Gravemind has contributed to 378 posts out of 469376 total posts
(.08%) in 3,732 days (.10 posts per day).
20 Most recent posts:
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.
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:
@SgtFlex unless you specifically want the bones to be spheres instead of diamonds then the standard AMF script should be fine. There's an option called "SetBoneEnable" - if you untick this the bones will be unlocked from their parent which will make it work better with the animation imports.
If that still doesn't work then check the envelopes and make sure all the skin weights look correct. If that doesn't work then I'm not sure what the issue could be.
Quote: --- Original message by: LaikaGloveExtract Animations:
- 5. You can compile right into Halo CE OR import onto an existing model using the provided Animation_Source_Importer maxscript.
Included in the .zip are some maxscripts to aide in viewing the files if you want to modify the files before compiling or just to view the files in 3ds max. All scripts tested in gmax and 3ds max 2019.Maxscripts:
- Animation_Source_Importer_v1-0-0.ms - Can be used to import the extracted animation source files (jma/jmo/jmr/etc.) onto an extracted model
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.
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.
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.
Quote: --- Original message by: videoman
You're in luck because Bonobo can do just that. There's a thread for it, should be on the first or second page.
Quote: --- Original message by: lomopo28
Will we be seeing updates to support the latest map format from PC MCC?
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
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.