Bungie LLC has contributed to 521 posts out of 465278 total posts
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I've an unrelated question, but I figured I'd ask in this thread specifically, since my chances here are better than anywhere else.
What is known about model collision geometry from (at least) second and third generation Halo titles, and how feasible is it to get it into a usable state?
If there's even a shred of hope for collision geometry processing/extraction, I would unironically be willing to commission it's development.
As it stands, we currently have the ability to acquire both render models and animations from up to third-generation halo games. As I've already stated previously in this thread, the only missing piece required for a near-seamless content porting pipeline from newer halo games into custom edition is an application in the same vein as Adjutant or Bonobo that handles collision geometry.
I'm interested to hear your thoughts on this. If, for whatever reason, you'd like to get in touch with me directly, you can reach me on either Steam or Discord (Seraphim#4203).
Quote: --- Original message by: LaikaGlove
Nice, glad you fixed it.
About the scaling, one thing I noticed is that because Adjutant (or rather the amf2 importer script for it) imports everything as bones, you'll sometimes encounter weird issues like that because all bones influence each other.
If you import the open/close animations for the sparrow for instance you'll see that the hull kind of scales/moves with the cockpit. If you export the sparrow model as jms and reimport it with nodes instead of bones, you don't see that issue happening.
This might be what's happening with the flood animations as well, however I'm not sure what the solution would be... Edited by LaikaGlove on May 21, 2019 at 06:07 PM
In regards to this issue, there's a solution: the AMF Importer from the last build of Adjutant was decrypted a few months back by Michelle, and a version of the importer was made to handle bones differently, by importing them as frames instead.
The maxscript(s) can be found here: https://github.com/gbMichelle/Halo_CE_Stuff/tree/master/Max%20Scripts
This is amazing.
At this point, all we need is an application or toolset in this same vein that deals with collision geometry, and we'll have virtually a complete pipeline for content porting from newer Halo titles, at least up to third generation. Very interesting stuff here, thanks for sharing!
EDIT: Just realized OP was CV. Glad to have you back. Edited by Bungie LLC on May 21, 2019 at 04:05 AM
here's your one [free bump]
next time i'm afraid i'll have to charge ok
pinnacle autism
@Waffles sent a friend request your way on discord the other day after seeing you pop up in the chimera group
Quote: --- Original message by: Jesse
actually laughed. quality post
Because some users here are too self-righteous to function properly in a moderate society, or otherwise display any form of humility in the face of overwhelming ridicule. lol
Find your "haloce.exe" in your main directory, or a shortcut to the executable. Right-click, navigate down to "Properties". In the Properties window, go to the "Compatibility" tab, and then find the "Disable Fullscreen Optimizations" checkbox, and select it. After you've checked the box, hit "Apply" in the bottom right corner of the Properties window, and then hit "Okay" to close the window while preserving your changes.
If disabling Fullscreen Optimizations for Halo did not fix your problem, try disabling any of the chimera mouse enhancements that you might have enabled. If they were not enabled beforehand, try enabling them to see if it fixes your problem.
how much would i have to paypal you in order for you to re-release/update that ca$h money magnum on ImBrokeRU's glock animations?
demo video - https://www.youtube.com/watch?v=4CnkBTdTWsE
release download - https://www.dropbox.com/s/syy0ci7ss1cn58p/glock-p80_animations.7z?dl=0
where are the f*kn tags megasan
u need to give tags loser
Works quite well. You've truly outdone yourself with this one. This has taken what little hassle there was getting MEK setup and virtually eliminated it.
I am not at all a fan of where the franchise has gone, and where it is today.
I'd be lying if I said H5's multiplayer didn't look like fun, though, as opposed to it's previous installment, which I played for maybe a month or less after release, despite the fact that I pre-ordered limited edition back in 2012.
I don't have an xbone though, despite 5's multiplayer looking like fun, it certainly ain't enough to tip the scales to make me run out and buy one.
Conversely, I might actually buy a PS4 just to play Death Stranding tbh, along with relive my PlayStation childhood with all the remakes they do on the PSN.
Quote: --- Original message by: Masters1337 hiding terminals in it
Terminals containing what? Another Sadie's Story? lol
I think something just as interesting could be done through interactions with the various NPC groups that are planned to be implemented in the level.
This app was a godsend when I used a previous build to condense bigass's tagset - and all it's dependancies (outside of those stored within loc, sounds, and bitmaps) - down to one folder in my root tags directory. Glad to see that it's still getting support. I hope at some point in the near future I can see Fudd get a touch-up, too
Have you considered using an already well-documented and reliable tag base for your projects, outside of the few assets of yours that are custom? Not trying to sound like a shill, but I am referring to the Silent Cartographer: Evolved tagset.
Since it's release, I've started using it's systems and templates for a general basis of all my personal undertakings/projects. I would like to pledge my help towards this project's development, but I would first like to present the former idea as a suggestion. If I were to balance, edit, tweak, etc. any pre-existing weapon or vehicle tags, I would prefer to use Evolved's systems as the groundwork, because - in my personal opinion - it's the magnum opus of some of the community's greatest content creators.
Tell me what you think. I know your previous releases of the project were centered around Evolved's tagset. If any of that's changed, or you have different plans in regards to what I've mentioned, let me know.
I'm sorry to hear that. But you can't control where your content ends up, and you should know by now that kind of fate is typical of ports from later installments of the franchise. It's Been a meme in this community forever.
Quote: --- Original message by: notrododo93 I am still amused by how the tags I released a while ago have only been used on latino maps.
What tags are you referring to? Do you mean the assorted halo reach vehicles, or something else?
I believe the CMT TSC:E tag release packages contain a fixed "b30_falling_box" vehicle, or something along those lines, which was a vehicle that previously broke on extract and never worked properly with HEK+ extraction.
TSC:E tag release also has several other "fixed" versions of campaign assets, like the female pilot from a10, which previously crashed the game or would otherwise cause exceptions in the editing tools.
It could be that you guys were accidentally ripping the mipmaps for the textures themselves, which also happen to be stored in most of the .s3dpak files. I'm pretty sure the "pak_stream" file is the one that contains almost all of the game's full-resolution textures, as opposed to the others, which only contain level specific textures, among other things.
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