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Author Topic: Adjutant News and Info! (820 messages, Page 1 of 24)
Moderators: Dennis

ElijahB1
Joined: Nov 25, 2012


Posted: Apr 5, 2014 01:46 PM    Msg. 1 of 820       
Hello all, this is your one stop shop for all things Adjutant. All updates and related files will be posted here.

I am making this new one because the old Adjutant topic are ether locked due to spam, or are now for old versions (but still full of spam anyways).

4.2.0.0 UPDATE

v4.2.0.0
-Added support for Halo PC, CE, and decompressed CEA map files
CEA map files can be decompressed using AMD's Halo CEA compression tools
-Added setting to extract tags into different folders based on tag type
-Changed model viewer FOV controls to left/right on the numpad (4 and 6)
-Added render distance controls to model viewer using up/down on the numpad (8 and 2)
-AMF script updates for faster imports
-Bug fixes

4.0.0.0 UPDATE

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

v4.0.0.0
-Added support for Halo2 Xbox maps
-Excludes sounds and unic tags
-AMF shaders are diffuse only
-Added support for *decompressed* Halo CEA s3dpak files
-s3dpak files can be decompressed using AMD's Halo CEA compression tools (link in help file)
-Only includes bitmap support

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

3.5.1.0 UPDATE

-Faster importation into 3DS Max.

-Instanced geomitry is now instanced in 3DS Max.

-By popular demand, pivots that relate to objects!

What’s new in this version? Here is the basic rundown of 3.5.0.0:

- BSP extraction support for Halo 3, Halo 3: ODST, Halo Reach, and Halo 4.

- New extraction format that has 85% smaller file size and better import functions for 3DS max 2013 (yeah, you guys are going to need to update for some of the new stuff).

- Working rigs, no need to do that by hand anymore.

- Sound extraction support for Halo 3, Halo 3: ODST, Halo Reach, and Halo 4. (Halo 4 DLC maps don't work yet and you will need the sound bank and sound stream files in place just like shared maps)

- Lots of other really cool stuff

Full Change Log:


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

v4.2.0.0
-Added support for Halo PC, CE, and decompressed CEA map files
CEA map files can be decompressed using AMD's Halo CEA compression tools
-Added setting to extract tags into different folders based on tag type
-Changed model viewer FOV controls to left/right on the numpad (4 and 6)
-Added render distance controls to model viewer using up/down on the numpad (8 and 2)
-AMF script updates for faster imports
-Bug fixes

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

v4.1.0.0
-Fixed an issue with CEA batch extracts
-Fixed certain H2 maps infinite loop on batch extract
-Fixed H2 bitmap tiling on models/bsps
-Fixed some H2 bitmaps
-Fixed some sounds (excludes H4)
-Added permutation search to model viewer
-Added "Dump Folder" option for folders in CEA paks
-Not threaded, may freeze during large dumps
-There is also a "Dump File" option for individual files
-Added support for H4 bink tag extraction (batch only)
-AMF shader upgrade (mainly affects Reach models/bsps)
-AMF format can now extract and import albedo, illum and spec tints
-Requires re-extraction and script update to use new tints
-New script will still load older models

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

v4.0.0.0
-Added support for Halo2 Xbox maps
-Excludes sounds and unic tags
-AMF shaders are diffuse only
-Added support for *decompressed* Halo CEA s3dpak files
-s3dpak files can be decompressed using AMD's Halo CEA compression tools (link in help file)
-Only includes bitmap support

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

v3.5.1.1
-Fixed 64BPP PNG not working in batch extract

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

v3.5.1.0
-Fixed AMF/EMF breaking on models/BSPs that have empty shaders
-Model/BSP viewers/extractors will now all sort nodes by name
-Updated AMF script to 1.0.1
-Faster BSP importing
-BSP instances will now actually be instances
-Does not require re-extraction

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

v3.5.0.0

Usability Updates:
-Model viewer/extractor now has an option to (de)select selected permutation from all regions
-Model extractor will no longer reload the model every time you press Extract.
-Proper full tag class names

Bug Fixes:
-"File > Open Map" will now first cancel the current extraction before closing the current map
-Fixed incorrect vertex weighting on certain models
-Fixed wrong UV tiling values in EMF export
-Fixed Halo4 models exporting transparent shaders
-Fixed some strings in Halo4 showing as "invalid"
-"Unknown" regions on certain models now have proper names and rigging
-Fixed Halo3 brute armour being everywhere
-Fixed Halo4 models
-Halo4 prologue will now open
-Fixed a small number of sounds that weren't working

New Features:
-towav.exe must now be in a "Helpers" subfolder in the same folder as Adjutant.exe
-You can now set Adjutant as the default program for .map files
-Added an "Extract All" option in tag viewer
-ODST and Reach model exports now support full EMF shaders
-"Unknown" regions on certain models now work in batch extract and raw extractor
-Model viewer will now load proper vertex normals
-Halo4 sound extraction by AMD
-Does not support XMA and Raw output
-Does not support DLC maps
-Only about 1/3rd of sounds are extractable
-Additional setup required for Halo4 sounds, see Help file
-BSP extraction
-Big thanks to Zedd for help with meta mapping
-Supports viewing with the model viewer
-Halo4 DLC not tested and may not work as intended
-For more information, see Help file
-Halo 3 Beta support
-Excludes sound extraction
-New model format: Adjutant Model Format (AMF)

Adjutant Model Format:
-Up to 85% smaller than EMF
-Supports importing vertex normals (smoothing)
-Supports permutation selection at import time
-Supports detail maps
-Supports terrain blend maps
-Shader customization at import time
-Better bone setup (Halo 3)
-Works with newer versions of 3DS Max
-See Help file for more information

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

v3.2.1.0
-Fixed broken update system
-Fixed OBJ and JMS models having wrong vertex normals (smoothing)
-Updated EMF script to v3.4 to fix models with over 127 bones
-Fixed H4 biped models having missing faces

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

v3.2.0.0
-Added Halo4 compatibility
-Excludes sound sound extraction
-Many models and bitmaps may not extract
-Fixed JMS and OBJ being mixed up when extracting from the model viewer
-Fixed tags and classes being duplicated when clearing a search
-Fixed JMS export not working properly

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

v3.1.0.0
-Added sound extraction
-Preview sounds before extracting
-ToWav is REQUIRED for .wav extraction and previews
-Read "Raw Extractor > Sound Extractor" in Help for more information

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

v3.0.0.4
-Added another vertex format to load objects/levels/atlas/pda/ models in ODST maps

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

v3.0.0.3
-Fixed tag search not reverting when a blank search is entered

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

v3.0.0.2
-Fixed some models viewing but not extracting
-Changed tag search to be multi-word.

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

v3.0.0.1
-Fixed "Unknown" permutations not extracting in the model viewer

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

v3.0.0.0

General:
-Plugins are now external
-Download plugins via the Tools menu
-Added ability to view strings and locales of a map under "View" menu
-You can now see the current Adjutant version in the top right of the window
-Added tag search box under the tag list
-Status bar will now show status instead of filter
-Added a progress bar to the status bar to indicate when maps are loading
-Changed settings screen
-Added setting for plugins directory
-Added new options
-Moved all checkbox options to a list
-Smaller layout
-Filters are now separated by a space instead of a semicolon (;)
-Batch extract will now output number of tags extracted and time taken
-Batch extract will no longer extract "error previewing" images
-Batch extract is much faster
-Added Help menu
-Removed "About" screen - information is now in the help file
-Removed Debug menu in Tools because it is no longer needed

Meta Viewer:
-Redesigned to more closely resemble Guerilla
-Added extra options to controls
-Double-click on stringIDs to switch between string and int
-Double-click on rawIDs to switch between int and zone index
-Right-click on tag references to load that tag's meta
-Right-click rawIDs to dump raw
-Note: double-click and right-click only works in grey area, not in the textbox

Bitmaps:
-Fixed bitmaps that were only showing the top half
-Fixed some multi-bitmaps showing the same image for each index
-Fixed A8R8G8B8 cubemaps
-Fixed A8R8G8B8 DDS exports being the wrong colour
-No longer need to deselect "Linearize" on some bitmaps
-Reach bitmaps will show the proper "Type" now
-Image previews will now scale to fit on the screen better
-Added "Show alpha" option to show/remove alphas
-TIF bitmaps will extract without alpha if this is unchecked
-Removed "Size" from the detail list
-Removed advanced mode
-"View as" option is now always available
-"Linearize" is no longer needed
-Changed how bitmaps save
-You now either save selected image, or save all images
-To save as raw or DDS, change the filetype in the save dialogue

Models:
-Fixed sky models not working
-Fixed models not loading when a permutation has more than 65535 vertices
-Updated EMF script to 3.3 to load permutations with more than 65535 vertices
-Fixed parts of some models not having a rig
-Permutation list will no longer show permutations with no geometry
-Recursive bitmap extraction is now threaded and much faster
-Moved "select all" and "select none" to right-click menu on the list
-OBJ now extracts as a single file
-Permutations are selectable in the import dialogue in 3DS Max

Model Viewer:
-Better general performance
-Added back-face materials again
-Permutation list will no longer show permutations with no geometry
-Default camera position will change depending on model size
-ie: when viewing weapons the default view will be from the side
-Permutation list will now show previously missing pieces as "Unknown"

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

v2.5.1.0
-Changed meta viewer theme to look more like Guerilla
-Fixed node and marker positions not scaling in JMS export

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

v2.5.0.3
-Fixed EMF script not importing correct marker positions
-Re-generate script to fix. New version should read 3.2

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

v2.5.0.2
-Fixed model viewer using more RAM than it should
-Made model viewer not use back-face materials
-Fixed EMF script not importing certain models
-Re-generate script to fix. New version should read 3.1

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

v2.5.0.0
-Fixed flipped model faces
-Updated EMF format/script to v3
-Better object naming
-Imports regions as selection sets
-Only one mesh per permutation
-Optionally split meshes like in v2 (useful for custom rigging)
-Removed option to not export nodes/markers - just untick it in the script
-Removed EMF v1 and v2 exporting and scripts
-Removed "Single OBJ" exporting (it did the same as "Multi OBJ" anyway)
-Added experimental JMS exporting
-Only useful for scenery as the rigs are not compatible with existing animations
-Fixed an issue with the model viewer RAM usage
-Lots of optimisations
-Added support for .unic tags in batch extraction
-Added setting for unic language in batch extraction
-Fixed mainmenu maps not reading raw properly
-Fixed meta viewer having a horizontal scroll bar when it's not needed
-TextureType 540 Reach bitmaps will now show as cubemaps
-Added "All Files" option for saving unic strings
-Added borders to the meta viewer for readability
-Updated internal meta plugins
-rmsh (Reach)
-sbsp (Halo3, Reach)
-mode (Halo3, ODST, Reach)
-snd! (Halo3, ODST, Reach)
-ugh! (Halo3, ODST, Reach)
-Added Debug menu to the Tools menu
-Dump strings
-Dump locale
-Dump raw

Notes:
-New EMF script can be found in "Tools > Generate MaxScripts"
-EMF3 script will ONLY work with EMF3 models and vice versa
-You will have to re-extract models to fix the flipped faces
-You may have to re-set your "extract as" setting for models after updating

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

v2.4.0.1
-Reach Retail now has proper tag names
-Reach model support
-Both Beta and Retail
-Works in the model viewer
-Supports both EMF1 and EMF2
-Supports recursive bitmap export
-Fixed grenades not extracting
-Fixed a bug where some models would export the wrong meshes
-Removed LOD selection from model extractor
-You can now reload the current tag by pressing F5
-0x0 bitmaps will now show the actual size
-Unsupported maps will show an error message instead of exceptioning
-Fixed some models not loading in the model viewer and not extracting
-Fixed some bitmaps not loading
-Gave DXT3a_mono and DXT5a_mono bitmaps an alpha
-You can now view and save the strings from .unic tags in the Raw Extrator tab

Notes:
-Some Reach models will have incorrect rigging
-Adjutant now uses .NET 4.0 instead of 3.5. Please let me know if this causes problems

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

v2.3.0.0
-EMF v2.0
-No random triangles
-Imports face shader indexes
-Imports diffuse, bump, CC, detail bump, illum and spec materials
-ODST maps only support basic diffuse
-CC maps are not supported in 3dsMax 9 and lower
-Imports old EMF files
-Bug fixes
-Model Viewer changes
-Camera acceleration is now exponential
-Maximum camera speed depending on model size
-Changed minimum speed to 1
-Fixed models overlapping the viewer's border
-Viewer will properly disable if it fails to load the model
-The viewer will attempt to load broken models in advanced mode
-Model Extractor changes
-Added "Select All" and "Select None" buttons
-Added "Select BDS" button which will use the BDS filter in the settings
-Added "Export Bitmaps" button to export all bitmaps used on the model
-Added tooltips to the controls in the model viewer settings
-Batch extraction ouputs the error message when an error occurs
-Obj is available in batch extraction (doesn't support skipping tags)
-Updated About screen

Notes:
-EMF scripts are available in "Tools > Generate MaxScripts"
-You must re-extract the EMF files for them to be able to import shaders
-EMF2 files will NOT open with the EMF1 script
-EMF1 files WILL open with the EMF2 script
-Different versions of 3dsMax may have unexpected results, 2010 is recommended

How to import shaders:
-In the model extractor, click export bitmaps
-Export the desired model parts as EMF v2
-Generate and run the EMF v2 script in 3ds Max
-When importing you will be asked for a folder, choose the same one as when you exported the bitmaps
-If you extracted the bitmaps in a batch extract, choose the data folder you extracted to

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

v2.2.0.0
-Added a model viewer based on Darvolt's Rawcheeze
-Features:
-5x faster model loading than the original Rawcheeze
-Loads more model textures than the original Rawcheeze
-Better transparency handling than the original Rawcheeze
-Dynamic camera speed (bigger models start with faster camera)
-Cycling cursor
-Instant region/permutation toggling
-Extract models via the veiwer
-Editable BDS toggle
-Toggle background colour
-Toggle specular maps
-View controls by holding F1 in the viewer
-New options in settings relating to the model viewer
-Updated about screen with credits for Darvolt
-Changed about screen shortcut to F2 instead of F1

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

v2.1.0.7
-Exporting models to .OBJ will warn about nodes/markers
-Open File now says "Halo x360 maps" seeing as it's not just Halo3 anymore
-Cubemaps will now view and extract in a more useable format
-Changed empty tag names to <blank> instead of <<null>>

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

v2.1.0.6
-Fixed not reading size 0x0 cubemaps

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

v2.1.0.5
-Environment cubemaps now work properly

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

v2.1.0.4
-Better cubemap support
-Generic cubemaps now work properly
-Environment cubemaps still need work
-Includes Reach cubemaps

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

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"

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

v2.1.0.2
-When extracting from Reach retail, items will be placed in a folder with the same name as the map
-Changes to Reach retail tag loading
-Changes to right-click menu of the tag list
-Reach beta now has a proper string table
-This doesn't affect anything, though

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

v2.1.0.1
-General optimisations
-Bug fixes
-Map opening is now threaded
-Should be faster and not freeze while loading
-Updating will download the full changelog again now

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

v2.1.0.0
-General optimisations
-Bug fixes on models giving errors
-Tag filter now takes long class names as well
-Fixed A8R8G8B8 bitmaps channels being in the wrong order
-DXT3a is now available in normal mode
-The "____" class will no longer show up
-Better ODST support
-Models show correct permutation names
-ODST now has its own plugins for the meta viewer
-Long class names for classes new in ODST
-Halo Reach support
-Both Beta and Retail
-Bitmaps only - *no model extraction*
-No tag names for Retail
-Long class names for classes new in Reach
-Meta plugins specific for Reach

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

v2.0.7.1
-Changed DXT5a types
-Changed folder icons in the tag view to be always open
-DXT3a types are now viewable in advanced mode

Notes:
-Please report any bugs on DXT3a so they can be fixed before it's available in normal mode

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

v2.0.7.0
-".tif" is now the first option when extracting a bitmap
-Fixed DXT5a, DXN_mono_alpha, A8, A8Y8, AY8 and Y8 bitmaps
-All above formats are now available in normal mode and batch extraction
-Unknown31 formats are now viewable in advanced mode

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

v2.0.6.3
-Fixed saving DDS bitmaps not working
-Fixed "Extract linear raw" not working
-Added alt codes for the menu items
-Better DXT5a and DXN_mono_alpha extraction (advanced mode only)
-Settings will be saved when you click "Save" as well as when you close Adjutant
-New update screen
-Tells the current version and new version
-Tells the changes in the new version
-Minor UI changes

Notes:
-Will not download full changelog anymore, unless you force an update

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

v2.0.6.0
-Added "Advanced mode"
-Shows extra fields in the meta viewer
-Shows extra options in bitmaps
-May allow you to extract some extra bitmaps by changing settings
-DXN_mono_alpha types will now only show in Advanced mode (they're not complete anyway)
-Adds LOD selection to models (doesn't really work properly)
-Partial extraction of DXT5a types (Advanced mode only)
-Added "Force update" option, this will redownload the exe and changelog
-Redesigned About screen

Notes:
-Advanced mode should not affect batch extraction
-Advanced mode settings are not available in batch extraction
-Advanced mode will be remembered as a setting
-Advanced mode is probably buggy
-DXN_mono_alpha and DXT5a types are only *partially* extractable

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

v2.0.5.3
-Fixed the bitmap viewer's format column not being wide enough to show some names
-*some* A8R8G8B8 bitmaps are now extractable
-"DXN mono alpha" formats are sort of extractable, but the red channel is missing
-At the moment the red channel is just a copy of the green channel
-You might be able to photoshop it to be the right colour

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

v2.0.5.2
-Fixed the meta viewer being broken from previous update

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

v2.0.5.1
-Added names for all of the missing bitmap formats
-Changed the default background of the bitmap viewer to black
-Changed the icon in the main window to match the program icon

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

v2.0.5.0
-New update system, the exe and changelog will now be automatically replaced
-Updated meta viewer
-Made everything read-only to reflect it being a viewer not an editor
-Changed some drop-down lists to normal text boxes
-Removed context menus and editting options
-Significantly smaller file size

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

v2.0.4.1
-Test for in-app updating

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

v2.0.4.0
-Automatic update checking on application startup
-"Check for updates" option in "options" menu
-Toggle auto update check on startup
-"About" screen now shows version number

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

v2.0.3.1
-Improved bitmap extraction
-Less error on DXT, CTX and DXN types.
-Improved model extraction
-Less error on certain models with all nodes ticked
-"Copy path" option in folder view to copy the path and name of a tag or folder
-"Copy text" option in class view to copy the text of the selected item

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

v2.0.0.0
-Major UI and performance update
-New icon
-Tabbed, multiple map files
-Batch extract is in the same window
-Batch extract output improvements
-Batch extract from multiple maps at once
-Save output from a batch extract
-Added tooltips in settings
-Many performance adjustments
-Class view now shows full class names
-Updated "about" text
-New settings
-Toggle long/short class names
-"Quick extract" toggle for batch extract (don't ask for save folder)

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

Adjutant R3
-Batch extraction is now on a separate thread
-It doesn't freeze
-It's faster
-You can cancel it
-You can still use the program while an extraction is running
-Batch extraction now works in class view
-New settings
-Toggle batch extract overwrite
-Adjutant will remember your last used view setting
-Significant speed increase when loading folder hierarchy

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

Adjutant R2
-Improved batch extraction
-Less freezing
-Skip existing tags
-Default "extract as" setting
-New settings
-Default map path
-Default data path (extract-to path)
-Default tag filter
-"Extract as" settings for batch extraction
-Models can be extracted as .obj
-UI and performace improvements
-Fixed a bug where it wouldn't run from the desktop.

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

Adjutant
-Initial release

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


I know some people have already had issues with sound extraction so I have put together a .rar file that includes all necessary up-to-date files and have them placed properly into a root folder.

Adjutant 4.2.0.0 download link:

Mega (will be updated more often):

http://tinyurl.com/jhyuk4q

(link last updated 1-22-16)

I have tested this myself and it is working.

-MaxScripts:-

Be sure to generate new MaxScripts from the tools menu drop down in Adjutant every time there is an update.

Be sure you are also using the new AMF format for your extractions.


-Known Issues:-

-Halo 4 BSPs eat a lot of RAM, and the Adjutant model viewer may not display Halo 4 BSPs properly depending on your system. This is not a serious issue because if you extract the BSP and import it into Max, all faces will be present.

-In some cases you may get a "System Out of Memory" error. If you get this error, close and re-open Adjutant.

Stay tuned for further updates and if you encounter any other problems, post them here and we will try to patch them as fast as possible.

Questions about Controle Maps? Look here!

Quote: --- Original message by: Waffles
There are two types of control bitmaps, type 1 is for materials with an RGB/ARGB diffuse map. Type 2 is for materials without a separate diffuse map, the diffuse maps are grey scale and stored in channel data.

control type 1 bitmaps
R=specular
G=specular-exponent
B=reflection

control type 2 bitmaps
R=specular/reflection
G=diffuse
B=specular-exponent
A=dual colour-change (black is secondary, white is primary)

Any bitmaps with the suffix multi, are control type 1. Examples of type 1 are usually weapon control maps/props/scenery. Examples of type 2 are all MP character models.

Also, illumination data is stored in the diffuse alpha channel where it applies. (Use common sense to tell what is transparency and what is illumination).

Diffuse maps
RGB=diffuse colour
A=illumination source

Otherwise h4 relies heavily on materials and default bitmaps for all other illumination (MP Spartans). They use geometry for shape, and a white texture that can be colour-changed.

Halo 4 isn't limited by pre-set bitmap configurations, the new material system allows for more flexibility in choosing what bitmap channel is what source (colour change/illumination/transparency)



(also, no flaming or going off topic please)
Edited by ElijahB1 on Apr 5, 2014 at 02:02 PM
Edited by ElijahB1 on Apr 5, 2014 at 04:22 PM
Edited by ElijahB1 on Apr 5, 2014 at 06:16 PM
Edited by ElijahB1 on Apr 5, 2014 at 08:47 PM
Edited by ElijahB1 on Apr 14, 2014 at 03:20 PM
Edited by ElijahB1 on Apr 28, 2014 at 11:58 PM
Edited by ElijahB1 on Jun 10, 2014 at 09:32 PM
Edited by ElijahB1 on Dec 6, 2014 at 09:37 PM
Edited by ElijahB1 on Dec 6, 2014 at 10:10 PM
Edited by ElijahB1 on Dec 6, 2014 at 10:23 PM
Edited by ElijahB1 on Dec 6, 2014 at 10:24 PM
Edited by ElijahB1 on Dec 6, 2014 at 11:22 PM
Edited by ElijahB1 on Feb 21, 2015 at 11:35 PM
Edited by ElijahB1 on Feb 21, 2015 at 11:39 PM
Edited by ElijahB1 on Feb 22, 2015 at 12:16 AM
Edited by ElijahB1 on Mar 15, 2015 at 03:31 PM
Edited by ElijahB1 on Jan 22, 2016 at 01:39 PM
Edited by ElijahB1 on Jan 22, 2016 at 01:44 PM


PRPatxi
Joined: Oct 30, 2010

Dennis ban me, please,


Posted: Apr 5, 2014 01:48 PM    Msg. 2 of 820       
You guys <3


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 5, 2014 01:48 PM    Msg. 3 of 820       
Can you update the OP with a download link to the application itself?


Horeb
Joined: Nov 27, 2013

Mr.Banano here


Posted: Apr 5, 2014 01:51 PM    Msg. 4 of 820       
GOD BLESS YOU GUYS I LOVE YOU SOOOO MUCHHHHHHHH


PRPatxi
Joined: Oct 30, 2010

Dennis ban me, please,


Posted: Apr 5, 2014 01:55 PM    Msg. 5 of 820       
Quote: --- Original message by: Horeb
GOD BLESS YOU GUYS I LOVE YOU SOOOO MUCHHHHHHHH


Moar low quality Latino MODZ plz.


ElijahB1
Joined: Nov 25, 2012


Posted: Apr 5, 2014 01:58 PM    Msg. 6 of 820       
Quote: --- Original message by: Higuy
Can you update the OP with a download link to the application itself?


There is one there already... but here you go?

https://mega.co.nz/#!Jg9EEZ6S!qV9ac0U3utyedRePCnZKOoZWwSt-LnoxTw2kBiPzgPY


PRPatxi
Joined: Oct 30, 2010

Dennis ban me, please,


Posted: Apr 5, 2014 01:59 PM    Msg. 7 of 820       
Quote: --- Original message by: Mootjuh
Nah the BSPs would be too complex most of the time anyway.

Unless you go make everything objects.


Get your PC back soon!


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 5, 2014 02:00 PM    Msg. 8 of 820       
can't wait to test that !
Edit : That's beautiful.
Edited by bourrin33 on Apr 5, 2014 at 02:05 PM


ElijahB1
Joined: Nov 25, 2012


Posted: Apr 5, 2014 02:04 PM    Msg. 9 of 820       
Quote: --- Original message by: Mootjuh
So the app is finished?


There is always stuff to work on and improve, but this is pretty stable and has significantly more features than the older build so we decided to release it.


MEGA_VKNG
Joined: Dec 23, 2013

Apparently not allowed to move on


Posted: Apr 5, 2014 02:17 PM    Msg. 10 of 820       
shared map extraction plz


ElijahB1
Joined: Nov 25, 2012


Posted: Apr 5, 2014 02:21 PM    Msg. 11 of 820       
Quote: --- Original message by: MEGASEAN2812
shared map extraction plz


Not sure what you are referring to, all that is in shared is raw data that the other maps call on. There is no tag structure like there is in Halo 2, so it would not be worth the effort when you can get all of its data from linked maps.


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Apr 5, 2014 03:02 PM    Msg. 12 of 820       
Quote: --- Original message by: SupaTrolol
guys just a warning
this is an april fools joke
it doesn't exist
3.2.1 is legit but 3.5.0 is nonexistant
sorry you got your hopes up, i did too


3.5.0 is nonexistant


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Apr 5, 2014 03:09 PM    Msg. 13 of 820       
It's a TORLL!


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Apr 5, 2014 03:14 PM    Msg. 14 of 820       
Quote: --- Original message by: SupaTrolol
Quote: --- Original message by: DOOM899

3.5.0 is nonexistant


No doom this one works!

I well keep that in mind that what you say is a joke


MEGA_VKNG
Joined: Dec 23, 2013

Apparently not allowed to move on


Posted: Apr 5, 2014 03:18 PM    Msg. 15 of 820       
H3SPP Confirmado.


ElijahB1
Joined: Nov 25, 2012


Posted: Apr 5, 2014 03:19 PM    Msg. 16 of 820       
Quote: --- Original message by: DOOM899
Quote: --- Original message by: SupaTrolol
guys just a warning
this is an april fools joke
it doesn't exist
3.2.1 is legit but 3.5.0 is nonexistant
sorry you got your hopes up, i did too


3.5.0 is nonexistant


Quote: --- Original message by: altis94
It's a TORLL!


You could try it before you say its a troll you know.. Its also April 5th, not the 1st, so how can it be a April fools joke?


MatthewDratt
Joined: Sep 11, 2010

Support Higuy https://t.co/9mIC7v3J5j


Posted: Apr 5, 2014 03:20 PM    Msg. 17 of 820       
Quote: --- Original message by: MEGASEAN2812
H3SPP Confirmado.


ElijahB1
Joined: Nov 25, 2012


Posted: Apr 5, 2014 03:21 PM    Msg. 18 of 820       
Quote: --- Original message by: Mootjuh
So no secrets anymore, yay.

http://i849.photobucket.com/albums/ab55/haddouti_m/ingame5_zps09ec654b.jpg~original


It was never our policy to keep secrets, just to insure that the builds that we released were of quality and would not crash every 3 min.


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Apr 5, 2014 03:22 PM    Msg. 19 of 820       
there no game night today and it's 3am I got to go to bed good night

I well give it a go in time ok
Edited by DOOM899 on Apr 5, 2014 at 03:23 PM


MatthewDratt
Joined: Sep 11, 2010

Support Higuy https://t.co/9mIC7v3J5j


Posted: Apr 5, 2014 03:33 PM    Msg. 20 of 820       
The "--Object reference not set to an instance of an object" error seems to happen and then you can't get textures imported.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 5, 2014 03:43 PM    Msg. 21 of 820       
The BSPs are killing my computer


ElijahB1
Joined: Nov 25, 2012


Posted: Apr 5, 2014 03:44 PM    Msg. 22 of 820       
Quote: --- Original message by: Mootjuh
Anyways, will you guys give animations a(nother?) shot now?


Maybe, though that is unlikely. There is no code in ADJ that could really be used for it, and we really have not looked into the animation format/how its set up. If we did do anything for animations, it would be down the road a bit.

Quote: --- Original message by: MatthewDratt
The "--Object reference not set to an instance of an object" error seems to happen and then you can't get textures imported.


What model/bsp are you messing with?


MatthewDratt
Joined: Sep 11, 2010

Support Higuy https://t.co/9mIC7v3J5j


Posted: Apr 5, 2014 04:10 PM    Msg. 23 of 820       
Quote: --- Original message by: ElijahB1

Quote: --- Original message by: MatthewDratt
The "--Object reference not set to an instance of an object" error seems to happen and then you can't get textures imported.


What model/bsp are you messing with?


Halo 3 - Serria 117 (jungle) - bsp 025 (plus a few others)


ElijahB1
Joined: Nov 25, 2012


Posted: Apr 5, 2014 04:14 PM    Msg. 24 of 820       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: ElijahB1

Quote: --- Original message by: MatthewDratt
The "--Object reference not set to an instance of an object" error seems to happen and then you can't get textures imported.


What model/bsp are you messing with?


Halo 3 - Serria 117 (jungle) - bsp 025 (plus a few others)


Ok, I'll look into it.

Edit:

Have you generated new max scripts? Be sure you are using the new AMF format aswell.

It is working for me:


Edited by ElijahB1 on Apr 5, 2014 at 04:23 PM


MatthewDratt
Joined: Sep 11, 2010

Support Higuy https://t.co/9mIC7v3J5j


Posted: Apr 5, 2014 04:40 PM    Msg. 25 of 820       
Im using Max 12

Edit: amf works
Edited by MatthewDratt on Apr 5, 2014 at 04:43 PM


ElijahB1
Joined: Nov 25, 2012


Posted: Apr 5, 2014 04:43 PM    Msg. 26 of 820       
Quote: --- Original message by: Mootjuh
Did you use Max 2013?


Works fine in both.

We dropped support for EMF because AMF allows us more flexibility. Use it from now on because EMF will no longer be updated.


Edited by ElijahB1 on Apr 5, 2014 at 04:45 PM


MEGA_VKNG
Joined: Dec 23, 2013

Apparently not allowed to move on


Posted: Apr 5, 2014 05:26 PM    Msg. 27 of 820       
Cant wait for jahnlaxes h4spp with added op dmrs.
Edited by MEGASEAN2812 on Apr 5, 2014 at 05:27 PM


PRPatxi
Joined: Oct 30, 2010

Dennis ban me, please,


Posted: Apr 5, 2014 05:30 PM    Msg. 28 of 820       
Can someone give me the amf script for 3ds max or maya?


MEGA_VKNG
Joined: Dec 23, 2013

Apparently not allowed to move on


Posted: Apr 5, 2014 05:31 PM    Msg. 29 of 820       
its in tools-generate scripts.

also everyone i know is having a field day with the bsp stuff.
Edited by MEGASEAN2812 on Apr 5, 2014 at 05:31 PM


MatthewDratt
Joined: Sep 11, 2010

Support Higuy https://t.co/9mIC7v3J5j


Posted: Apr 5, 2014 05:32 PM    Msg. 30 of 820       
Im stealing some fooliage from serria 117 and structures from citadel for Takedown


MEGA_VKNG
Joined: Dec 23, 2013

Apparently not allowed to move on


Posted: Apr 5, 2014 05:33 PM    Msg. 31 of 820       
TAKEDOWN RIPS.


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Apr 5, 2014 05:38 PM    Msg. 32 of 820       
I wonder if a map with any of those BSPs will ever be released.


Rosanna Weyland
Joined: Apr 4, 2013

Up and down, and all around.


Posted: Apr 5, 2014 05:43 PM    Msg. 33 of 820       
Quote: --- Original message by: PRPatxi
Can someone give me the amf script for 3ds max or maya?


Adjutant generates those scripts for you.

Use Tools > Generate MaxScripts.


PRPatxi
Joined: Oct 30, 2010

Dennis ban me, please,


Posted: Apr 5, 2014 05:44 PM    Msg. 34 of 820       
Quote: --- Original message by: Rosanna Weyland
Quote: --- Original message by: PRPatxi
Can someone give me the amf script for 3ds max or maya?


Adjutant generates those scripts for you.

Use Tools > Generate MaxScripts.


Thatnk you ^.^


MEGA_VKNG
Joined: Dec 23, 2013

Apparently not allowed to move on


Posted: Apr 5, 2014 05:46 PM    Msg. 35 of 820       
So far the only bsp i cant access is warhouse (adrift)

 
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