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 »[App] Adjutant 2

Page 8 of 34 Go to page: · 1 · ... · 5 · 6 · 7 · [8] · 9 · 10 · 11 · ... · 34 · Prev · Next
Author Topic: [App] Adjutant 2 (1188 messages, Page 8 of 34)
Moderators: Dennis

The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Sep 6, 2012 11:39 AM    Msg. 246 of 1188       
LOL comes with halo 6 extraction.


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Sep 6, 2012 06:30 PM    Msg. 247 of 1188       
I noticed that the rigging is messed up for pretty much....every model you export from Adjutant. I did not have this issue XTraction. So......what is going wrong? For example....the tongue bone (in 3ds Max) seems to be rigged to the every other model vertex....EXCEPT for the tongue vertices. Anyone know why this is happening? Or is it just me having this issue?

Thanks for any help given.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 6, 2012 07:51 PM    Msg. 248 of 1188       
Quote: --- Original message by: mastur cheef
Soo.. when does version 9.9.9.9 come out?

Probably never, I just put that there for testing.

Quote: --- Original message by: videoman
I noticed that the rigging is messed up for pretty much....every model you export from Adjutant. I did not have this issue XTraction. So......what is going wrong? For example....the tongue bone (in 3ds Max) seems to be rigged to the every other model vertex....EXCEPT for the tongue vertices. Anyone know why this is happening? Or is it just me having this issue?

Thanks for any help given.

What model are you looking at? I haven't seen any differences in rigging between Adjutant and xTraction.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 6, 2012 09:04 PM    Msg. 249 of 1188       
Yea the cortana issue is with all three apps, so it's not just Adjutant.


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Sep 7, 2012 12:18 AM    Msg. 250 of 1188       
Never mind everyone. I WAS using 3ds Max 2013....but then switched to 2012 and had no further issues. I wonder why that is even the case? Does 3ds Max 2013 handle MAXscripts differently then 2012?

Either way, fixed the issue. :D

Thanks again for the MUCH improved extraction program Gravemind!
Edited by videoman on Sep 7, 2012 at 12:19 AM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 7, 2012 12:20 AM    Msg. 251 of 1188       
Yea I think the script was originally made with either 2009 or 2010, so a lot could've changed by 2013.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 7, 2012 05:13 AM    Msg. 252 of 1188       
Quote: --- Original message by: videoman

Never mind everyone. I WAS using 3ds Max 2013....but then switched to 2012 and had no further issues. I wonder why that is even the case? Does 3ds Max 2013 handle MAXscripts differently then 2012?

Either way, fixed the issue. :D

Thanks again for the MUCH improved extraction program Gravemind!
Edited by videoman on Sep 7, 2012 at 12:19 AM

It does I think. I was doing something with biped bones a while back, 2013 screwed it up big time. Went to 2010, perfectly fine.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 7, 2012 03:47 PM    Msg. 253 of 1188       
After Max 2008, Halo support began to decrease from max. 2009 and 2010 lost the ability to use blitzkreig and past that is just a nightmare to use with the HEK


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 7, 2012 03:58 PM    Msg. 254 of 1188       
Max 8 is not Max 2008.
Blitzkrieg is only supported by Max 8 and earlier.
Max 5,6,7,8,9,2008,2009,2010,2011,2012,2013. is the order of things.
Edited by Maniac1000 on Sep 7, 2012 at 03:58 PM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 7, 2012 04:05 PM    Msg. 255 of 1188       
:) thanks


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 8, 2012 01:05 AM    Msg. 256 of 1188       
generally speaking, the information was still conveyed in an understandable way, but thanks for the correction Maniac


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 12, 2012 10:09 PM    Msg. 257 of 1188       
Quote: --- Adjutant Changelog v2.1.0.3
=======================================================

v2.1.0.3
-Better internal Reach plugins
-You can now use external plugins to override the default ones
  • Plugins must be in a "plugins" folder in the same directory as Adjutant.exe
  • Halo3 plugins must be in "plugins\Halo3"
  • ODST plugins must be in "plugins\ODST"
  • Reach plugins must be in "plugins\Reach"
  • All plugins must be .xml
  • Plugins are not required, if a plugin is not found it will use the default internal ones instead
-New "Generate plugins" option
  • This will copy all default plugins to the plugins folder, you can then edit them if you wish
-Reorganized menu options
  • "Tools" menu contains "Generate EMF script", "Generate plugins" and "Advanced mode"
  • "Options" menu contains "Settings", "Update" and "About"

=======================================================

Edited by Gravemind on Sep 12, 2012 at 10:13 PM


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Sep 12, 2012 10:34 PM    Msg. 258 of 1188       
thank you :)


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 13, 2012 04:20 PM    Msg. 259 of 1188       
Hey Gravemind, whats the difference between the standard plugins and your plugins at this point?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 13, 2012 08:30 PM    Msg. 260 of 1188       
Quote: --- Original message by: waffles
Gravemind, idk what its due to, but lord hoods head bitmap is no longer viewable, nor in an extractable state. Before the 2.0 updates i believe it was in dxn format, where it still had channel info, but now its ARGB8 formatted and theres literally nothing there. Dunno if your still working with the bitmap itself or if something else happened but i thought i'd say something in any case.

I looked into it, and the bitmap is actually extracting perfectly, it just looks blank because of the way the the alpha is shown. The alpha is blank in that image, so for some reason it makes the whole image look blank. If you extract the image and use an editor to remove the alpha channel (or view only RGB and not alpha) it will be perfectly normal.

Quote: --- Original message by: R93_Sniper
Hey Gravemind, whats the difference between the standard plugins and your plugins at this point?

What do you mean by standard plugins? The ones in Alteration and Ascension? Adjutant uses the same plugins as those, but some are newer, and some are older. That's why I added the option to use external plugins, so you can use your own, use plugins from other programs, or edit the ones that come with Adjutant.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 13, 2012 08:35 PM    Msg. 261 of 1188       
No problem. The reason it didn't used to look blank was because the channels were mixed up in older versions, so the blue was blank instead of the alpha.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Sep 18, 2012 04:12 PM    Msg. 262 of 1188       
bumped down to page 3, but i see you are the last poster so can't exactly bump your own thread.
anything new to mention gravemind?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 20, 2012 05:11 AM    Msg. 263 of 1188       
No, not really. I was thinking of looking into the cubemap issues and and the issue with some bitmap sizes and whatnot. Don't know if I'll get far though.

Edit:


I'll try to get the update out tomorrow morning.
Edited by Gravemind on Feb 13, 2013 at 07:38 AM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 20, 2012 07:40 PM    Msg. 264 of 1188       
Yea, there's some from ODST and Reach that aren't though. What's the tag names of some of the HDR ones?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 20, 2012 08:11 PM    Msg. 265 of 1188       
All the non-generic ones seem to be DXT5 instead of DXT1, and all come out wrong the current way I'm handling cubes. Not sure what's wrong with them, but I'll probably put the update out without them for now.
Edited by Gravemind on Sep 20, 2012 at 08:15 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 20, 2012 08:33 PM    Msg. 266 of 1188       
I swear that some version ago, when looking at the prt (particle) tags it showed the referenced bitmaps used by the particle tag, but somehow it doesn't show up anymore?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 20, 2012 08:43 PM    Msg. 267 of 1188       
In advanced mode you can see the shader references, but I don't remember it ever showing actual bitmap references. You can get the bitmap references from the shaders, though.

Also, the 2.1.0.4 update is out with better cubemaps. Doesn't include environment cubes though.
Edited by Gravemind on Sep 20, 2012 at 08:44 PM


Kureha
Joined: Sep 1, 2012

SUBARUUU!~~~


Posted: Sep 20, 2012 08:45 PM    Msg. 268 of 1188       
Alright. Awesome. Just. Fantastic. If you can get those masterchief visor cubemaps, that'd be great as well.
Edited by Kureha on Sep 20, 2012 at 08:46 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 20, 2012 08:47 PM    Msg. 269 of 1188       
The objects\bitmaps\reflection_maps\masterchief_visor cubemap works fine if that's the one you mean.
Edited by Gravemind on Sep 20, 2012 at 08:49 PM


Kureha
Joined: Sep 1, 2012

SUBARUUU!~~~


Posted: Sep 20, 2012 08:50 PM    Msg. 270 of 1188       
Quote: --- Original message by: Gravemind

The objects\bitmaps\reflection_maps\masterchief_visor cubemap works fine if that's the one you mean.
Edited by Gravemind on Sep 20, 2012 at 08:49 PM


Yes that was the static cubemap that I was talking about. Thanks!


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 20, 2012 09:31 PM    Msg. 271 of 1188       
Quote: --- Original message by: CaptainVidya
I haven't seen much progress on muzzle flare bitmaps from weapons. Hey Gravemind when are you going to do particle fx bitmaps that are "gradients"?

waffles is right. The gradients are meant to be only 1 pixel high (sometimes a few more). Most of the gradients you have to turn off "linearize" in advanced mode, but other than that they work just fine.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 20, 2012 10:04 PM    Msg. 272 of 1188       
Update:


Should be out within a few hours.
Edited by Gravemind on Feb 13, 2013 at 07:39 AM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 20, 2012 10:14 PM    Msg. 273 of 1188       
no bloody way :)


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 20, 2012 10:58 PM    Msg. 274 of 1188       
2.1.0.5 is out now with proper cubemap support - both generic and environmental.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 20, 2012 11:03 PM    Msg. 275 of 1188       
Thank you very much


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 20, 2012 11:04 PM    Msg. 276 of 1188       
Doesn't work for sandtrap cubemaps "levels\multi\shrine\shrine_shrine_cubemaps"

But it does work for valhalla (riverworld), thanks!
Edited by XlzQwerty1 on Sep 20, 2012 at 11:04 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 20, 2012 11:09 PM    Msg. 277 of 1188       
levels\multi\shrine\shrine_shrine_cubemaps doesn't give a size for any of the submaps. At the moment, cubemaps with size of 0x0 can't be viewed, I'll work on a fix for it later.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 20, 2012 11:11 PM    Msg. 278 of 1188       
Ahh, I see - No problem.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Sep 21, 2012 12:42 AM    Msg. 279 of 1188       
2.1.0.6 is out and reads size 0x0 cubemaps.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Sep 21, 2012 03:29 PM    Msg. 280 of 1188       
Sheesh Gravemind, you've been quite busy havent you?
Any progress on better model ripping capabilities?

 
Page 8 of 34 Go to page: · 1 · ... · 5 · 6 · 7 · [8] · 9 · 10 · 11 · ... · 34 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Mon August 3, 2020 8:14 AM 438 ms.
A Halo Maps Website