Gravemind has contributed to 371 posts out of 468032 total posts
(.08%) in 3,465 days (.11 posts per day).
20 Most recent posts:
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.
They're not perfect but they're usable.
This should resolve the sound issues that came with 4.1. It also fixes H3B maps not working from 4.1.
As for sounds that say 'Unsupported sound type', that's because they're not supported - it's not a bug. This is because towav doesn't seem to support 4 and 6 channel XMA sounds, so Adjutant is only able to send it mono and stereo sounds.
Additionally, multilingual announcer sounds are problematic since they contain multiple copies of each sound permutation (one for each language) which isn't accounted for in the permutation separation process. The best way to get all permutations from them is to use 'save all as single' in the raw extractor tab. This will extract all permutations in all languages to a single wav file, from which you can cut out the parts you want to use.
Quote: --- Original message by: DoodleSama
Bumping this thread to request a .tga option for saving bitmaps if possible, since they don't suffer the transparency problem .png and .tif seems to be having and without needing a third-party plugin to open it in Photoshop like .dds.
Photoshop automatically merges the alpha channel into the RGB channels on PNG and TIF files. To separate the alpha and display opaque RGB, select Layer0 and from the menu select Layer>Layer Mask>From Transparency. Then right-click the layer and select Disable Layer Mask.
Quote: --- Original message by: SupaTrolol
I'd like to personally thank any and all who have worked on this over the years, even the legendary Gravemind himself, because they built the foundation to what this is now.
The "foundation" would be Alteration, built by Anthony and Detox. From there is where I learned almost everything I know about how the Halo maps work, and they deserve that credit. Legendary is also an overstatement.
Quote: Do you agree that someone who keeps their work for themselves and shows it off is wrong?*
(zteam, gravemind, protected maps, cmt)
If you're asking me, I have no idea. Similar to the Adjutant release being unrelated to the tag progress, the tag progress has nothing to do with me. I'm not working on or with the tag porting.
That was a fair while ago, and I didn't "refuse" to do it, I just didn't have plans for it at the time.
It's already been told...
>Work on stuff
>Keep it private for further testing and improvement
>When done, release.
Just like what happened with sounds.
The whole point of not telling about it previously is to avoid crap like the other day, and like with sounds, to have the release as more of a surprise.
Edited by Gravemind on Apr 17, 2013 at 12:16 AM
"producing a complete tag set and releasing it to the community."
For clarification, this "release" refers to the tag set. The release of Adjutant had nothing to with the progress of the tag port, and it would most likely have been released before a complete tag set (a weapon set or something similar would've been a lot quicker).
As was said earlier, sounds were kept private too; for quite a while, even. It was only when I got the final pieces working that they were released, and I don't see people whinging about that all over the place.
See that Zteam tag release thread? There was mention of further releases, depending on "how things turn out". Obviously, due to the amount of whinging in that thread and this one, things didn't turn out well enough to warrant further releases. Its crap like this that makes people give up on their plans, and even more so, give up on this community.
I don't believe racism is appreciated on this forum regarding the arab comments.
Also screw quoting, you can figure out what I'm talking about on your own.
I never "promised" anything regarding Halo4, nor did I "remove" it an any recent updates. There hasn't been an update since before this crap started and to be honest I don't know how the "trick" to open the maps even works. I tried it and there isn't any option to continue after the exception or to reload the map.
As for the whole "at its core it's not his" crap, that's not true either. The whole point of rewriting it for v3 was to get rid of the Alteration stuff and make my own. As for the research integrity, whether you read information from a textbook or write the textbook yourself, it doesn't change the fact that you learned from it. This being the case, I actually learned and understand all the things I coded, and they weren't a straight up copy and paste without any care for whether it makes sense or not. To further the point, credit was given to people who helped me learn whether or not it was direct help.
Editing the snd! plugin will not help in any way. As I stated before, plugins have nothing to do with actual extraction, all they do is make the meta viewer load different tag classes.
Last of all Zteam has nothing to do with this thread, and over 80 posts worth of unrelated crap isn't really needed.
Edited by Gravemind on Apr 13, 2013 at 10:59 PM
The folder should always exist. It's not a hard-coded path, it always uses the temp folder set by Windows.
Clear your temporary files using Disk Cleanup or something like that, and also check that folder and delete any tmp.xma, tmp.wav, temp_playback.xma and temp_playback.wav files.
Should work fine, make sure you have the newest version of the EMF script (3.3). If you don't, just generate it using Adjutant.
The xma to wav conversion is done by towav, so I can't control the specifics of the output. The best thing to do would be to use something that can batch convert the wav files to ADPCM, like Banshee64 said.
Also, automatic updating got broken in that last update, I fixed it and updated the exe. You'll have to do a forced update to fix it.
This is long overdue, but finally here nonetheless.
-Added sound extraction
-Preview sounds before extracting
-ToWav is REQUIRED for .wav extraction and previews
-Read "Raw Extractor > Sound Extractor" in Help for more information
Don't forget to read the help file, and towav is in the OP.
Quote: --- Original message by: Alexis
Surely, it's just an April Fools Joke
Quote: --- Original message by: jackrabbit
@ Gravemind I can see your application wont use these plugins at this curent time and read that you say halo 4 is not going to be supported anytime soon, but I can also see that you put alot of work in wile testing these plugins and the small amout of reserch you have done could be quite useful to the developers working on Assembly
Ither these plugins are a total joke or gravemind has broken 343i's raw pageing file algorithm?
however intresting to see these plugins im gessing thay are for another app?
gravemind says thay are real but useless.
just because the code is not working in his program dosent exactly make it use less?
Im alittle confused??? as to answers? what is this exactly? dose this meen you know the first bitmap index in halo 4?
<struct name="Sequences" offset="112" visible="True" size="64">
<string name="Name" offset="0" visible="True" length="32" />
<int16 name="First Bitmap Index" offset="32" visible="True" />
<int16 name="Bitmap Count" offset="34" visible="True" />
<struct name="Sprites" offset="52" visible="True" size="32">
<int32 name="Bitmap Index" offset="0" visible="True" />
<float32 name="Left" offset="8" visible="True" />
<float32 name="Right" offset="12" visible="True" />
<float32 name="Top" offset="16" visible="True" />
<float32 name="Bottom" offset="20" visible="True" />
<float32 name="Reg Point X" offset="24" visible="True" />
<float32 name="Reg Point Y" offset="28" visible="True" />
Assembly already has all its own plugins. Also, that bitm plugin is exactly the same as Reach.
Whether or not it's an April fool's joke, the plugins are real. However, plugins have nothing to do with extraction, contrary to what many people seem to believe (in which case these are useless anyway).
BSPs are not the same as normal models, and so they obviously can't be extracted the same way.