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Author Topic: [RELEASE] MORE HALO 4 STUFF (204 messages, Page 1 of 6)
Moderators: Dennis

TDog
Joined: Mar 6, 2013

twilight sparkle


Posted: Apr 2, 2013 08:38 AM    Msg. 1 of 204       
http://www.mediafire.com/?15vzirg6m85xi9j



Edited by TDog on Apr 2, 2013 at 08:49 AM


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Apr 2, 2013 09:35 AM    Msg. 2 of 204       
yet again completely legit

whoever gave you this stuff is probably regretting it now


Alexis
Joined: Nov 22, 2010


Posted: Apr 2, 2013 09:48 AM    Msg. 3 of 204       
Quote: --- Original message by: killzone64
yet again completely legit http://i1226.photobucket.com/albums/ee401/gokarter64/itsrealagain.png

whoever gave you this stuff is probably regretting it now


Are the Normals included in this pack?


DarkestSeptagon
Joined: Nov 29, 2012


Posted: Apr 2, 2013 10:12 AM    Msg. 4 of 204       
Omg Masterchief model!!!

Are the textures something other than the .bitmap extension this time? I still have no idea how to get the BMP files into max.
Edited by DarkestSeptagon on Apr 2, 2013 at 10:19 AM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 2, 2013 10:32 AM    Msg. 5 of 204       
H4 Masterchief Well NOW THIS CHANGES EVERYTAHNG!


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Apr 2, 2013 11:03 AM    Msg. 6 of 204       
Man how did you get this this is awesome!!!!?


DarkestSeptagon
Joined: Nov 29, 2012


Posted: Apr 2, 2013 11:14 AM    Msg. 7 of 204       
Quote: --- Original message by: Mootjuh
Quote: --- Original message by: DarkestSeptagon

Omg Masterchief model!!!

Are the textures something other than the .bitmap extension this time? I still have no idea how to get the BMP files into max.


You can extract .bitmap to .tiff and you can just convert .bmp into .tif
Thanks, I got it.
Edited by DarkestSeptagon on Apr 2, 2013 at 11:50 AM


SAS
Joined: Feb 26, 2013

I comment every once in a while


Posted: Apr 2, 2013 11:27 AM    Msg. 8 of 204       
now does anyone know how to pose them without the skins going crazy?


DarkestSeptagon
Joined: Nov 29, 2012


Posted: Apr 2, 2013 03:21 PM    Msg. 9 of 204       
This is fun to play with, thanks for uploading this.


Edited by DarkestSeptagon on Apr 2, 2013 at 03:46 PM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 2, 2013 03:41 PM    Msg. 10 of 204       
Rig him up and put em in game!

Arctic! =)


Edited by jackrabbit on Apr 2, 2013 at 04:06 PM


DarkestSeptagon
Joined: Nov 29, 2012


Posted: Apr 2, 2013 04:11 PM    Msg. 11 of 204       
Quote: --- Original message by: jackrabbit

Rig him up and put em in game!
I would but I have no idea how to do anything with custom edition.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 2, 2013 04:15 PM    Msg. 12 of 204       
inb4 ugly ports


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Apr 2, 2013 04:19 PM    Msg. 13 of 204       
Gah, the FP arms are all wonky with the bones.

Can someone fix 'em?


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Apr 2, 2013 04:41 PM    Msg. 14 of 204       
I must admit the halo 4 BR is my favorite one in the series




Highly wip shaders but it's mostly for displaying that it's working.

I need to know how to compile the number bitmaps into a single one in order to get the numbers to work, could someone explain how to set this up?


DarkestSeptagon
Joined: Nov 29, 2012


Posted: Apr 2, 2013 05:00 PM    Msg. 15 of 204       
Quote: --- Original message by: killzone64
I must admit the halo 4 BR is my favorite one in the series
Where'd you find the texture for the display piece in the scope?


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Apr 2, 2013 05:04 PM    Msg. 16 of 204       
Did You even look?
They're in the folder where the numbers and the folders for the default arctic and dune skins are at


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 2, 2013 05:05 PM    Msg. 17 of 204       
@DarkestSeptagon

look in the tutorial section how to rig biped.
you will have to remove some of his finger bones. I think.

@ killzone64
can you make specular map out of storm_br_control for me?
or just make a specular map? this green control thing working

Edited by jackrabbit on Apr 2, 2013 at 05:12 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Apr 2, 2013 05:10 PM    Msg. 18 of 204       
where'd cortana's head go?


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Apr 2, 2013 05:15 PM    Msg. 19 of 204       
Remember she lost it about half way through halo 4


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Apr 2, 2013 05:29 PM    Msg. 20 of 204       
Quote: --- Original message by: killzone64
Remember she lost it about half way through halo 4


icwatyoudidthar

but seriously, did it not get a model? 0.o


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Apr 2, 2013 05:45 PM    Msg. 21 of 204       
its probably a seperate model thats attached, or a permutation that is unextractable currently. though i am glad to see the carbine found its way in there despite how messed up it it


clonetrooper163
Joined: Oct 19, 2011


Posted: Apr 2, 2013 05:51 PM    Msg. 22 of 204       
see i have a funny feeling that gravemind got halo 4 extraction in adjutant and he's not telling anyone and only gave it to a couple people, cause these .emf opened right up with his emf importer and he changed the format of the H3 and HR models on export awhile ago to EMF3.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 2, 2013 05:53 PM    Msg. 23 of 204       
well the bitmaps for her face are there.

so q? i have colli model and fp model but no anim working what do I need to do to make Animations import a br animations to max and switch the models>?

if so what do I use to import animations?

trying to get my br working.

Im not sure what to do with the storm_br_control.bitmap.

It seems its for scratches and lights but it's green :S

i was thinking we could make specular map out of it and then copy al lthe lights and stuff to the defuse? but im not sure exactly? as for the number meter I think you have to make a long strip of number but I cant remember i was looking for a tut on hear in tutorial section but cant find one. =(


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Apr 2, 2013 05:53 PM    Msg. 24 of 204       
well that's what tdog is claiming, he mentioned a different program in the adjutant forum though.


Alexis
Joined: Nov 22, 2010


Posted: Apr 2, 2013 06:40 PM    Msg. 25 of 204       
Quote: --- Original message by: jackrabbit
Im not sure what to do with the storm_br_control.bitmap.

It seems its for scratches and lights but it's green :S

i was thinking we could make specular map out of it and then copy al lthe lights and stuff to the defuse? but im not sure exactly? as for the number meter I think you have to make a long strip of number but I cant remember i was looking for a tut on hear in tutorial section but cant find one. =(


The controls are appear to be used like Multipurpose maps in Halo CE. Each Color channel is a mask of some sort.

It appears to me that the channels are as follows

RED-Specular Mask
Blue-Reflection Mask or possibly Self Illumination
Green-Detail Mask


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Apr 2, 2013 07:06 PM    Msg. 26 of 204       
Allow me to elaborate.

Control maps are essentially Multipurpose maps but without a Self-Illumination channel. Halo 4 uses these as specular maps that can be controlled easier, hence the name.

The Halo 4 covenant weapons require a CC, or Color Change. I'm not sure as to why 343i did this to some of their textures. Upon closer observation, it appears 343i used a lot of filters when creating them, so it seems 343i is very lazy.

Halo 4 content also lacks proper rigging when exported.

Halo 4 bipeds such as Cortana and the Didact lack the head and neck, presumably due to the in-ability to extract them.
Edited by 032 Mendicant Bias on Apr 2, 2013 at 07:06 PM


jabberwockxeno
Joined: Jan 16, 2013


Posted: Apr 2, 2013 07:23 PM    Msg. 27 of 204       
Quote: --- Original message by: clonetrooper163
see i have a funny feeling that gravemind got halo 4 extraction in adjutant and he's not telling anyone and only gave it to a couple people, cause these .emf opened right up with his emf importer and he changed the format of the H3 and HR models on export awhile ago to EMF3.


100% correct. I was directly told as much by people from another site.

Why everything has to be kept to a select group of members is beyond me.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 2, 2013 07:26 PM    Msg. 28 of 204       
so basically I was right I need to create a new white and gray spec mask out of the green one and copy all the detail's green blue lights from it and make new defuse with the lights and scratches. I know that it was a spec mask because I used it as such and it looked right other than the color green. :S.

I think I will try and compile to monochrome hightmap and copy invert that mb that will work as good speck mask worth a try.
Edited by jackrabbit on Apr 2, 2013 at 07:27 PM


Alexis
Joined: Nov 22, 2010


Posted: Apr 2, 2013 07:40 PM    Msg. 29 of 204       
Quote: --- Original message by: 032 Mendicant Bias

Allow me to elaborate.

Control maps are essentially Multipurpose maps but without a Self-Illumination channel. Halo 4 uses these as specular maps that can be controlled easier, hence the name.

The Halo 4 covenant weapons require a CC, or Color Change. I'm not sure as to why 343i did this to some of their textures. Upon closer observation, it appears 343i used a lot of filters when creating them, so it seems 343i is very lazy.

Halo 4 content also lacks proper rigging when exported.

Halo 4 bipeds such as Cortana and the Didact lack the head and neck, presumably due to the in-ability to extract them.
Edited by 032 Mendicant Bias on Apr 2, 2013 at 07:06 PM

I believe they are using the CC process to easily get a color multiplied over an object after all basic shader parameters are applied.

I use this technique when creating covenant shaders for Open Sauce. It seems to give a much deeper color over using a diffuse for color.

As a side note, you seem to have affiliation with those who have full access to the extraction tools... Is there a reason they are being kept from the 'community'


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Apr 2, 2013 07:43 PM    Msg. 30 of 204       
Quote: --- Original message by: Alexis
As a side note, you seem to have affiliation with those who have full access to the extraction tools... Is there a reason they are being kept from the 'community'


We had planned on producing a complete tag set and releasing it to the community.


killzone64
Joined: Jun 9, 2010

Mostly active on discord


Posted: Apr 2, 2013 07:46 PM    Msg. 31 of 204       
well its a bit late now, since Tdog leaked stuff probably shouldn't trust him with your stuff next time
not that im complaining
Edited by killzone64 on Apr 2, 2013 at 07:48 PM


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Apr 2, 2013 07:50 PM    Msg. 32 of 204       
Not quite, you still all lack a lot of content which we've ported already.


Alexis
Joined: Nov 22, 2010


Posted: Apr 2, 2013 08:01 PM    Msg. 33 of 204       
Quote: --- Original message by: 032 Mendicant Bias
Quote: --- Original message by: Alexis
As a side note, you seem to have affiliation with those who have full access to the extraction tools... Is there a reason they are being kept from the 'community'


We had planned on producing a complete tag set and releasing it to the community.

Not to offend, But that is the same play we got with Halo 2-Reach... and very little panned out.

Is there a reason for not just providing the tools for those who just want their hands on the assets, as they are... Untouched?

Why is there always a motive of producing content of a certain standard that is deemed consumable to the rest of the peons?

Surely your tags will be great, and far better than most that would come of the assets, but is that any reason to keep the tools away from everyone else?


032 Mendicant Bias
Joined: Feb 25, 2010

Magnum periculum est elit.


Posted: Apr 2, 2013 08:12 PM    Msg. 34 of 204       
I believe the main reason as to why these tools were kept from everyone was because of how unfinished they are. There's still a lot of bugs, and quite a bit of assets that we can't extract yet.


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Apr 2, 2013 08:22 PM    Msg. 35 of 204       
Quote: --- Original message by: 032 Mendicant Bias
I believe the main reason as to why these tools were kept from everyone was because of how unfinished they are. There's still a lot of bugs, and quite a bit of assets that we can't extract yet.

I'm sure most of us would be glad just to have what we can get, glitchy or not

 
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