SgtFlex has contributed to 6 posts out of 465278 total posts
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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.
Hi all,
So, sorry if this has been asked before or mentioned somewhere. Recently I've been trying to get all of the Halo SPV3 stuff into 3DSMax to work on a mod elsewhere for a different game. I successfully managed to get their "Flood Jackal" unit with animations and everything, but I started running into issues when attempting to get the Brute. I believe the animations are compressed (unlike the Flood Jackal's) and I'm not sure how to get them decompressed for use. I tried googling to see if people had the same issue but I can't seem to find anything. I'm really a newbie to all of this and still trying to understand how to do things.
This is the error message I get when trying to import "brute_full.model_animations" 
For the Flood Jackal, what I exactly did was 1) Extract the .gbxmodel with Refinery 2) Extract the .model_animations with Refinery 3) Import the .gbxmodel using "GBXModel_Importer_v2-0-0.ms" script for 3DSMax 4) Import the .model_animations using "Animation_Importer_v1-0-3.ms" script for 3DSMax
I tried doing those exact steps for the Brute and I encountered that error above. Edited by SgtFlex on May 13, 2020 at 01:20 AM Edited by SgtFlex on May 13, 2020 at 01:20 AM
Quote: --- Original message by: Gravemind @SgtFlex unless you specifically want the bones to be spheres instead of diamonds then the standard AMF script should be fine. There's an option called "SetBoneEnable" - if you untick this the bones will be unlocked from their parent which will make it work better with the animation imports. If that still doesn't work then check the envelopes and make sure all the skin weights look correct. If that doesn't work then I'm not sure what the issue could be.
Ah, that worked! Thank you!
I'm resuming some work from a few months ago and I remember coming across this issue. I was trying to get the Sentinel Enforcer from Halo 2 with some animations, and the animations runs, but it does this really weird thing where one of the arms is super stretched out.
https://i.imgur.com/lc7ZdAr.png
I remember reading another post in this thread somewhere to try using the frame edition AMF exporter instead, but it just results in this error.
https://i.imgur.com/vZJPxVB.png
Is there some additional stuff that I should be doing? Sorry, still new to all of this.
Quote: --- Original message by: DeadHamsterTutorialThat gets the animations into 3DS max. Getting them into Gmod is your job, or the job of a different forum. Doubt anyone here will know more than what's in the video above. Edit: Just to clarify after I re-read this; I don't know anything about Gmod nor do I imagine others here knowing anything about it. If you have questions about how the import/export process works with Bonobo/Adjutant, Ask away! Happy to help with anything related to Halo Modding. But you shouldn't expect anyone here to know how to get the Raw Data from 3DS max into Gmod. Wrong forum for that part. Edited by DeadHamster on May 28, 2019 at 07:45 AM
This is a lot of help, thank you. I don't really need help with the gmod part, and if I do, I'll ask in another forum. I was just trying to give some context in case it mattered
I don't know if this is the right place to post, but...
Is there a guide to getting started on this sort of thing? I know it's a dumb question, but I've spent most of my night figuring out what a .map file is, how to use adjutant, and how to use Bonobo, and how to use 3DSMax. To give some context, I'm trying to get the sentinel model and animations for use as an NPC in Gmod.
There's probably something i'm just skipping over completely at this point. Trying to learn all this stuff is burning me out...
I've gotten to the point where I managed to get the sentinel model and it's bitmaps into 3DSMax, but I don't know what to do past there. This is the brick wall I hit, and I assume it's because I did something wrong since all the nodes are missing, and I don't know what to do. Any help is appreciated. I'd love to learn the process of going about this to do more NPC's especially.
https://i.imgur.com/PDlUKA7.png
I can click yes, but I don't think anything happens. Edited by SgtFlex on May 28, 2019 at 03:34 AM
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