Entity 2.1.24

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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

xxpenguinxx wrote:I can't export tags right...
Can you export them wrong? :XD:

What tags are you talking? all? What happens?
Shouldn't have been any changes to the tag exports.
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Click16
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Re: Entity 2.1.6

Post by Click16 »

I think he means how it changes the end to .weap, .bitm, etc. That is a cool new feature. You can change the tag name that the version you are injecting.
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Re: Entity 2.1.6

Post by xxpenguinxx »

troymac1ure wrote:
xxpenguinxx wrote:I can't export tags right...
Can you export them wrong? :XD:

What tags are you talking? all? What happens?
Shouldn't have been any changes to the tag exports.
>_> I really could of used a cold bucket of water to wake up this morning.

It exported right, I thought it opened the duplication renaming window...
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Click16
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Re: Entity 2.1.6

Post by Click16 »

xxpenguinxx wrote:>_> I really could of used a cold bucket of water to wake up this morning.

It exported right, I thought it opened the duplication renaming window...
LOL :XD:
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

New entity up.
Should come through on auto-update, however, my auto-update isn't working.
It d/l but nothing happens after hitting "Install".
Is anyone else getting this? If so I'll look into it.

among the features include extraction/injection of bitm with mipmaps (for LOD)

EDIT: Update issue found. If you excperience this, goto your Entity directory and rename "EntUpdate.EXE" to "UpdateEnt.EXE". Apparently I had entity renaming it if it had to be d/l. Fixed in new verison.
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Ogrish
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Re: Entity 2.1.6

Post by Ogrish »

iI sure would be nice if the model viewer displayd all the shaders correctly, like the bsp viewer.
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

Ogrish wrote:iI sure would be nice if the model viewer displayd all the shaders correctly, like the bsp viewer.
Hmmm.. just looked at the code:

Code: Select all

            render.device.Material = m1;
            Raw.ParsedModel.DisplayedInfo.DrawMeshes(ref render.device, pm);
            // Raw.ParsedModel.DisplayedInfo.Draw(ref render.device, pm);
            render.EndScene();
The second line is currently how it draws models and the third line that is commented out is used to draw models with shaders. By swapping commented lines, the models appear with Shaders (as in the bsp viewer).
Wonder why they didn't keep it that way. Maybe I'll make it an option to switch back and forth with the TAB key.
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Ogrish
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Re: Entity 2.1.6

Post by Ogrish »

If you can that would be very useful, on custom models, exspecially if there were a drop down box with shader swaps.

Real time model skinning in an app, basicaly.
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Re: Entity 2.1.6

Post by Ogrish »

Also if you could make Entity change name on visual mesh extraction and injection, it would make things much easier for me to finish my New mombasa cinamatic.
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

Ogrish wrote:Also if you could make Entity change name on visual mesh extraction and injection, it would make things much easier for me to finish my New mombasa cinamatic.
Such as the Duplicator has?
..and I am assuming BSP extraction/Injection.



...rah.rah..rah...stupid bugs....
...i'd complain more, but I think 1/2 are from my coding... :x
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Re: Entity 2.1.6

Post by Grimdoomer »

troymac1ure wrote:
Ogrish wrote:iI sure would be nice if the model viewer displayd all the shaders correctly, like the bsp viewer.
Hmmm.. just looked at the code:

Code: Select all

            render.device.Material = m1;
            Raw.ParsedModel.DisplayedInfo.DrawMeshes(ref render.device, pm);
            // Raw.ParsedModel.DisplayedInfo.Draw(ref render.device, pm);
            render.EndScene();
The second line is currently how it draws models and the third line that is commented out is used to draw models with shaders. By swapping commented lines, the models appear with Shaders (as in the bsp viewer).
Wonder why they didn't keep it that way. Maybe I'll make it an option to switch back and forth with the TAB key.
The commented line doesn't draw the models correctly fyi. Also If you could please look into getting entity to display reflexive/sid/ident names for bsp and ltmp tags.

Also if you want to fix all the issues with entity bricking maps when you try to inject bsps, or chunk clone them, or w/e let me know.
Don't snort the magic, we need it for the network.
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Re: Entity 2.1.6

Post by Ogrish »

troymac1ure wrote:
Ogrish wrote:Also if you could make Entity change name on visual mesh extraction and injection, it would make things much easier for me to finish my New mombasa cinamatic.
Such as the Duplicator has?
YES

As for the bsp extraction and injection, i use H2core for that.
and Entity already does it.
But the visual mesh is just multiple model injection, into the bsp tag. If you extract bsp mesh to models then rename the .MTL and all the models in a folder to match the visual mesh from the map your injecting to, you can overwrite the old one, but you have to have the same names to trick Entity and sometimes it still dont work right, or is un-viewable in bsp viewer.

What i want is to be able to inject a group of custom models all at once then Refrence it as sbsp so i dont have to use other spawns. ILL build the custom coll and phmo myself with onyx.
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Re: Entity 2.1.6

Post by troymac1ure »

Grimdoomer wrote:
The commented line doesn't draw the models correctly fyi. Also If you could please look into getting entity to display reflexive/sid/ident names for bsp and ltmp tags.

Also if you want to fix all the issues with entity bricking maps when you try to inject bsps, or chunk clone them, or w/e let me know.
I know they're not right. I've been working on that, but I think I need to start a fresh program to learn about DX textures, shader, etc and then try to fix Entity as I think that Entity just isn't loading the info right, actually pretty sure. They wrote it so if the Bitm name contains "_illum" for example then it's an illumination. Pretty sure they wouldn't have written the code that way. There must be a bit/byte that tells whether it is a bump, illumination, mask, etc.

Also, I know there are issues with all the BSP/Lightmap stuff, but can you give an example where I would find these issues. I don't mod much anymore, spend more time programming, so I rarely run into problems.
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Re: Entity 2.1.6

Post by Grimdoomer »

Code: Select all

Meta.cs, Line: 167, 191
Change:
if (manual  == true&&meta.type!="sbsp")

To:
if (manual  == true)//&&meta.type!="sbsp")
Don't snort the magic, we need it for the network.
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troymac1ure
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Re: Entity 2.1.6

Post by troymac1ure »

Grimdoomer wrote:

Code: Select all

Meta.cs, Line: 167, 191
Change:
if (manual  == true&&meta.type!="sbsp")

To:
if (manual  == true)//&&meta.type!="sbsp")
Yeah, I've seen these, but was never sure why they did this. Is it cause they didn't have SBSP plugins? Also, I've never changed it as I'm not sure exactly how to test it to make sure that it works properly afterwards. That was more what I was referring to. I know the code end, but how to test it in a modding sense, that is what I'd like to know.
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Re: Entity 2.1.6

Post by Grimdoomer »

Can you make the meta edititor actually save shit? What the fuck is the point of it if I can't save shit? It's probally some stupid ass bsp restriction they put in.
Don't snort the magic, we need it for the network.
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Re: Entity 2.1.6

Post by troymac1ure »

I've ad so many issues working wih Prey's ME. It encorporates alot of good features, but it's buggy and hard to work with. I tried doing a few minor mods not long ago and found multiple bugs in a few minutes.

Also, I'm working on a proper method of SLC fix without cloning. I'm building my own list of Predicted Resources (got a good start on it). Then I will compare the current with the built one and find the unused tags and replace those with the added tags.
So far I have it properly (bungie method) doing the weapon tags (and all associated, such as proj, eqip, jpt!) and I'm working on the vehicle tags now. It's all in a seperate class, so it will be easy to import it into other programs as well ;)
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Re: Entity 2.1.6

Post by neodos »

Very nice, maybe you should put back the old meta editor and upgrade it so we can colapse reflexives.
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Re: Entity 2.1.6

Post by Dragonfire »

I personally like the old meta editor better ;)
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Re: Entity 2.1.6

Post by troymac1ure »

I did too, but Prey's offers some very nice updates, such as offset loading and collapsible reflexives.

It's all done in HTML, so there are benefits there, but trying to work with it coding-wise is difficult (and I'm working with Entity's code ;) I have thought of reverting back to the old editor as a fix for the SCNR crash bug was posted (I can't remember who off the top of my head, but I would find out who it was if I did reincorporate the old ME so I could give credit).

That being said...
what are other's opinions? I prefer the coding of the old editor and most of it's bugs were worked out, so it shouldn't be difficult to re-implement it instead or as well as.
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Re: Entity 2.1.6

Post by OwnZ joO »

I think it was TheTyckoMan
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Ogrish
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Re: Entity 2.1.6

Post by Ogrish »

I dislike preys, and the bugs are annoying.
Please work on the old one, having a way to switch whick one loads when scrn meta is clicked would be nice.
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Re: Entity 2.1.6

Post by Grimdoomer »

You won't sucessfully load scnr. Atleast not with the way entity does it. It runs out of memory when loading all the controls.
Don't snort the magic, we need it for the network.
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Re: Entity 2.1.6

Post by troymac1ure »

It would load it once fine, but crash on the second time. This can be fixed easily as Entity wasn't disposing of the textboxes and other controls, so they piled up until running out of memory.
I also had another idea for loading tags, but with Prey's Me it was way too complicted to implement as the code is difficult to understand and work with. After I finish the Resource builder/swapper I am going to reimplement the old Meta Editor and go from there.
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Re: Entity 2.1.6

Post by CaptainPoopface »

I prefer the old meta editor as well. Prey's has some cool features, but I prefer something simpler to look at.
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