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Author Topic: Adjutant News and Info! (854 messages, Page 25 of 25)
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lomopo28
Joined: Jul 1, 2019


Posted: Jul 2, 2019 11:56 AM    Msg. 841 of 854       
Quote: Adjutant is essentially discontinued, though I am working on a new project which I likely will eventually support the MCC PC maps with, among other things. With work and other commitments taking up most of my time progress on the new project has been slow, though, so it may not be ready until a while after MCC PC is fully released.
Edited by Gravemind on Jul 1, 2019 at 08:07 PM


This is great to hear, have you compiled any information about the new map formats (apart from reversed headers)?


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jul 2, 2019 08:42 PM    Msg. 842 of 854       
Quote: --- Original message by: lomopo28
This is great to hear, have you compiled any information about the new map formats (apart from reversed headers)?


I'll have to wait until either the game is released or I'm part of a flight to look at the files but from what I've been told the MCC map files aren't too different from the 360 ones and have the exact same tag list.
I did get Halo 5 partially working though, but it was far too buggy to be of any use and a lot of the bitmaps are using BC7 which I haven't made a decoder for yet.


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Jul 3, 2019 01:54 PM    Msg. 843 of 854       
Quote: --- Original message by: Gravemind

I'll have to wait until either the game is released or I'm part of a flight to look at the files but from what I've been told the MCC map files aren't too different from the 360 ones and have the exact same tag list.
I did get Halo 5 partially working though, but it was far too buggy to be of any use and a lot of the bitmaps are using BC7 which I haven't made a decoder for yet.


Are you signed up for a Flight as well? First one dropped within the last week but it was very small so only a select few were included.

Also I don't doubt they are all that different. I can imagine only Halo 2A would be much different due to the upgrade they gave it. All the other games are unlikely to change since MCC is just a glorified Hub to access all of Xbox 360 Halo games.

Did the Adjutant team have to create a custom decoder for the 360 games? From your wording it sounds like it.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jul 3, 2019 07:57 PM    Msg. 844 of 854       
I am signed up for flighting but I'm not surprised I didn't make the first flight.

If H2A is like CEA, then the maps will be almost identical but with the bitmaps all moved into the Saber files instead of a map file. The Saber files may be completely different or very similar to the CEA ones though - only time will tell.

If by decoder you are referring the the bitmaps stuff I mentioned previously, then Adjutant used most of the same bitmap decoders as the old Alteration and Darkfall tools. For my new project I've made my own ones, so far I've covered BC1 to BC5 and a handful of xbox variations. BC7 isn't as straight forward as 1-5 though so I haven't spent any time on it since it isn't used until Halo5, and a decoder is only needed if you want to use a format other than DDS anyway.


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Jul 3, 2019 09:37 PM    Msg. 845 of 854       
Quote: --- Original message by: Gravemind
I am signed up for flighting but I'm not surprised I didn't make the first flight.

If H2A is like CEA, then the maps will be almost identical but with the bitmaps all moved into the Saber files instead of a map file. The Saber files may be completely different or very similar to the CEA ones though - only time will tell.

If by decoder you are referring the the bitmaps stuff I mentioned previously, then Adjutant used most of the same bitmap decoders as the old Alteration and Darkfall tools. For my new project I've made my own ones, so far I've covered BC1 to BC5 and a handful of xbox variations. BC7 isn't as straight forward as 1-5 though so I haven't spent any time on it since it isn't used until Halo5, and a decoder is only needed if you want to use a format other than DDS anyway.


Since I am not very privy to what BC1-5 or BC7 mean, can you explain what they are a bit more? Also what BC means too would be great. Thanks!


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jul 3, 2019 10:40 PM    Msg. 846 of 854       
BC stands for block compression. There are a number of standard compression methods used to compress images - the BC formats are among them. They work by compressing small sections (blocks) of the image separately rather than the image as a whole.

  • BC1 is DXT1

  • BC2 is DXT2/3

  • BC3 is DXT4/5


If I remember correctly BC4/BC5 are also known as ATI1/ATI2. I don't know of any common names for BC6 and 7.
Xbox 360 also supports some modified versions of the standard BC formats.


supersniper
Joined: Jul 28, 2007

fear the sniper


Posted: Aug 3, 2019 11:56 PM    Msg. 847 of 854       
Hey so I have 3ds max 8 and the AMF2 importer script was coded with a function that was introduce in 3ds max 9. I am using max8 because it's the most compatible for halo 2 vista.

However I cannot import the extracted geometry because of the script error.

The error is the dotNetControl function not existing in 3dx max 8 or lower.
Source

After looking at the script source it is the tvRegions UI control to present all the options.

Quote:
rollout mainRollout "AMF Importer v2.1" width:368 height:488
(
GroupBox grp_load "Load File" pos:[8,8] width:352 height:72
button btn_load "Load Model File" pos:[120,32] width:122 height:29

label lbl_selMesh "Select Meshes:" pos:[8,88] width:96 height:16 enabled:false
dotNetControl tvRegions "System.Windows.Forms.TreeView" pos:[8,104] width:184 height:296


I can probably change this but if Gravemind is still around, will you make a 3ds max 8 compatible script?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Aug 10, 2019 12:04 AM    Msg. 848 of 854       
Gravemind doesn't work on adjutant anymore, afaik that's Elijah now and everything is set up almost exclusively for max 13


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Aug 10, 2019 10:00 AM    Msg. 849 of 854       
Quote: --- Original message by: supersniper
Hey so I have 3ds max 8 and the AMF2 importer script was coded with a function that was introduce in 3ds max 9. I am using max8 because it's the most compatible for halo 2 vista.

However I cannot import the extracted geometry because of the script error.

The error is the dotNetControl function not existing in 3dx max 8 or lower.
Source

After looking at the script source it is the tvRegions UI control to present all the options.

Quote:
rollout mainRollout "AMF Importer v2.1" width:368 height:488
(
GroupBox grp_load "Load File" pos:[8,8] width:352 height:72
button btn_load "Load Model File" pos:[120,32] width:122 height:29

label lbl_selMesh "Select Meshes:" pos:[8,88] width:96 height:16 enabled:false
dotNetControl tvRegions "System.Windows.Forms.TreeView" pos:[8,104] width:184 height:296


I can probably change this but if Gravemind is still around, will you make a 3ds max 8 compatible script?


I can't guarantee there won't be more compatibility issues, but I removed the TreeView so maybe it will work with Max 8 now:
https://www.mediafire.com/file/nd143fuxcy5kp10/AMF2_No_TreeView.ms/file


supersniper
Joined: Jul 28, 2007

fear the sniper


Posted: Aug 12, 2019 01:28 PM    Msg. 850 of 854       
Here are the results from the max8 script modification you posted gravemind

Quote:
-- rName: "Clusters"
-- called in createMeshes(); filename: D:\Program Files (x86)\Autodesk\3dsMax8\Scripts\AMF2 No TreeView.ms; position: 22822
-- Frame:
-- norm: false
-- unwrap: false
-- uv: true
-- meshDic: #()
-- mrge: true
-- weight: true
-- called in btn_import.pressed(); filename: D:\Program Files (x86)\Autodesk\3dsMax8\Scripts\AMF2 No TreeView.ms; position: 49702
-- Frame:
>> MAXScript Rollout Handler Exception: -- Type error: Call needs function or class, got: undefined <<
n_import.pressed(); filename: D:\Program Files (x86)\Autodesk\3dsMax8\Scripts\AMF2 No TreeView.ms; position: 49702
-- Frame:
>> MAXScript Rollout Handler Exception: -- Type error: Call needs function or class, got: undefined <<


I'm going through the script right now, but my assumption is that a call function used is too new or non existent in max8

I was trying to import -Cyberdyne (The Pit) BSP extracted from adjutant 4.2

It seems to be failing at the meshes. Any idea what could cause it?
Edited by supersniper on Aug 12, 2019 at 10:40 PM


RevOcelotMGS
Joined: Oct 5, 2019


Posted: Oct 5, 2019 10:44 PM    Msg. 851 of 854       
Hey, several questions:
Does anyone know how to extract CEA models?
Is there any way to convert the AMF/EMF importers to work with Blender?

Thanks.


Canvenante
Joined: Nov 18, 2019


Posted: Nov 18, 2019 06:13 PM    Msg. 852 of 854       
Hello how are you ? I come today to ask you for help with the extraction of dialogue/sound of Halo 2 but in French. I tried a lot of things but nothing works. I do not know if you knew it but the .map files in French are in ".map.dtz" format and after doing some research, the ".dtz" files would be compressed files. I am looking for someone to help me extract the dialogues but in French, it is very difficult to do, few French have arrived or even none.
Here is a link with French maps: https://mega.nz/#F!G6hXlKLS!ptUJqaXv9UY3M-xjsTUlew!b2gBma4J
Maybe someone will find a solution or while the software "adjutant" is updated to open the ".map.dtz" and extract the sound effects.
cordially
Edited by Canvenante on Nov 19, 2019 at 04:19 AM


MosesofEgypt
Joined: Apr 3, 2013


Posted: Nov 19, 2019 12:00 AM    Msg. 853 of 854       
Use refinery. Refinery can rip most of the sounds, and can decompress the dtz maps to regular maps.


Canvenante
Joined: Nov 18, 2019


Posted: Nov 19, 2019 04:25 AM    Msg. 854 of 854       
Okay, thank you for this information. I will try Refinery. However, I watched several tutorials and nothing really explains how to convert a map ".map.dtz" to ".map". Could you help me please ?

EDIT: I want to thank you for your because I finally managed to get the sounds of halo 2 in French thanks to you! To get these sounds, I just found the ".map.dtz" which are in French. Then, thanks to the software "refinery" which allows to open the ".map.dtz" and convert it, I get very easily sounds. May it's a first to have the sounds of Halo 2 in French haha ​​it's been 2 years that I try to extol the sounds
Edited by Canvenante on Nov 19, 2019 at 09:18 AM

 
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