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Author Topic: Adjutant News and Info! (820 messages, Page 24 of 24)
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planeofsuck
Joined: Feb 14, 2014


Posted: Nov 28, 2016 03:23 PM    Msg. 806 of 820       
any info about a possible update to support halo 5?


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Dec 14, 2016 06:58 AM    Msg. 807 of 820       
It's been a while since any sort of news or program update. Any word on either? I don't know if there is much else to be added or updated (that could be), but if the program is now finished, something about that would be nice.

Thank you!


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Dec 15, 2016 05:02 PM    Msg. 808 of 820       
Seeing as various "factions" are working on trying to assemble a portfolio of sorts containing H5GF candy. You could be forgiven for thinking that the Adj team may be looking into producing something similar.

Who knows perhaps we might get a decent stocking filler come Christmas morning!? (Dn't count on it tho)

Aside from that I don't think Adj should ever be officially considered finished...at least not in the literal sense.

Infact it's probably better to think of the project as a constant WIP, which continually refines and updates itself as time moves on and more oppurtunities present themselves.


Well that's the theory anyway.


HCEA/HWars support when?


Extreme110
Joined: May 18, 2010

That doesn't motivate me sir!


Posted: Feb 3, 2017 03:51 AM    Msg. 809 of 820       
And so the thread enters 2017.

Not trying to be an arse but, just genuinely curious on how the devs are doing. I get it if there's not been a chance to work on it or if interest has waned a lot, but here's hoping we get some sweet, sweet loving soon.

Just going to reiterate my problem with 4.20P (and all previous versions); getting the same error message when trying to export the following sound files in Halo 3 (any filetype);

010_jungle
sound\music\amb\perc\perc85\track1\alt_loop --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.
sound\music\amb\perc\perc85\track1\loop - lp1 + lp2 + lp3 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.

020_base
sound\music\amb\tech\a_tech\track1\loop - loop1 + loop2 + loop3 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.

040_voi
sound\music\amb\perc\perilous_timp\track1\loop - lp1, lp2, lp3, lp4, lp5, lp6, lp7 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.

070_waste
sound\music\amb\perc\perc96\track1\loop - loop1, loop2, loop3, loop4, loop5, loop6, loop7 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.

110_hc
sound\music\amb\perc\perc96\track1\loop - loop1, loop2, loop3, loop4, loop5, loop6, loop7 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.

120_halo
sound\music\numbers\14perc\track1\loop - lp1, lp2 --Source array was not long enough. Check srcIndex and length, and the array's lower bounds.


Peace out.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 11, 2017 05:41 AM    Msg. 810 of 820       
Quote: --- Original message by: Extreme110

Just going to reiterate my problem with 4.20P (and all previous versions); getting the same error message when trying to export the following sound files in Halo 3 (any filetype);


Same.



Gravemind
Joined: Jul 28, 2009

sucks and is talentless


Posted: Feb 11, 2017 06:34 AM    Msg. 811 of 820       
http://www.mediafire.com/file/v4clvesqth2cawk/sounds.7z
They're not perfect but they're usable.


Fellow Starstuff
Joined: Oct 10, 2016

You are the universe enjoying itself :)


Posted: Jun 20, 2017 08:13 PM    Msg. 812 of 820       
Forgive me if someone already asked and got this question answered, but how do I use the ToWav plugin to extract game sounds in Adjutant? I have ToWav.exe in a "ToWav" folder inside the "Plugins" folder in my Adjutant folder. But when I chose a sound tag/file inside Adjutant 4.2 there's no option to extract it.


Extreme110
Joined: May 18, 2010

That doesn't motivate me sir!


Posted: Jun 21, 2017 06:52 AM    Msg. 813 of 820       
Quote: --- Original message by: Fellow Starstuff
Forgive me if someone already asked and got this question answered, but how do I use the ToWav plugin to extract game sounds in Adjutant? I have ToWav.exe in a "ToWav" folder inside the "Plugins" folder in my Adjutant folder. But when I chose a sound tag/file inside Adjutant 4.2 there's no option to extract it.

Firstly, that's the wrong location for towav. In the directory where Adjutant.exe is, there should be a "Helpers" folder (if not, create one). Put towav.exe directly inside that folder, not inside a subfolder.

Secondly, to extract a snd! tag, open Adjutant, open the map file, and then select the .snd! tag in the hierarchy on the left. On the right, you should see two tabs; "Meta Viewer" and "Raw Extractor". Select the Raw Extractor. From here you can either press "Save As Single" to save all the Permutations of the sound file as one big audio file, or you can select a permutation in the list at the top, and then select "Save Selected". You can preview an individual permutation by double clicking on it in the list, and you can listen to all permutations by clicking the "Play All" button.

Hopefully that helps :)


Fellow Starstuff
Joined: Oct 10, 2016

You are the universe enjoying itself :)


Posted: Jun 22, 2017 07:10 PM    Msg. 814 of 820       
Thanks for the help Extreme110 :)


MatthewDratt
Joined: Sep 11, 2010

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


Posted: Jun 27, 2017 04:43 PM    Msg. 815 of 820       
Is it possible to rip Halo 4 music yet? I was trying to get the loops for Arrival but can't seem to find them.


Bizargh
Joined: Mar 14, 2015


Posted: Jun 27, 2017 09:17 PM    Msg. 816 of 820       
Quote: --- Original message by: MatthewDratt
Is it possible to rip Halo 4 music yet? I was trying to get the loops for Arrival but can't seem to find them.


I think you can get much if not all of the Multiplayer music, but at least with my use of v4.0.0.0 (Because of future versions' issues with additional audio file extraction), I can't get any of the Campaign's music using Adjutant.

I know a fella whose got probably everything from the Campaign & Spartan Ops' first half here presumably by other means:
http://forums.ffshrine.org/showthread.php?t=134343

Since you'd have to register for links, I'll provide the bunch here:
Part 1: http://www.mediafire.com/download/f79duph12csovb1/4GR.zip.001
Part 2: http://www.mediafire.com/download/45yrt8y7k7wg7b3/4GR.zip.002
Part 3: http://www.mediafire.com/download/9xm7sxom9w66frv/4GR.zip.003
Part 4: http://www.mediafire.com/download/yx118xymeyqc7yo/4GR.zip.004
Part 5: http://www.mediafire.com/download/l09cg1pd6crb1en/4GR.zip.005
Part 6: http://www.mediafire.com/download/4fn6hmzj4pscnzn/4GR.zip.006
Part 7: http://www.mediafire.com/download/17ke2tvn3szfv31/4GR.zip.007
Part 8: http://www.mediafire.com/download/e9dii9965w2yiie/4GR.zip.008

He's very kindly arranged them all into folders corresponding to their levels, but they appear as raw as his tool(s) provided them. Unfortunately, in music relating to "Arrival", there's only one linear track that's borderline identical, but thankfully sports the "Bang" fadeout as heard here rather than the "Whimper" fade out of the Official Soundtrack (Along with the other in-game themes of the Midnight mission).
Edited by Bizargh on Jun 27, 2017 at 09:37 PM


MatthewDratt
Joined: Sep 11, 2010

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


Posted: Jun 27, 2017 10:36 PM    Msg. 817 of 820       
Quote: --- Original message by: Bizargh

Quote: --- Original message by: MatthewDratt
Is it possible to rip Halo 4 music yet? I was trying to get the loops for Arrival but can't seem to find them.


I think you can get much if not all of the Multiplayer music, but at least with my use of v4.0.0.0 (Because of future versions' issues with additional audio file extraction), I can't get any of the Campaign's music using Adjutant.

I know a fella whose got probably everything from the Campaign & Spartan Ops' first half here presumably by other means:
http://forums.ffshrine.org/showthread.php?t=134343

Since you'd have to register for links, I'll provide the bunch here:
Part 1: http://www.mediafire.com/download/f79duph12csovb1/4GR.zip.001
Part 2: http://www.mediafire.com/download/45yrt8y7k7wg7b3/4GR.zip.002
Part 3: http://www.mediafire.com/download/9xm7sxom9w66frv/4GR.zip.003
Part 4: http://www.mediafire.com/download/yx118xymeyqc7yo/4GR.zip.004
Part 5: http://www.mediafire.com/download/l09cg1pd6crb1en/4GR.zip.005
Part 6: http://www.mediafire.com/download/4fn6hmzj4pscnzn/4GR.zip.006
Part 7: http://www.mediafire.com/download/17ke2tvn3szfv31/4GR.zip.007
Part 8: http://www.mediafire.com/download/e9dii9965w2yiie/4GR.zip.008

He's very kindly arranged them all into folders corresponding to their levels, but they appear as raw as his tool(s) provided them. Unfortunately, in music relating to "Arrival", there's only one linear track that's borderline identical, but thankfully sports the "Bang" fadeout as heard here rather than the "Whimper" fade out of the Official Soundtrack (Along with the other in-game themes of the Midnight mission).
Edited by Bizargh on Jun 27, 2017 at 09:37 PM


https://youtu.be/NDe13n_WpQA

edit: I'm honestly surprised the music and sfx during the cinematics are all mixed into a single sound file. That's something I'd do honestly out of laziness

edit edit: and although this version of arrival isn't pre-looped, just out of a listen there are enough small changes in it that'll make making a custom loop much easier
Edited by MatthewDratt on Jun 28, 2017 at 01:14 AM


SBB_Michelle
Joined: Nov 4, 2015

I am me!


Posted: Jun 28, 2017 07:24 AM    Msg. 818 of 820       
You can rip a lot of music from the soundbank and soundstream pck files using this program: https://github.com/Vextil/Wwise-Unpacker

None of the outputs are named though, so it will take a while to find stuff.

When I went trough it a year or two ago I remember hearing a few bits of arrival, so there is defenitly something there.


Bizargh
Joined: Mar 14, 2015


Posted: Jun 28, 2017 07:31 PM    Msg. 819 of 820       
Quote: --- Original message by: MatthewDratt
edit: I'm honestly surprised the music & SFX during the cinematics are all mixed into a single sound file. That's something I'd do honestly out of laziness.

edit edit: and although this version of Arrival isn't pre-looped, just out of a listen there are enough small changes in it that'll make making a custom loop much easier
Edited by MatthewDratt on Jun 28, 2017 at 01:14 AM


It doesn't surprise me much. With all the Midnight Legendary reset-to-checkpoints carved into my memory, my recollection of the music behaviour would correspond to more linear music data, at least for that level than what Marty has set-up in the Bungie titles and his numerous loops. And I can imagine numerous reasons why they'd create a singular render of the cinematic music & SFX, especially with the decreasing amount of real-time cutscenes vs. pre-rendered video files (Ex. Gearbox Software's Bink Video files have a singular channel for SFX & music, then the rest consist of the various spoken languages). But that's me talking as an observer of game audio data, not a developer of course.

Quote: --- Original message by: SBB_Michelle
You can rip a lot of music from the soundbank and soundstream PCK files using this program: https://github.com/Vextil/Wwise-Unpacker

None of the outputs are named though, so it will take a while to find stuff.

When I went through it a year or two ago I remember hearing a few bits of Arrival, so there is definitely something there.


That's Wwise for ya. Plenty of tools to get the audio data from (Ravioli Game Tools, Riveal 11.1, WEM to OGG, & more), but so few with the ability to output them with names, usually as few games provide such helpful information for tools or users like Killing Floor 2 & Rising Storm 2: Vietnam do in their accompanying TXT files for their BNK files or Doom (2016) and it's soundbanksinfo.xml file.

Certainly makes me appreciate the simplicity of GCFScape, UE Viewer or having your WAVs, OGGs and/or MP3s laid bare more & more as Wwise becomes more beloved by developers (Even Bungie uses it in Destiny, and probably still does for Destiny 2, which will give the eager data-miners on standby a nice little challenge).


MEGA_VKNG
Joined: Dec 23, 2013

Apparently not allowed to move on


Posted: Jul 2, 2017 07:35 PM    Msg. 820 of 820       
Any plans for H2 sound extraction? using Gravemind is hell.

 
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