clonetrooper163 has contributed to 65 posts out of 441978 total posts
(.01%) in 610 days (.11 posts per day).
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see i have a funny feeling that gravemind got halo 4 extraction in adjutant and he's not telling anyone and only gave it to a couple people, cause these .emf opened right up with his emf importer and he changed the format of the H3 and HR models on export awhile ago to EMF3.
No it can't, plus the .maps from HCEA are the halo ce ones from the xbox, HCEA uses a different format to store the newer models in which are s3dpak, i have been able to extract from the pack but i just can't figure out the formats on the models since they all come without a file format, i was able to on some of the textures but that's about it. Edited by clonetrooper163 on Mar 20, 2013 at 02:18 PM
Here is a link to it http://www.gamefront.com/halo-3-for-pc-mentioned-in-latest-amd-catalyst-drivers/
But for people who don't want to click on it, here is the full articles
Microsoft says it has no plans to bring 2007′s Halo 3 to PC, but a bit of code mentioned in the latest Catalyst drivers from AMD might suggest otherwise.
Blogger Kn00tcn caught sight of the mention of Halo 3 in AMD’s Catalyst 13.3 beta drivers released a few days ago. The code mentions Halo3.exe as being a profile in the drivers, which throws a little more fuel on the rumor that the game might eventually find its way to PC.
Last month, there was another bit of information that suggested a PC version of Halo 3 might be coming in the future, when a reference to the game popped up in the Steam database. But Microsoft has denied that a PC version of Halo 3 is in the works. A spokesperson for Microsoft told Game Front via email, “We currently do not have plans to release a PC version of ‘Halo 3′.”
Both Halo and Halo 2 are on PC, the latter following at a pretty great length after the Xbox version hit shelves.
Microsoft has been known to reverse itself in the past, but neither the Steam database mention nor the AMD driver mention is rock-solid proof that Halo 3 is on its way to a Steam account near you.
Via Gaming Bolt.
Lol if your gonna leak something leak it with textures, it's no good to anyone if they don't have textures
Quote: --- Original message by: Btcc22Quote: --- Original message by: Sergeant 1337 They took Halo 3 off the list. Halo CE and Halo 2 are still there. No, they hid the community hubs for all of the 'leaked' titles. Here, try this instead. Edited by Btcc22 on Feb 3, 2013 at 11:14 PM
ah i hadn't seen that i was only going off the website that was posted in the OP
Quote: --- Original message by: Sergeant 1337 They took Halo 3 off the list. Halo CE and Halo 2 are still there.
don't lie lol http://cdr.xpaw.ru/app/216800/ it's still there
Quote: --- Original message by: xXR0B0STEELXx I don't know if this has already been said, but a whole bunch of things from CEA has been taken from the other halo games, so you could attempt to take them from the other games that they were from, and just give them the halo CE animations.
PS, don't give me hate from this, the main reason I posted this was to follow this topic.
i think the reason they want to get this stuff is casue, it's all already rigged to bones used in the haloce version here and much easier to just try and duplicate it in OS or normal CE without having to try and take the models from halo reach (that this game mostly uses) and throw them in haloce without messing with rigging
So i got somewhere, files extracted from b30 but all the files models,textures and other stuff have no header so i gotta try and figure it out, anyways here is a photo

right click and open in a new tab to see it Edited by clonetrooper163 on Jan 29, 2013 at 06:39 PM
the .maps from halocea are just the old xbox .maps they have nothing new in them that you don't already have with haloce here on pc.
What you really want is the s3dpaks that holds all the stuff from the saber3d engine side of the game that holds the halo 3 and reach models that are rigged to haloce bones
Quote: --- Original message by: Dumb AI Which is courtesy of Bungie for creating the assets.
ah damn you beat me too it i was gonna say that, you can't credit gravemind for the source since the source was created by bungie, only thing he gets credit for is the tool nothing more
Quote: --- Original message by: GravemindQuote: --- Original message by: clonetrooper163 AH don't change the EMF format again if you do cause having everything extracted thin o look an update and a new EMFimporter o wait it wont open the models i've already extracted. anyways while your rewriting it why not add an option to split the models i know there is one when you click on the model to extract but i'm talking about if you extract say a whole tag set like characters, make it in the option settings so it can stay on all the time. I didn't plan on changing the EMF format, but adding the split option to the settings will be no problem. Quote: --- Original message by: clonetrooper163 O and last thing why did your .TIF files go from working like the dds files do to being a Spec map i don't get that it's kinda stupid and doesn't make since to me, cause you have to extract both TIF and DDS cause the normal maps that are put in dds don't open with 3ds max or photoshop. I haven't changed the way the .TIF files save at all. However, Photoshop CS5 (with my settings, at least) blends the alpha channel into the RGB channels rather than showing it as a separate channel, whereas CS4 does not. Deleting the alpha channel or disabling it in the 3DS Max material editor may solve your problem, if I understand correctly. I haven't changed the DDS files either, but I do know that some bitmap formats don't work as DDS. CTX1 and DXN (used on normal maps) should be fine, though.
That's odd though cause i have a version of your tool that works with reach that is a couple updates before EMF3 and the textures extract in .tif just fine they don't extract like they do now in your tool with the blended alpha layer and so on so something had to of changed since thin. but thanks for replying to my post and taking your time to comment on each of the things i said/point out Edited by clonetrooper163 on Jan 3, 2013 at 11:30 PM
Quote: --- Original message by: Dumb AI
Sometimes,speed is the priority. Rigging doesn't take that long if you are skilled but sometimes,you want to get stuff done more quickly. Edited by Dumb AI on Jan 3, 2013 at 03:06 PM
I for one love rigging but for people that wanna export right away and go straight into making machinima or just normal animations with the default rig can't with halo reach stuff and on the OP it says right there for halo ce modding and machinima, and that's not user friendly for people that don't have time or don't really know how to rig and just animate.
I for one have been getting a lot of PM's and steam messages asking for halo reach models rigged for them to work on machinima and either i don't have that model rigged or i have to give them my personal rig which isn't bad but if the models was already rigged i wouldn't be getting these messages or i could just import to 3ds max and export to FBX or whatever.
I just think it should come before rewriting the whole program.
Quote: --- Original message by: Gravemind The BSPs are possible, but unlikely. As for updates; I'm currently rewriting Adjutant so there probably won't be anything for a while.
AH don't change the EMF format again if you do cause having everything extracted thin o look an update and a new EMFimporter o wait it wont open the models i've already extracted. anyways while your rewriting it why not add an option to split the models i know there is one when you click on the model to extract but i'm talking about if you extract say a whole tag set like characters, make it in the option settings so it can stay on all the time.
O and last thing why did your .TIF files go from working like the dds files do to being a Spec map i don't get that it's kinda stupid and doesn't make since to me, cause you have to extract both TIF and DDS cause the normal maps that are put in dds don't open with 3ds max or photoshop.
Last 2 thing, maybe update the tool to allow for full perm extraction on the spartans and both male and female marines,even if you aren't happy how it was done just add it cause if people don't see it on the site here even know it's at the bottom of the OP people may not see it and it's still helpful and needed
Try working on the Rigging for the models so they extract with the original working rig with normal looking biped from the game and not weird messed up bones, that should be one of the main priorities cause 99% of the rigs for halo 3/odst work but halo reach doesn't and if people wanna extract them and start animating they can't cause the rigs are messed up and they may not be able to fix that.
This is what i've observed while i'll playing around with your tool, changing the EMF to me was wrong along with the TIF files cause a developer of a program or whatever doesn't change a format of something unless they have damn good reason to do so or so sudden to when the old normal format was working just fine.
Anyways take this as you may or don't, this is what i think should be done and what was wrong for being done and it should be done before rewriting your whole program unless it fixes some of those problems.This is a great amazing tool when others wouldn't release there's.
O and don't think MS will do anything about Halo 4 support, cause Zteam got halo reach extraction support when the beta was released and CAD uploaded a video of the concussion rifle and some other things to modacity right after, if they really truly cared about us ripping the models they'd of already done something by now.
i would of told you all of this on xfire instead of posting a wall of text but your never on xfire anymore Edited by clonetrooper163 on Jan 3, 2013 at 11:49 AM
Quote: --- Original message by: Putte08Anyone here know how to fix this problem? http://www.animate.se/download/file.php?id=24472&mode=viewSeems like the shadows/lightning gets stuck in the UVW mapping or something. It stops where the texture stops etc. Could someone help me out? I'm putting down a lot of time into a CGI I'm doing right now and this is stopping me. Would be glad as hell if someone knew how to fix this, or work around it.
export the textures as dds, it seems gravemind didn't ever look to see that when the textures are exported as tif it exports a type of spec map over the diffuse texture
Ok well thanks for proving me wrong, that's all I wanted lol Edited by clonetrooper163 on Dec 17, 2012 at 02:01 PM
-snip- Edited by clonetrooper163 on Dec 17, 2012 at 01:59 PM
Quote: --- Original message by: Cheddars
dont worry Edited by Cheddars on Dec 14, 2012 at 01:27 AM
wait wait wait you can't say yolo and thin give a link and thin edit your post and remove it http://www.mediafire.com/?b67o3a0zz9ya72p
Quote: --- Original message by: ptowery Can you release their notes on jmad tags?
That right there will never be released sorry but that's not gonna happen, some stuff is made to be kept a secret or from prying eyes, but if Gravemind just happen to look into it a little harder he may be surprised how easy it'd be
sorry if this sounds a little rude
Edited by clonetrooper163 on Dec 3, 2012 at 04:39 PM
when i go there i get "THE WEBSITE AHEAD CONTAINS MALWARE"
Quote: --- Original message by: waffles How many polies are the arms btw? they look fairly detailed.
prob wont work on reach stuff till i see that it works well enough within populated maps (with reach tags).
the basic arms without any armor attachments or kat's robot arm is 19,771 polies Edited by clonetrooper163 on Nov 10, 2012 at 12:28 PM
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