A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[Utility] Reclaimer

Page 5 of 6 Go to page: · 1 · 2 · 3 · 4 · [5] · 6 · Prev · Next
Author Topic: [Utility] Reclaimer (177 messages, Page 5 of 6)
Moderators: Dennis

Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 18, 2020 04:39 AM    Msg. 141 of 177       
I have uploaded a new version to fix H3MCC maps after the latest MCC update. H4MCC support coming soon if they didn't do to H4 what they did to H2A MP.

Quote: --- Original message by: Demoxicini
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.

I'm not entirely sure what you mean, but scanning for certain types of surfaces and altering the vertices is not feasible.

Edit:
Updated to work with the newest Reach update. Halo 4 did indeed change to use the same resource data setup as H2A, which means it won't be supported any time soon.
Edited by Gravemind on Nov 22, 2020 at 01:32 AM


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Nov 25, 2020 09:19 AM    Msg. 142 of 177       
Gravemind can the DXviewer can put the ligh tag position to edit light in some case of place.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Dec 2, 2020 07:40 AM    Msg. 143 of 177       
It should be possible to include light positions in a future update, though the scenario editor is not really relevant to this forum since its not for CE.


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Dec 4, 2020 11:50 AM    Msg. 144 of 177       
Gravemind there would have an update about bitmaps extractions, to extract them depending with their shaders functions like albedo color, because texture are too dark and some game engine need color for their textures.


OashKoash
Joined: Nov 27, 2012

Dishin' Chickenpedes


Posted: Dec 4, 2020 07:36 PM    Msg. 145 of 177       
Man, I haven't followed these threads for so gorram long. So, I made some breakthroughs with your Reclaimer tool, as far as H2A and H5G access goes. Firstly, I took the relevant tag sets from Assembly and made new folders within the Meta Viewer folder and set those tag sets in each. One for H2A MCC and one for Halo 5.

I can also host a mediafire download with the complete tag sets if you'd like them directly.

EDIT:
Here are the relevant resources for H2A
http://www.mediafire.com/file/09hci2cdgiaebja/GroundHog2AMCC_Tag_Set.zip/file
http://www.mediafire.com/file/j6ya76ksz8gh5nv/GroundHog2A_Resource_Files.zip/file

But, anyway, after importing the tags to the plugins folder, I was able to open up both the H2A Multiplayer Maps (all of them) and the H5G Global-RTX files found in the PC Halo Forge program as well as the Halo 5 Server Hosting program (both of which can be further played with to actually obtain the files inside.)

Now, the H5G models can be viewed and extracted from Reclaimer in their full AMF2 (or OBJ/Collada, ect) glory, but the H2AMP models can be extracted, but not correctly imported through the AMF2 maxscript plugin. Bones and nodes can be imported, but no meshes are visible. An error message is also generated upon import (working on images right now)

Also, and maybe this is just me, but I encountered problems upon using the model viewer for particular models. For instance, on any H3, Reach, H4, H5G and H2A both MP Elite and MP Spartan models can't be loaded into the model viewer, and upon extracting to say, OBJ, the tool crashed entirely.

*Working on posting some evidence of my exploits, but Photobucket is taking forever.
Edited by OashKoash on Dec 5, 2020 at 09:56 AM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Dec 7, 2020 06:21 AM    Msg. 146 of 177       
Quote: --- Original message by: Demoxicini
Gravemind there would have an update about bitmaps extractions, to extract them depending with their shaders functions like albedo color, because texture are too dark and some game engine need color for their textures.

Currently Reclaimer just extracts the bitmaps as-is without any additional post processing. It wouldn't really be possible to process the bitmaps to accurately look like the final rendered version you see in-game. The best option would be to play with the shader options in the other game engine.

Quote: --- Original message by: OashKoash
So, I made some breakthroughs with your Reclaimer tool, as far as H2A and H5G access goes. Firstly, I took the relevant tag sets from Assembly and made new folders within the Meta Viewer folder and set those tag sets in each. One for H2A MCC and one for Halo 5.

...

The xml plugins are specifically for the meta viewer layouts and have no effect on any other functionality. I believe Reclaimer should be able to load Assembly meta plugins, so there should be no harm in replacing them though. Adding new folders will have no effect though, as the meta viewer only looks in the specific folders that are already there.

Halo 5 has been supported for a while now, although vertex normals vertex weighting are not supported.

MCC Halo2 multiplayer and Halo4 maps can be opened to view the tag list, but no extraction functionality is supported at this time. In most recent update I have changed it to not show the model/bitmap viewer options for these maps as they will not give any useful output.


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Dec 11, 2020 02:04 PM    Msg. 147 of 177       
Gravemind, why when i save a bitmaps file as dds file, i can't open it even with photoshop or other tool it said this error.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Dec 11, 2020 10:58 PM    Msg. 148 of 177       
The following bitmap formats will probably not open in Photoshop and other tools:
  • A8
  • AY8
  • CTX1
  • DXN
  • DXN_mono_alpha
  • DXN_SNorm
  • DXT3a_scalar
  • DXT3a_mono
  • DXT3a_alpha
  • DXT5a_scalar
  • DXT5a_mono
  • DXT5a_alpha
  • Y8
  • Y8A8

Photoshop and other tools will likely only work with standard DXGI formats. The ones listed above are specific to Xbox and do not map to a standard DXGI format. When saving as DDS, Reclaimer will extract the bitmap data as-is and no conversions will be performed, so Xbox formats will not be converted to DXGI formats.
Edited by Gravemind on Dec 11, 2020 at 11:00 PM


Zerox
Joined: Mar 14, 2020


Posted: Dec 16, 2020 08:37 PM    Msg. 149 of 177       
I know it just came out today, but any idea how long before the newest version of MCC Halo 3 is supported? I'm trying to open the .map files and I'm getting an error.
---------------------------
Reclaimer
---------------------------
Unable to load 010_jungle.map:

The file '010_jungle.map' cannot be opened as a map. It is invalid or unsupported.
---------------------------
OK
---------------------------


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Dec 17, 2020 05:23 AM    Msg. 150 of 177       
Quote: --- Original message by: Zerox
I know it just came out today, but any idea how long before the newest version of MCC Halo 3 is supported? I'm trying to open the .map files and I'm getting an error.

The latest version now supports the new update.


Zerox
Joined: Mar 14, 2020


Posted: Dec 17, 2020 03:45 PM    Msg. 151 of 177       
Thanks.
Also just tried exporting all of the new armors as an OBJ with material and it crashed. I'm guessing its just becauase there were too many things being exported at once.
System.OverflowException: Arithmetic operation resulted in an overflow.
at Assimp.MemoryHelper.AllocateMemory(Int32 sizeInBytes, Int32 alignment)
at Assimp.MemoryHelper.ToNativeArray[T](T[] managedArray)
at Assimp.Mesh.Assimp.IMarshalable<Assimp.Mesh,Assimp.Unmanaged.AiMesh>.ToNative(IntPtr thisPtr, AiMesh& nativeValue)
at Assimp.MemoryHelper.ToNativeArray[Managed,Native](Managed[] managedArray, Boolean arrayOfPointers)
at Assimp.Scene.Assimp.IMarshalable<Assimp.Scene,Assimp.Unmanaged.AiScene>.ToNative(IntPtr thisPtr, AiScene& nativeValue)
at Assimp.MemoryHelper.ToNativePointer[Managed,Native](Managed managedValue)
at Assimp.AssimpContext.ExportFile(Scene scene, String fileName, String exportFormatId, PostProcessSteps preProcessing)
at Reclaimer.Plugins.ModelViewerPlugin.WriteModelFile(IGeometryModel model, String fileName, String formatId)
at Reclaimer.Controls.ModelViewer.btnExportSelected_Click(Object sender, RoutedEventArgs e)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
at System.Windows.Controls.Primitives.ButtonBase.OnClick()
at System.Windows.Controls.Button.OnClick()
at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
at System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
at System.Windows.Application.RunDispatcher(Object ignore)
at System.Windows.Application.RunInternal(Window window)
at System.Windows.Application.Run(Window window)
at Reclaimer.App.Main()


I was able to export all of the arms as an OBJ with material, but trying to do all the arms as a dae resulted in a crash as well.
System.OverflowException: Arithmetic operation resulted in an overflow.
at Assimp.MemoryHelper.AllocateMemory(Int32 sizeInBytes, Int32 alignment)
at Assimp.MemoryHelper.ToNativeArray[Managed,Native](Managed[] managedArray, Boolean arrayOfPointers)
at Assimp.Material.Assimp.IMarshalable<Assimp.Material,Assimp.Unmanaged.AiMaterial>.ToNative(IntPtr thisPtr, AiMaterial& nativeValue)
at Assimp.MemoryHelper.ToNativeArray[Managed,Native](Managed[] managedArray, Boolean arrayOfPointers)
at Assimp.Scene.Assimp.IMarshalable<Assimp.Scene,Assimp.Unmanaged.AiScene>.ToNative(IntPtr thisPtr, AiScene& nativeValue)
at Assimp.MemoryHelper.ToNativePointer[Managed,Native](Managed managedValue)
at Assimp.AssimpContext.ExportFile(Scene scene, String fileName, String exportFormatId, PostProcessSteps preProcessing)
at Reclaimer.Plugins.ModelViewerPlugin.WriteModelFile(IGeometryModel model, String fileName, String formatId)
at Reclaimer.Controls.ModelViewer.btnExportSelected_Click(Object sender, RoutedEventArgs e)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
at System.Windows.Controls.Primitives.ButtonBase.OnClick()
at System.Windows.Controls.Button.OnClick()
at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
at System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
at System.Windows.Application.RunDispatcher(Object ignore)
at System.Windows.Application.RunInternal(Window window)
at System.Windows.Application.Run(Window window)
at Reclaimer.App.Main()


Also, when exporting the multiplayer player model from the original Halo 3 .map file as dae, the bones are not connected, but when exporting the newest version from the MCC the bones are connected.
Edited by Zerox on Dec 17, 2020 at 03:49 PM
Edited by Zerox on Dec 17, 2020 at 03:53 PM
Edited by Zerox on Dec 17, 2020 at 04:09 PM


OashKoash
Joined: Nov 27, 2012

Dishin' Chickenpedes


Posted: Dec 17, 2020 05:27 PM    Msg. 152 of 177       
One other thing to note about Reclaimer, is this program capable of exporting texture files like Adjutant used to?

EDIT:

Ah, that was a goof on my part, just getting acquainted with the UI. Back in the day you could get an EMF file complete with a dedicated texture folder, so I'm not really used to this.
Edited by OashKoash on Dec 17, 2020 at 05:39 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Dec 18, 2020 11:12 PM    Msg. 153 of 177       
Quote: --- Original message by: Zerox
Thanks.
Also just tried exporting all of the new armors as an OBJ with material and it crashed. I'm guessing its just becauase there were too many things being exported at once.
...


I was able to export all of the arms as an OBJ with material, but trying to do all the arms as a dae resulted in a crash as well.
...


Also, when exporting the multiplayer player model from the original Halo 3 .map file as dae, the bones are not connected, but when exporting the newest version from the MCC the bones are connected.

The large amount of armour pieces in the new model can result in the app running out of memory just from opening it in the model viewer. I expect trying to export from there will easily fill what little memory is left. You may be able to get a better result extracting from the right-click menu on the tag rather than using the viewer.
I don't know what you mean about the bones being connected. I haven't changed anything around the export process, and I don't see any reason the new model would have different bone setup to the original (though I haven't checked).


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Dec 22, 2020 08:57 AM    Msg. 154 of 177       
Gravemind we need the converter for xbox format to pc format when saving as DDS file because if we can't open the file itself it's useless to implement it.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jan 7, 2021 05:26 AM    Msg. 155 of 177       
As part of the next update Xbox specific bitmap formats will be converted to the standard 32bit RGBA format when saving as dds. The update will probably be available in a few weeks.

Edit:
A new version is available with the following changes:
- support some Halo3 PreBeta builds
- support Halo2 Beta bitmaps
- support model-specific bitmap dump in Halo 5
- change location of settings.json to resolve permission issues
- new location can be accessed under "View > AppData Directory"
- display angle values in degrees instead of radians
- add 'extract bitmaps' right-click option on model tags
- convert xbox-specific bitmap formats to standard 32bit bgra format when saving as DDS
- prioritize model viewer and bitmap viewer for tags that don't have a default handler set

Edited by Gravemind on Jan 22, 2021 at 07:53 AM


Banshee64
Joined: Dec 4, 2012

oify


Posted: Feb 13, 2021 03:48 PM    Msg. 156 of 177       
Is there a way to write and add plugins for Halo 2 Beta?

I tried making a new folder in plugins titled "Halo2Beta" but it doesn't seem to be reading from it.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Feb 15, 2021 06:28 AM    Msg. 157 of 177       
Reclaimer doesn't currently search for/load any plugins for Halo 2 Beta.

Edit:
A new version is available with the following changes:
- support recent MCC H3 flight
- limit bitmap resource reads to only retrieve data for the highest LOD
- partial support for MCC H4/H2A bitmaps
- fix flags fields in meta viewer

Edited by Gravemind on Mar 14, 2021 at 12:11 AM


Prowl
Joined: Apr 6, 2021


Posted: Apr 6, 2021 07:45 PM    Msg. 158 of 177       
Hello! Can someone tell me how do I extract soundfiles? Lol
I alredy have the game on my pc, reclaimer and ffmpeg where it needs to be but sadly I have no idea how to use reclaimer, is there some basic tutorial or something somewhere where I can learn how to use it for extracting audio?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Apr 8, 2021 07:06 AM    Msg. 159 of 177       
Reclaimer can only extract sounds from the xbox versions of the game, specifically Halo 2, 3, ODST and Reach.

If you have ffmpeg in the correct place, you can extract sound files using these steps;

  • From the game by going to 'File > Open Map'

  • Select a .map file from the game files

  • When the file opens you will see a list of folders on the left

  • Find the 'sound' folder and expand it

  • On any file within the sound folder, right click the file and choose 'Extract' from the menu

  • You can also right click on the sound folder itself to extract all files within it



If you do not see the 'extract' option for sound files, you may not have ffmpeg in the correct place - see the OP for details on setting up ffmpeg. You can also click 'View > Output' from the app menu to see details on any errors or other messages that may indicate what's happening.


HaloNE0
Joined: Apr 8, 2013


Posted: Apr 9, 2021 12:17 AM    Msg. 160 of 177       
Downloaded the latest version of Reclaimer (1.5.244) and getting the "cannot be opened as a map. It is invalid or unsupported." on all the files that open normally from MCC. Xbox .map files seem to open normally.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Apr 9, 2021 07:28 AM    Msg. 161 of 177       
There was an update to MCC not long ago which required Reclaimer to be updated as well. Version 1.5.245 is now available with support for that update.


HaloNE0
Joined: Apr 8, 2013


Posted: Apr 23, 2021 04:07 PM    Msg. 162 of 177       
Don't think it was announce yet, but I believe several new versions have been release.

It sounds like Halo 1 and 2 Anniversary have some challenges in them. Out of curiosity, what is the biggest challenge with adding in support from them. The files with in them seem very different compared the .map formats that have been used in the past.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: May 2, 2021 08:12 AM    Msg. 163 of 177       
There have been a couple of updates but editing seems to be turned off so the OP hasn't been updated.

Reclaimer already supports CE Anniversary files but only for bitmaps. The issue with models is that I was never able to find the correct vertex compression details, so the models come out skewed instead of at the correct scale and size ratio. I haven't looked much at the Halo 2 Anniversary files but I image their models would be similar.


HaloNE0
Joined: Apr 8, 2013


Posted: May 5, 2021 10:00 AM    Msg. 164 of 177       
From a personal side request, when you have time to look more into H2A, it would be appreciated. There are unique files and sceneries/bsp in there.

Would there be a way to have an optional "experimental" export option for the models that come out skewed? I imagine that there are some of use that wouldn't mind fixing things like that manually.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: May 6, 2021 09:11 AM    Msg. 165 of 177       
"the models that come out skewed" is actually every model. Without decompression details the models are compacted into a 1x1 box and worse still individual parts of the model can be compacted separately so you would have to fix the scale for each piece.

I believe the most recent version of Adjutant should allow you to export the CEA models in their current condition. Be aware though that the model viewer is not always indicative of what the model will actually come out like. The model viewer uses an approximate scale where possible, but the actual export will just leave it as the 1x1 box since no accurate scale is available.

I think 4.2.0.7 or thereabouts was the newest version. Ignore the one in the downloads section where the author is "reegar carbine", its just 3.2 re-uploaded with a fake name and description.


HaloNE0
Joined: Apr 8, 2013


Posted: May 6, 2021 01:16 PM    Msg. 166 of 177       
I'll give it a shot.

Let us know how H2A campaign looks at first glance and give us a heads up on how hard it looks to add.


stealthyChakram
Joined: May 22, 2021


Posted: May 22, 2021 03:33 AM    Msg. 167 of 177       
Hey I don't see the Batch Extract panel inside of settings. Am I missing something?


HaloNE0
Joined: Apr 8, 2013


Posted: May 26, 2021 10:02 AM    Msg. 168 of 177       
Go to settings and "click" on Reclaimer, it will pull down a menu.

Just a note on the batch extractor, is that it will put the data in the folder that is in the settings, even when you have window pop up to ask you where you want the data put in.


Also just an fyi out there, the program can extract some Halo 5 campaign/warzone assets from the 'Halo 5 local server' .map files. So far it has been able to extract models, but not any of the textures as they seem to be different from the ones in Halo 5 Forge.


TheDrifter76
Joined: Jul 6, 2021


Posted: Jul 6, 2021 04:08 AM    Msg. 169 of 177       
Bit of a noob with Halo exporting, and it's been a while since I've last used Reclaimer. Here's my question, is the software capable of exporting map scenario props in their original XYZ coordinates from singleplayer?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jul 19, 2021 06:01 AM    Msg. 170 of 177       
Quote: --- Original message by: HaloNE0
Just a note on the batch extractor, is that it will put the data in the folder that is in the settings, even when you have window pop up to ask you where you want the data put in.

Also just an fyi out there, the program can extract some Halo 5 campaign/warzone assets from the 'Halo 5 local server' .map files. So far it has been able to extract models, but not any of the textures as they seem to be different from the ones in Halo 5 Forge.

The issue with the folder popup not doing anything has since been resolved. Regarding Halo 5 Server, most of the bitmap tags in those modules are placeholders. Only a handful actually have image data attached to them.

Quote: --- Original message by: TheDrifter76
Bit of a noob with Halo exporting, and it's been a while since I've last used Reclaimer. Here's my question, is the software capable of exporting map scenario props in their original XYZ coordinates from singleplayer?

Reclaimer can extract models without attachments (ie turret is a separate model from the warthog) and bsps without scenery, crates, machines etc. It is not supported to extract multiple models at once with different positions and rotations.


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Oct 19, 2021 06:54 AM    Msg. 171 of 177       
Getting this error when trying to apply bitmaps.


Using Max 2021


SgtFlex
Joined: May 28, 2019


Posted: Nov 5, 2021 06:35 PM    Msg. 172 of 177       
Hey I've been having quite a bit of trouble getting sound extraction to work for Halo Reach. I used the FFMPEG release build from here (https://www.notion.so/34dc4ddf501a4b98b46ea9fb4f3470af?v=878345c5d88f4d21a6520db752b5c29f) which is x32 static, but I keep running into errors. Here is what I got:

Error extracting sound\weapons\needle_rifle\needle_rifle_fire.sound
System.ArgumentException: Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
at Adjutant.Blam.HaloReach.ResourceIdentifier.ReadSoundData()
at Adjutant.Blam.HaloReach.sound.ReadData()
at Reclaimer.Plugins.BatchExtractPlugin.SaveSound(ISoundContainer sound, String baseDir)
at Reclaimer.Plugins.BatchExtractPlugin.SaveSound(IExtractable item)
at Reclaimer.Plugins.BatchExtractPlugin.Extract(IExtractable item, ExtractCounter counter)
Extracted 0 tags in 2 seconds with 1 errors.


I'm not really sure if I missed a set of instructions somewhere. It seems like the old site that you linked for ffmpeg x32 windows static builds was taken down.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Nov 26, 2021 03:17 AM    Msg. 173 of 177       
Quote: --- Original message by: videoman
Getting this error when trying to apply bitmaps.
https://content.screencast.com/users/Fire_Dem0n/folders/Capture/media/4f0d524b-2648-42be-9f88-e0d25ea9ba32/LWR_Recording.png

Using Max 2021


Somewhere around Max 2018 they changed the material system and/or the MaxScript APIs for it which made the material parts of the AMF script incompatible. You may need to use an older version of Max.

Quote: --- Original message by: SgtFlex
Hey I've been having quite a bit of trouble getting sound extraction to work for Halo Reach. I used the FFMPEG release build from here (https://www.notion.so/34dc4ddf501a4b98b46ea9fb4f3470af?v=878345c5d88f4d21a6520db752b5c29f) which is x32 static, but I keep running into errors. Here is what I got:

Error extracting sound\weapons\needle_rifle\needle_rifle_fire.sound
System.ArgumentException: Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
at Adjutant.Blam.HaloReach.ResourceIdentifier.ReadSoundData()
at Adjutant.Blam.HaloReach.sound.ReadData()
at Reclaimer.Plugins.BatchExtractPlugin.SaveSound(ISoundContainer sound, String baseDir)
at Reclaimer.Plugins.BatchExtractPlugin.SaveSound(IExtractable item)
at Reclaimer.Plugins.BatchExtractPlugin.Extract(IExtractable item, ExtractCounter counter)
Extracted 0 tags in 2 seconds with 1 errors.


I'm not really sure if I missed a set of instructions somewhere. It seems like the old site that you linked for ffmpeg x32 windows static builds was taken down.


The 32bit static version download mentioned in the OP doesn't seem to be available anymore. There's a version that should work in the MediaFire link under the 'Current version' heading. It's also possible that the sound you mentioned is just not extractable, as there are some that will error.


Jane_Dough2022
Joined: Mar 30, 2022


Posted: Mar 30, 2022 10:02 PM    Msg. 174 of 177       
Hi, is it possible to extract sounds/voices from Halo 5 Forge files? While keeping their names like "001_vo_ai_un_mpspartanmale01_09involuntary_pain.sound"?


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Apr 28, 2022 09:16 PM    Msg. 175 of 177       
Quote: --- Original message by: Gravemind
Quote: --- Original message by: videoman
Getting this error when trying to apply bitmaps.
https://content.screencast.com/users/Fire_Dem0n/folders/Capture/media/4f0d524b-2648-42be-9f88-e0d25ea9ba32/LWR_Recording.png

Using Max 2021


Somewhere around Max 2018 they changed the material system and/or the MaxScript APIs for it which made the material parts of the AMF script incompatible. You may need to use an older version of Max.

Sorry it took a while to reply back. Don't frequent the forums like I used to.

Bummer to hear that Autodesk keeps changing things around. I don't have anything earlier then Max 2021 anymore. I do use Blender mostly these days, which brings me to my next question.

What's the likelihood of getting a Blender Plugin for the model importing process? I've just about entirely moved away from Max these days and use Blender. Plus from what I am seeing online, I am not alone. Blender is quickly becoming the new standards for Indie projects and solo ones. I don't recall what programming language it uses but I THINK it's Python. Would a import script (Blender makes the usage of such plugins pretty simple on the end-user side) be something the community could expect to be uploaded in the near future?

Thanks!

 
Page 5 of 6 Go to page: · 1 · 2 · 3 · 4 · [5] · 6 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Wed January 18, 2023 11:34 PM 187 ms.
A Halo Maps Website