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Joined: Jul 28, 2009 10:56 PM
Last Post: May 29, 2020 09:00 AM
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Gravemind has contributed to 411 posts out of 465528 total posts (.09%) in 3,966 days (.10 posts per day).

20 Most recent posts:
Halo CE General Discussion » [Utility] Reclaimer May 29, 2020 09:00 AM (Total replies: 108)

New update available with the following:
- support MCC Halo Reach maps (shoutout to Lord Zedd)
- new recent files menu
- add status bar to show current tag in batch extraction without output viewer visible
- output viewer no longer opens automatically when starting a batch extract
- add jpeg save option for bitmaps
- fix extraction of permutations with multiple meshes (ie Halo 4 faces)
- fix extraction of rigid boned meshes in Halo 2
- fix models not loading on Halo4 patch maps

Quote: --- Original message by: Demoxicini
i really need a vmf exporter, i used 3Dmax but it gives error, sorry to bother you Gravemind.
I don't have the tools to build and test a vmf exporter.
Edited by Gravemind on May 29, 2020 at 08:18 PM

Halo CE General Discussion » [Utility] Reclaimer May 26, 2020 06:51 AM (Total replies: 108)

Quote: --- Original message by: Polingo
Whenever I import some head models from Halo 4 into max, they dont seem to do so properly.

So far the only models that I peeped at that have this issue are Cortana, Didact, and Lasky. They appear fine in the model viewer, however.
Quote: --- Original message by: Polingo

When I try extracting bitmaps from any game via model viewer, it gives me this.
Error extracting objects\characters\storm_masterchief\bitmaps\storm_masterchief_default\storm_masterchief_default_armor_arm_diff.bitmap
System.NullReferenceException: Object reference not set to an instance of an object.
at Reclaimer.Controls.ModelViewer.<>c__DisplayClass47_0.<btnSaveBitmaps_Click>b__0()

Quote: --- Original message by: Polingo
The Halo Reach sniper rifle does not seem to open.
Quote: --- Original message by: Polingo
And lastly, H2 first person needler does not seem to import with its needles skinned.

These will all be resolved in the next update.

Quote: --- Original message by: Polingo
Not sure if this one is an issue, or if they are just not supported, but H4 dlc models don't seem to open either.

I wasn't able to reproduce this on the Crimson or Castle maps. What file were you using?

Quote: --- Original message by: Polingo
Also, out of curiosity, has there been any progress been made on H5F support? I recall seeing a few folks with a build of Reclaimer that can open h5 stuff to a limited extent but thats about it if I am not mistaken.

I did start on Halo 5 a while back, but I hadn't done much before MCC took the stage. Now it seems most people are only interested in MCC so that's what I'm currently working on.

Halo CE General Discussion » [Utility] Reclaimer May 22, 2020 11:02 PM (Total replies: 108)

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

Halo CE General Discussion » [Utility] Reclaimer May 22, 2020 01:56 AM (Total replies: 108)

The raw pages is part of the included tag definitions. Basically, anything necessary for Reclaimer’s functionality is standard. The standard way to make the libraries would be using VB.NET or C#.NET, though really anything will work as long as you make a compatible wrapper for it.

Halo CE General Discussion » [Utility] Reclaimer May 21, 2020 07:42 PM (Total replies: 108)

Quote: --- Original message by: gpGlobals
Is there a standard library that can provide a few tag-reading convenience functions for plugins?

Yes, but only a few tags are available out of the box. For other tags, or unmapped parts of the current tags, you can either add a new definition for it and let the library handle the reading or if you really want you can just use the offset provided and read it yourself or use a separate library to read it.

Halo CE General Discussion » [Utility] Reclaimer May 21, 2020 05:22 AM (Total replies: 108)

Quote: --- Original message by: Demoxicini
it is a possiblity Gravemind that you can create another options to extract the map as a vmf file or it's not possible for you, i could understand.

it's possible to extract Halo 2 sound with reclaimer because the batch tag extract doesn't show it.

VMF export isn't something I would have the time or resources to implement. I wasn't able to find much for Blender, but I can see that 3ds Max has a few VMF plugins available so you could export from Reclaimer to Max, then from Max to Hammer.
Halo 2 sound extraction is not supported at this time.

Quote: --- Original message by: gpGlobals
Oh dang, you can write plugins for it? Is there any guide or such on how to do that? I haven't seen anything about that.

I thought I mentioned it in the OP but I just checked and it turns out I didn't.
Currently all controls within Reclaimer (tag tree, bitmap viewer, model viewer, batch extraction etc) are actually internalized plugins. These types of features can also be added via external plugins.
I haven't written up a guide or anything yet because there doesn't seem to be any interest, but if you want to know more you can send me a message. The plugins are done using .NET libraries, though you could also use other methods as long as you create a .NET wrapper so Reclaimer can communicate with it.

Halo CE General Discussion » [Utility] Reclaimer May 15, 2020 11:07 PM (Total replies: 108)

Quote: --- Original message by: Demoxicini
could you add the vmf format to use this for hammer editor (Valve game) if you can..

Probably the best option there would be to export it to Blender or Max first, as one of those would likely have plugins to create vmf files.

Quote: --- Original message by: gpGlobals
Extraction to the .vmf/.bsp format *is* theoretically possible, but it'd require someone to make a separate tool for it - I don't think this is necessarily within Reclaimer's scope.

Reclaimer supports the creation of plugins/addons/extensions, whatever you choose to call them. If someone more familiar with Valve games and/or Hammer Editor and the vmf format wanted to they would be able to create a plugin that adds that functionality to Reclaimer without any changes needing to be made to Reclaimer itself.

Quote: --- Original message by: gpGlobals
I do have a separate question as well, though - when extracting a bitmap as a .dds file, are the mipmaps embedded in there, too? If not, could that be implemented; maybe even give the option to extract each mipmap individually as a separate image?

Reclaimer currently does not use the mipmaps in any way, though it would be possible.

Quote: --- Original message by: MaydelcoreZone
Won't open and gives immediate crash.
Already re-installed it tons of times and still get the same problem.
What is going on?

Reclaimer requires .NET Framework 6.4.2. Based on the error message, it would seem you don't currently have that installed. You can download it here: https://dotnet.microsoft.com/download/dotnet-framework/thank-you/net462-offline-installer
Edited by Gravemind on May 15, 2020 at 11:08 PM

Halo CE General Discussion » [Utility] Reclaimer May 13, 2020 06:39 AM (Total replies: 108)

Quote: --- Original message by: Zerox
Try opening it via Powershell and seeing if an error message can be forced to come up that way.
This is a tutorial on how to do that with Blender if you have no idea what I'm talking about. https://www.youtube.com/watch?v=acVi6ZvZLmQ

Good thinking but in this case Reclaimer is calling an external exe to do the conversion. I'm not sure if the output from the external exe would show up in a Powershell window attached to Reclaimer.

Quote: --- Original message by: Demoxicini
no sorry, i redownloaded this but when i extract one tag, there is any sound.

I've uploaded a new version with an extra sound setting called LogFFmpegOutput. Change this setting to true and try extracting a single sound tag and see if any errors show up in the output viewer.

To change the setting; install the update then open Reclaimer and go to 'View > App Directory'. Close Reclaimer first then edit the settings.json file and make sure to save it before you open Reclaimer again.

If there are no errors try changing the OutputExtension setting to "xma" and see if the sound files still come out empty.

Halo CE General Discussion » [Utility] Reclaimer May 12, 2020 05:02 AM (Total replies: 108)

Did you change any settings? I was able to extract that tag just fine as wav.

Halo CE General Discussion » [Utility] Reclaimer May 11, 2020 05:53 AM (Total replies: 108)

Quote: --- Original message by: Zerox
Changing the AssimpScale doesn't make a difference, I'm guessing it was a coincidence that shrinking it by ~0.02539999969303608 made it just about match up.

I have tried importing it to 3ds Max 2018 student edition and several warning come up when importing it, however, it seems to be importing the collada file as an fbx for some reason.

I'm not sure what exactly those errors mean, but it doesn't appear to affect the results when importing into Max. Unfortunately if Blender is ignoring the unit size I don't know what else I can do. The collada file generation is done using a third party library so I have little control over it. I provide the bones and vertices in the same coordinate system so even if the scale was off they should both be off by the same amount and still match up.

Quote: --- Original message by: Demoxicini
Hello Gravemind, there is an error with the sound extractor, i post it to you.

System.IO.IOException: the communication canal have been closed.


What build of FFmpeg did you download? The link I posted should take you to here https://ffmpeg.zeranoe.com/builds/ where you should choose Windows 32-bit Architecture and Static Linking. It probably won't work if you download the 64-bit version.

Halo CE General Discussion » [Utility] Reclaimer May 7, 2020 05:26 AM (Total replies: 108)

I've just added a new setting in the ModelViewer section called AssimpScale. You will need to open and close Reclaimer after updating to update the settings file. If Blender is using that unit field in the collada file, setting AssimpScale to 1 may resolve your issue, or maybe even 39.463299.
If not, then the actual vertex coordinates will need to be pre-scaled when outputting the collada file.

Halo CE General Discussion » [Utility] Reclaimer May 6, 2020 09:23 AM (Total replies: 108)

If toggling the alpha channel has no effect it means the image either has no alpha or the alpha channel is fully opaque.

In regards to rendering, most textures in Halo don't use the alpha as transparency. There are some that do, but most of the time I believe the alpha is used for specular or something like that. To make it look right in Blender you'd have to configure the material to not use transparency or use a copy of the texture that has been exported without alpha. In the case of the hologram texture it's likely just using solid black as a transparency colour.

The bones issue may be due to the collada import settings. I don't know about Blender, but at least with 3ds Max there are a number of settings around skins and animation. I can confirm that when importing it into 3ds Max the weighting works as expected. Additionally, if Blender has a scale option for import make sure it is set to 1.0. I know with Max if you change it to meters or anything other than 1.0 the scale conversion will ruin the vertex weights.
Edited by Gravemind on May 6, 2020 at 09:26 AM

Halo CE General Discussion » [Utility] Reclaimer May 6, 2020 06:08 AM (Total replies: 108)

Quote: --- Original message by: Zerox
However, there is still an issue with the bones. They are in the correct location and are correctly named, however, they being exported as empty objects instead of bones.


Turns out I missed a spot when I added the name prefixes. This should be sorted now in 1.2.147.

Halo CE General Discussion » [Utility] Reclaimer May 4, 2020 09:21 AM (Total replies: 108)

Reclaimer uses Assimp to generate the collada files. I'm not sure whether its Assimp or the collada format in general, but it seems to get confused when two sibling objects have the same name. In the H2 gravity throne model, "hull" is both a bone and a mesh. I've updated the export to prefix bone names with (~) and mesh names with (-).

New version is available.
It should fix the obj and collada issues mentioned above and also includes support for Halo 3 and Reach sound extraction including surround sounds (only via batch extraction). See the Sound Extraction section in the OP for more information.

Halo CE General Discussion » [Utility] Reclaimer Apr 28, 2020 07:05 AM (Total replies: 108)

Quote: --- Original message by: Zerox
Error message in the top corner is the error when importing the obj, and the rest is what shows up when I import the collada file to blender.

I may be able to fix that obj error, I'll check it out. I'm not sure if I can do anything about the collada issue though without an error to tell me what's wrong.

Quote: --- Original message by: RevOcelotMGS
Aye-o, any word on MCC PC/CEA/H2A support? Would love to get my hands on some stuff from CEA And H2A especially, since H2A is now flighting for PC.

There is already texture support for CEA using the Xbox 360 game files, though they need to be decompressed first using AMD's Halo CEA compression tools.
I'm currently working on support for sounds. I may have a look at MCC after that but given how slow everything has been moving I can't guarantee anything will happen with it.

Halo CE General Discussion » [Utility] Reclaimer Apr 11, 2020 07:43 AM (Total replies: 108)

I've just uploaded an update and updated the download link. In theory this should resolve your issue with collada and obj formats. It also resolves some other issues around certain models bitmaps.

Halo CE General Discussion » [Utility] Reclaimer Apr 9, 2020 07:56 AM (Total replies: 108)

I don't see any reason it would crash on that model using those settings.
Does it crash the whole app or just show an error in the output window?
You mentioned before that it stopped crashing on collada, which format are you using now? Can you post another log?
If it's crashing the app but not producing a crash log in the app folder you should still be able to get the log out of the Windows Event Viewer under 'Windows Logs > Application' (just search Event Viewer in the start menu).

Halo CE General Discussion » [Utility] Reclaimer Apr 4, 2020 06:23 AM (Total replies: 108)

There is a new version available that fixes an issue with the recursive bitmap extraction and with exporting BSPs as obj/collada.

Quote: --- Original message by: gpGlobals
Say, is sound extraction going to be coming? It's the one thing I still have to always use Adjutant for, so having it in Reclaimer would be a big convenience; surround sound extraction would also be great, if possible.
Another thing, I've been doing a bit of research into Halo 3's shader system (by extension I'm quite sure what I've found applies to ODST and Reach, as well), and with the information I've found I might be able to help shaders look more like they do in-game when you import a model into 3DS Max.

Sound extraction will likely arrive at some point for 3/Reach, but it may be a while.
The AMF format only records which bitmaps are used and what the tint values are. Depending on how many extra shader fields would need to be saved and the complexity of the material setup in Max it could be a significant amount of work to change how the shader import works.

Quote: --- Original message by: matty45
Hello, Im having problems using the AMF importer in 3DS Max.
I exported the grunt mode as an AMF and tried to import it into 3DS Max.
It imports fine but when i try to import its bitmaps, this error happens:
https://pastebin.com/6pRnbehZ

Based on that log it looks like something has changed in Max 2021 that means the AMF material import is no longer compatible. I believe it was still working in 2017.

Quote: --- Original message by: BRANITOR
I was just wondering if there was anyway I could help I do have a bit of a programming background but I would need to be shown a way to do anything!

Anyhow I would love to know if ripping assets from halo MCC PC could be possible soon or eventually!

If you have Max 2021 and know anything about MaxScript you could check out the issue matty45 is having.
As for MCC I'm not currently looking into it but it may happen eventually. To my knowledge it uses exactly the same assets as the Xbox 360 games though, so there won't be any high poly models or high res textures to get from it.

Halo CE General Discussion » [Utility] Reclaimer Mar 20, 2020 11:34 PM (Total replies: 108)

The first log is AMF, not COLLADA.
Is this happening only on certain games or on certain models? Or just on everything?

Please give an example of some models where you had this happen.
Can you please also post or PM me the content of your settings file. This can be found by clicking 'View > Application Folder' from the Reclaimer menu then the file is called 'settings.json'. Just open it with notepad if it doesn't already open with something.
Edited by Gravemind on Mar 20, 2020 at 11:37 PM

Halo CE General Discussion » [Utility] Reclaimer Feb 23, 2020 06:50 AM (Total replies: 108)

Reclaimer uses an external library called 'xcompress' to decompress Halo 4 data. As far as I can tell the 64-bit version of xcompress is having an issue with Windows 10 but works fine on Windows 7.
I'll have to change the app to always run in 32-bit and upload a new version tomorrow.

Edit: New version has been uploaded.
Edited by Gravemind on Feb 24, 2020 at 05:17 AM


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