A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[Utility] Reclaimer

Page 4 of 4 Go to page: · 1 · 2 · 3 · [4] · Prev
Author Topic: [Utility] Reclaimer (119 messages, Page 4 of 4)
Moderators: Dennis

Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jun 9, 2020 10:29 PM    Msg. 106 of 119       
Quote: --- Original message by: gpGlobals
I'm running into a strange error when trying to extract sounds. It *only* occurs for sounds, too, and I'm using the most recent version released in your previous post. Any idea what might be causing this?

Are you using the correct version of FFmpeg? You need to choose the 32bit static option on the download page.
Edited by Gravemind on Jun 9, 2020 at 10:31 PM


50predator50
Joined: Nov 4, 2010


Posted: Jun 13, 2020 11:31 PM    Msg. 107 of 119       
With sound extraction:

I changed my output to xma and noticed that it extracted fine, but not with wav. When I changed the output log to true, I saw that it couldn't extract to a directory path that had folders with spaces in their name.

I extracted it to a folder where there weren't any spaces in the directory path and it worked.
Edited by 50predator50 on Jun 13, 2020 at 11:31 PM


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jun 14, 2020 05:58 AM    Msg. 108 of 119       
Quote: --- Original message by: 50predator50
I changed my output to xma and noticed that it extracted fine, but not with wav. When I changed the output log to true, I saw that it couldn't extract to a directory path that had folders with spaces in their name.

I have found the issue and it will be resolved in the next update.


gpGlobals
Joined: Jan 15, 2020


Posted: Jun 15, 2020 12:30 AM    Msg. 109 of 119       
Quote: --- Original message by: 50predator50

With sound extraction:

I changed my output to xma and noticed that it extracted fine, but not with wav. When I changed the output log to true, I saw that it couldn't extract to a directory path that had folders with spaces in their name.

I extracted it to a folder where there weren't any spaces in the directory path and it worked.
Edited by 50predator50 on Jun 13, 2020 at 11:31 PM

Oof, I forgot to give an update on my scenario - exact same thing happened to me.


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Jun 15, 2020 05:41 PM    Msg. 110 of 119       
It is possible to create a sound extractor for Halo 2, if you can Gravemind, i know that Reclaimer don't support sound extraction from Halo 2...


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jun 20, 2020 07:42 AM    Msg. 111 of 119       
I haven't looked into Halo 2 sounds before but considering there are other tools capable of extracting them it's certainly possible.

I'm currently working on other things though so if I do get around to it, it probably won't be for a while.


Polingo
Joined: Dec 10, 2019


Posted: Jun 22, 2020 03:06 AM    Msg. 112 of 119       
Couple of more bugs I forgot to include in my previous post:

Some textures ripped with Reclaimer appear darker then they should.
Visibly, it looks like they are being gamma corrected by 0.4545 when they shouldn't. I have seen normal maps been affected by this as well, but they seem to be darkened in a manner.

https://cdn.discordapp.com/attachments/562743485669703686/724502528854851644/reclmr_txtr1hm.png

May need to copy the urls in browser window since according to the preview, the img tag doesn't appear to be working.

Gamma correcting the textures by 2.2 (the inverse of 0.4545) in photoshop seems to negate it for the most part but some depth will be lost if the texture has some dark areas as seen in the example above. Texture there is the red channel of storm_spartan_markv_torso_control from Halo 4 patch maps.

Here is a list of several bitmaps that are to my knowledge are affected by this.

bohemeth_panels_diff (shrine.map from Halo 3)
elite_base_upper_diff (from Halo Reach)
fore_mantle_normal & forerunner_mantle_detail_normal (m020.map from Halo 4)
storm_librarian_gown_diff, storm_librarian_head_diff, & storm_librarian_head_wrinkle_diff (m40_invasion.map from Halo 4)
Some of H4 mp armor control maps.

Some cubemaps don't seem to come out properly, they come out with either red artifacting or only one tile. Adjutant on left and Reclaimer on right.

https://cdn.discordapp.com/attachments/562743485669703686/724502522693156906/reclmr_cubmhm.png
https://cdn.discordapp.com/attachments/562743485669703686/724502511058419712/reclmr_cubm2hm.png

Some UI elements seems to have similar artifacting on them as well. Bitmap here is storm_fuel_rod_cannon_default_display_diff from Halo 4.

https://cdn.discordapp.com/attachments/562743485669703686/724502514111873031/reclmr_txtr2.PNG

And another question, were blend shapes by chance ever looked into? to be more specific, they're deformations of the original mesh used typically for facial animation as mentioned on the first page. The only Halo game that uses them to my knowledge is Halo 4, hence the absence of face bones on the head models.
Not sure if this will be of any use, but here is a summary about a talk that the Lead Character Artist at 343 gave at FMX in which he dives in a bit about facial animation in Halo 4.
https://forum.beyond3d.com/threads/halo-4.52050/page-61#post-1603790


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jun 22, 2020 06:31 AM    Msg. 113 of 119       
Quote: --- Original message by: Polingo
Some textures ripped with Reclaimer appear darker then they should.
Visibly, it looks like they are being gamma corrected by 0.4545 when they shouldn't. I have seen normal maps been affected by this as well, but they seem to be darkened in a manner.

https://cdn.discordapp.com/attachments/562743485669703686/724502528854851644/reclmr_txtr1hm.png

May need to copy the urls in browser window since according to the preview, the img tag doesn't appear to be working.

Gamma correcting the textures by 2.2 (the inverse of 0.4545) in photoshop seems to negate it for the most part but some depth will be lost if the texture has some dark areas as seen in the example above. Texture there is the red channel of storm_spartan_markv_torso_control from Halo 4 patch maps.

What makes you say it should look like that? What tool did you use that gave you that output? I opened the raw DDS image using a DDS viewer and it looked the same as what Reclaimer is showing.

Quote: --- Original message by: Polingo
And another question, were blend shapes by chance ever looked into? to be more specific, they're deformations of the original mesh used typically for facial animation as mentioned on the first page. The only Halo game that uses them to my knowledge is Halo 4, hence the absence of face bones on the head models.

I think I know where the data is, but animations are something I don't understand on a small enough level to be able to do anything with them. I can do 2D and 3D math but very little 4D math.

I will have a look at the other issues and see what I can fix in the next update.


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Jun 25, 2020 03:55 PM    Msg. 114 of 119       
i really need some help to convert collada file to vmf someone know to do if yes you could explain to me how or do the conversion, i would want just to convert the reflection (halo reach).


Zerox
Joined: Mar 14, 2020


Posted: Jun 25, 2020 07:35 PM    Msg. 115 of 119       
Quote: i really need some help to convert collada file to vmf someone know to do if yes you could explain to me how or do the conversion, i would want just to convert the reflection (halo reach).


Are you trying to import it to Hammer? If so try importing it to blender and exporting it as a.smd with a plugin then compile the file.
https://steamcommunity.com/app/211/discussions/0/616198900641311025/
https://developer.valvesoftware.com/wiki/Blender_Source_Tools


Polingo
Joined: Dec 10, 2019


Posted: Jun 25, 2020 08:16 PM    Msg. 116 of 119       
Quote: --- Original message by: Gravemind
What makes you say it should look like that? What tool did you use that gave you that output? I opened the raw DDS image using a DDS viewer and it looked the same as what Reclaimer is showing.


I say this because some textures ripped with Reclaimer appear much darker then whats in game, here is Tillson from H4 for example:

https://cdn.discordapp.com/attachments/562743485669703686/725848615498678422/rmcrum3.png

In game shot has a bit of reds likely due to subsurface scattering.

The texture from my previous post was pulled from MCC UI using UModel. I've known about this for a while already as there are tools for different games that have this same issue, I just could never get a decent example of it until now.

https://cdn.discordapp.com/attachments/562743485669703686/725833655557029969/rmcrum.PNG

From what I've been told apparently this has something to do with the tool not ripping the texture at its proper bit range or color space thus, they get darkened usually by a gamma value of 0.4545, but I am not 100% sure and thats about all I got unfortunately.
It could also be that the textures are darkened on purpose and read as linearly in-engine to get around some quirk within it, whatever that may be. Though that still would not explain the normal mapping getting pushed down to a certain bit depth as if it is being read as such by engine.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Jun 26, 2020 09:33 AM    Msg. 117 of 119       
I'm inclined to say there's more to it than just colour space, because I get the same result whether I view it in Reclaimer or a DDS viewer. If you save as DDS from Reclaimer it performs no conversion, so there's no possibility of losing data through an incorrect conversion. When it does do a conversion, Reclaimer just uses the typical 32bit ARGB format as the output.

It's possible that Halo handles all that sort of thing in its shaders, or it may have some sort of automatic gamma correction. It's also possible that the textures used for the Unreal UI were modified to account for using different shading.

Edit 1:
There is some gamma related information in the bitmap tags separate from the actual pixel data, however it is rarely used. Is this gamma offset present on most bitmaps or only a certain few?

Edit 2:
New update: 1.4.175. See 'Halo 5' section in OP for more details on Halo 5 usage.
- Halo 5 support
- support for bitmaps
- partial model support - no support for normals or rigging
- no bsp support at this time
- to use Halo 5 meta viewer download Zedd's Halo 5 tag layouts into "\Plugins\Meta Viewer\Halo5\"
- fix sound extraction not working when target path contained spaces
- fix cubemaps in Reach maps not being identified as cubemaps
- fix a number of small (usually <128px) bitmaps being displayed incorrectly

Edited by Gravemind on Jul 8, 2020 at 08:22 AM


Demoxicini
Joined: Feb 15, 2020

343 Guilty Spark


Posted: Jul 8, 2020 06:43 PM    Msg. 118 of 119       
Graveming, it is possible without bothering you to make a sound extraction for Halo 2 classic.


Polingo
Joined: Dec 10, 2019


Posted: Jul 8, 2020 11:20 PM    Msg. 119 of 119       
Quote: --- Original message by: Gravemind
There is some gamma related information in the bitmap tags separate from the actual pixel data, however it is rarely used. Is this gamma offset present on most bitmaps or only a certain few?

Definitely not all bitmaps are affected by this, most come out just fine.

https://cdn.discordapp.com/attachments/562743485669703686/730621718846242867/jfsa.PNG

The bitmaps I listed previously are ones I believe are affected by this, you could take a look at those ones out if you'd like, assuming they were not the ones looked at.

 
Page 4 of 4 Go to page: · 1 · 2 · 3 · [4] · Prev

 
Previous Older Thread   







Time: Sun July 12, 2020 6:30 AM 125 ms.
A Halo Maps Website