skin data not accurate/messed up

-Detail maps are not tiled (1,1 instead of 10,10 or 11,11)


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 28, 2020 08:01 AM    Msg. 134 of 177       
The tiling and skinning for Reach MCC models has been fixed and the download link has been updated.

Edit:
Fixed materials issue on H3MCC, fixed PDA models on ODSTMCC, fixed modded maps for H3MCC.
Edited by Gravemind on Oct 25, 2020 at 07:35 AM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Oct 26, 2020 03:10 AM    Msg. 135 of 177       
will you get h2a mp bitmap extraction working at one point or no?


General_101
Joined: Dec 23, 2013

Apparently all I post is spam.


Posted: Oct 30, 2020 01:31 AM    Msg. 136 of 177       
Someone informed me that they were having issues importing a JMS into Blender using my plugin. I just wanted to let you know that you're writing an unused boolean value as a float in vertices.

13
-0.595025 12.896630 53.264450
-0.047872 0.962897 0.265589
0
0.000000
0.878085
0.967280
0.000000

is supposed to be

13
-0.595025 12.896630 53.264450
-0.047872 0.962897 0.265589
0
0.000000
0.878085
0.967280
0

This info comes from the original Blitzkrieg plugin for Halo CE


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Oct 31, 2020 07:17 AM    Msg. 137 of 177       
Quote: --- Original message by: General_101
Someone informed me that they were having issues importing a JMS into Blender using my plugin. I just wanted to let you know that you're writing an unused boolean value as a float in vertices.

Thanks. I've included this with some other fixes in an update. The main link has been updated.
- fix reach beta bsps
- fix channel isolation in batch bitmap extraction
- fix h3 beta sounds trying to extract even though they aren't supported
- add AutoMapFolder setting to sync MapFolder with last directory used
- fix a certain bool value being written as a float in JMS exports
- don't open the bitmap viewer if the bitmap can't be loaded


Quote: --- Original message by: savinpvtmike
will you get h2a mp bitmap extraction working at one point or no?

At some point in the future maybe. I have looked at it a little bit, but there's other things I'm busy with at the moment.


Soul
Joined: Apr 2, 2016


Posted: Oct 31, 2020 03:39 PM    Msg. 138 of 177       
Appreciate your work on all of this.

Anyway, how feasible would it be to get an update to support bitmaps from the Halo 5 Local Server app?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 1, 2020 02:21 AM    Msg. 139 of 177       
Reclaimer already supports Halo 5 bitmaps, unless updates have since broken it.
The server version doesn't have any bitmaps that I know of - only the Forge version does.
This is based off how the game was not long after it came out though. I don't know how much has changed since then.


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Nov 4, 2020 03:11 PM    Msg. 140 of 177       
Gravemind, is it possible to add another function to the extraction of a model (bsp) to avoid the fact that those surface aren't totally flat, some 3D viewer have some trouble with vertex of flat surface of the model.
Edited by Demoxicini on Nov 4, 2020 at 03:13 PM

 
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