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Author Topic: Adjutant News and Info! (836 messages, Page 24 of 24)
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planeofsuck
Joined: Feb 14, 2014


Posted: Nov 28, 2016 03:23 PM    Msg. 806 of 836       
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 836       
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 836       
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 836       
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 836       
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 836       
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 836       
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 836       
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 836       
Thanks for the help Extreme110 :)


MatthewDratt
Joined: Sep 11, 2010

Newly redesigned MattDratt.com


Posted: Jun 27, 2017 04:43 PM    Msg. 815 of 836       
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 836       
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

Newly redesigned MattDratt.com


Posted: Jun 27, 2017 10:36 PM    Msg. 817 of 836       
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

Floof


Posted: Jun 28, 2017 07:24 AM    Msg. 818 of 836       
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 836       
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


Posted: Jul 2, 2017 07:35 PM    Msg. 820 of 836       
Any plans for H2 sound extraction? using Gravemind is hell.


Fellow Starstuff
Joined: Oct 10, 2016

You are the universe enjoying itself :)


Posted: Apr 7, 2018 02:53 PM    Msg. 821 of 836       
Does Adjutant not support sound extraction for Halo CE & Halo 2? I have the option to use the Raw Extractor when looking at Halo 3's .map files, but I only have the Meta Viewer available for Halo 2 maps, no Raw Extractor tab shows up.

If Adjutant doesn't support extracting sounds for Halo 2, does anyone know where/how else I can find the sound files?


MosesofEgypt
Joined: Apr 3, 2013


Posted: Apr 7, 2018 04:13 PM    Msg. 822 of 836       
Refinery supports extracting all sounds from ALL Halo 1 related titles, and also supports extracting most sounds from Halo 2 Vista(xbox is NOT supported). You'll need to switch it from tag extraction mode to data extraction mode.


giofrida
Joined: Apr 25, 2018


Posted: Apr 25, 2018 03:04 AM    Msg. 823 of 836       
Not sure I am in the right thread. However, I need to extract a sound file from Halo Reach disk. The sound contains the phrase "Infection" pronounced by the announcer in Italian language. When I open a .map with Adjutant I can only find English dialogs. How can I extract them in Italian?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 25, 2018 03:19 AM    Msg. 824 of 836       
Quote: --- Original message by: giofrida
Not sure I am in the right thread. However, I need to extract a sound file from Halo Reach disk. The sound contains the phrase "Infection" pronounced by the announcer in Italian language. When I open a .map with Adjutant I can only find English dialogs. How can I extract them in Italian?


There's a few localized versions of the dialog tags. I've seen some of the other announcer versions and extracted them but i've only ever been able to rip it from boneyard. Try looking down the list and see if there's alternate versions within the main sound tag via permutations


giofrida
Joined: Apr 25, 2018


Posted: Apr 25, 2018 04:04 AM    Msg. 825 of 836       
You are right. Actually I could find some dialogs used in invasion matches in Italian language, but about the file I am looking for there are no localized versions via permutations.


Anqryboy
Joined: Jul 14, 2018


Posted: Jul 14, 2018 05:12 AM    Msg. 826 of 836       
So I'm curious, since Halo 1 and 2 were available for PC, how do we get the data for other games? I don't suppose its just a case of popping the Xbox disk into our computer, right?

Also I could do with a little help. I'm trying to extract from Halo 2, I have the shared and mainmenu map files but no campaign, is that normal and is there somewhere I can get this file?


MrChromed
Joined: Apr 14, 2013

Developer on SPv3/CMT and ShadowMods Team.


Posted: Jul 14, 2018 11:07 AM    Msg. 827 of 836       
Quote: --- Original message by: Anqryboy
...is there somewhere I can get this file?

You can get all of the necessary files from Halo 2 and later games at: https://haloce3.com/xmf/


ElijahB1
Joined: Nov 25, 2012


Posted: Oct 30, 2018 12:50 AM    Msg. 828 of 836       
Quote: --- Original message by: Extreme110
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);

(snip)

Peace out.


Now we almost 2019 boi. Some audio stuff never really worked right due to drift in the array reading from raw and stuff...


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 31, 2018 08:19 PM    Msg. 829 of 836       
Happy Spoopy day to the Adjutant team. Quick bit of curiosity though, is the extractor still being worked on in any form? And if so, are there any plans you are willing to divulge to us?


Gravemind
Joined: Jul 28, 2009

sucks and is talentless


Posted: Nov 3, 2018 08:13 PM    Msg. 830 of 836       
Not for a lack of interest, but a lack of time.
Most development work on Adjutant was done when I was in school and university; the daily grind has replaced most of the free time I used to have.

Regardless, there's not too much more that could be added.
I looked into Halo 5 some time ago when Forge made it to PC. While it's similar to previous games in that it still uses a tag system, Adjutant just isn't flexible enough to support the difference in how the tags are stored without major changes.
Halo Online on the other hand I haven't really looked at on account of the majority of its assets can already be obtained from Halo 3 and 4, so there's little to gain from it.

As for plans; I have been slowly chipping away at a successor to Adjutant though I can't guarantee it will ever see the light of day due to how slow the progress is. If it's ever finished, or at least has a decent feature set, then I'll certainly release it. At this stage though it's just a foundation and nothing more.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Nov 4, 2018 06:41 PM    Msg. 831 of 836       
Being the case, hop on discord sometime so we can talk my dude!


theYellow
Joined: Jun 29, 2014


Posted: Nov 16, 2018 01:02 PM    Msg. 832 of 836       
Hi :)

Im trying to get some of my favorite Halo Maps into 3Ds Max. Using adjutant i keep getting messed up textures tho, am i doing something wrong?




Hope people in here are still active - and maybe someone would even be able to give me some help. Planing to port some of the Maps to VR as accurately as possible, to get the feeling of being inside my most fav maps and hang there with virtual friends. :)


€dit:
okay, i managed to fix it by replacing the corrupted Textures by some i fond in a Texture Pack onilne.


But now i have another Question. How can i get all the Rocks, Trees and Equipment with their relative Position to the map?


Edited by theYellow on Nov 16, 2018 at 04:32 PM
Edited by theYellow on Nov 16, 2018 at 04:33 PM
Edited by theYellow on Nov 16, 2018 at 05:47 PM


SBB_Michelle
Joined: Nov 4, 2015

Floof


Posted: Nov 16, 2018 05:27 PM    Msg. 833 of 836       
Well first you will want to make this images public so we can see them.


The Gravemind
Joined: Jul 26, 2016

I Am The Monument To All Your Sins


Posted: Nov 16, 2018 08:26 PM    Msg. 834 of 836       
that's gonna be tough because the rocks and trees are scenery tags, equipment are equipment tags etc. all are separate from the map (bsp).

Edited by The Gravemind on Nov 16, 2018 at 08:28 PM


theYellow
Joined: Jun 29, 2014


Posted: Nov 17, 2018 08:39 AM    Msg. 835 of 836       
so no chance of maybe just exporting their XYZ Coordinates and Scale, Rotation parameters - so i can just place them accordingly in 3DsMax

€dit:
Are the images visible now?
Edited by theYellow on Nov 17, 2018 at 09:17 AM


SBB_Michelle
Joined: Nov 4, 2015

Floof


Posted: Nov 17, 2018 03:46 PM    Msg. 836 of 836       
There's a tool called aether that can export scenery locations, just have to export the scenery yourself.

 
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