Entity 2.1.24

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kornman00
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Re: Entity 2.1.7

Post by kornman00 »

Shock120 wrote:
troymac1ure wrote:
Shock120 wrote:
troymac1ure wrote:
Shock120 wrote:
Grimdoomer wrote:You should just use all the types h2 uses. I'll post the list later. Break away from reflexives, and go to tag_block's.
just more and more work for troy :woo:
troy plz tell us what is on your to-do list. :XD:
oh make sure, there is a message box to say how many chunks you've got in clipboard (to paste into another map).
I can't find the smiley holding the gun to his head... now where is it?
Image or Image
ROFL!!!

...ohh..... yeah, those'll both do. lol
no!!!!, plz don kill urself. :scared:
Mass quoting just to say a single thing is just so fucking awesome :D :XD: :D :lol: :D 8-) :D !

:¬_¬:
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JacksonCougar
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Re: Entity 2.1.7

Post by JacksonCougar »

I'm waiting on the x.x.8 version before taking another looksie' at this. And Troy, did you fix the padding issue Entity has?
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

JacksonCougar wrote:I'm waiting on the x.x.8 version before taking another looksie' at this. And Troy, did you fix the padding issue Entity has?
:|

I'm gonna say no and can you expand on what padding issue you are talking about?
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Grimdoomer
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Re: Entity 2.1.7

Post by Grimdoomer »

troymac1ure wrote:
JacksonCougar wrote:I'm waiting on the x.x.8 version before taking another looksie' at this. And Troy, did you fix the padding issue Entity has?
:|

I'm gonna say no and can you expand on what padding issue you are talking about?
Tag block padding.
Don't snort the magic, we need it for the network.
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JacksonCougar
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Re: Entity 2.1.7

Post by JacksonCougar »

Grimdoomer wrote:
troymac1ure wrote:
JacksonCougar wrote:I'm waiting on the x.x.8 version before taking another looksie' at this. And Troy, did you fix the padding issue Entity has?
:|

I'm gonna say no and can you expand on what padding issue you are talking about?
Tag block padding.
It's more than that though. Certain reflexives are padded to certain alignments. And not being aligned makes the game black-screen.

Which I am sure is why duplicating the warthog breaks certain maps. Phmo is padded to 16 on almost everything so if the cloned warthog phmo is not aligned correctly things go to shit, and quickly.
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Grimdoomer
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Re: Entity 2.1.7

Post by Grimdoomer »

JacksonCougar wrote:
Grimdoomer wrote:
troymac1ure wrote:
JacksonCougar wrote:I'm waiting on the x.x.8 version before taking another looksie' at this. And Troy, did you fix the padding issue Entity has?
:|

I'm gonna say no and can you expand on what padding issue you are talking about?
Tag block padding.
It's more than that though. Certain reflexives are padded to certain alignments. And not being aligned makes the game black-screen.

Which I am sure is why duplicating the warthog breaks certain maps. Phmo is padded to 16 on almost everything so if the cloned warthog phmo is not aligned correctly things go to shit, and quickly.
Pad any tag block that has a vector3 or 4 to 16 bytes. If not then I can debug your maps and tell you if it's a padding issue and around what tag block the padding needs to be.

On the list view for the reference editor, please set FullRowSelect to true, as well as set HideSelection to false.
Don't snort the magic, we need it for the network.
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Aumaan Anubis
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Re: Entity 2.1.7

Post by Aumaan Anubis »

My appreciation for this product is past due.

My joy at clicking on a tag and it not saying, "INTERNAL MAP NOT FOUND, I FREAKIN' SUCK WITH MAPS" is greater than you can imagine.
Screw you, Entity UE 1.6.
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DrXThirst
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Re: Entity 2.1.7

Post by DrXThirst »

Mine says IFPs not found. But, I linked it to my plugins folder. I no understand.
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Ogrish
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Re: Entity 2.1.7

Post by Ogrish »

Great work on these updates.

I noticed something funny today, i was add the ONYX blocks to lockout, and after clicking parsed and recusive i started dragging them from map to map.

Sometimes it would say it couldnt find lockout, after i ok the error msg it wounld say done.
They all built fine, no errors or freeze, just a simple error msg.
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XZodia
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Re: Entity 2.1.7

Post by XZodia »

As I understand it, dragging uses different code to building, and I was under the impression it didn't work...
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JacksonCougar wrote:I find you usually have great ideas.
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OwnZ joO
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Re: Entity 2.1.7

Post by OwnZ joO »

Yeah I've heard dragging doesn't work right.
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Ogrish
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Re: Entity 2.1.7

Post by Ogrish »

Well i dont listen well, and dragging work 90% of the time for me, and troy fixed it to where if Entity freezes in the middle of the build, nothing gets transfered.

Just close Entity reopen maps and drag again, no broken map start over and shit.
Ive tried to test evrything this new Entity can do, you should too.

Thanx for that Troy

EDIT: The phmo plugin that comes with dosnt show the area where we can set the static value, to make things un-movable.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

JacksonCougar wrote:It's more than that though. Certain reflexives are padded to certain alignments. And not being aligned makes the game black-screen.

Which I am sure is why duplicating the warthog breaks certain maps. Phmo is padded to 16 on almost everything so if the cloned warthog phmo is not aligned correctly things go to shit, and quickly.
Just took a look at all the PHMO tags and it seems that the main tags (vehicles/turrets/etc) only have to be aligned on a 4 byte boundry, but any garbage tags are aligned to 16.

Code: Select all

AD44350  objects\vehicles\spectre\garbage\bar_garbage\bar_garbage
AD433C0  objects\vehicles\spectre\garbage\dash_garbage\dash_garbage
AD3E2CC  objects\vehicles\spectre\spectre
AD4CFD4  objects\vehicles\spectre\turrets\plasma\plasma
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neodos
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Re: Entity 2.1.7

Post by neodos »

I believe these may have shared meta(loaded from shared.map or sp_shared)
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Grimdoomer
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Re: Entity 2.1.7

Post by Grimdoomer »

troymac1ure wrote:
JacksonCougar wrote:It's more than that though. Certain reflexives are padded to certain alignments. And not being aligned makes the game black-screen.

Which I am sure is why duplicating the warthog breaks certain maps. Phmo is padded to 16 on almost everything so if the cloned warthog phmo is not aligned correctly things go to shit, and quickly.
Just took a look at all the PHMO tags and it seems that the main tags (vehicles/turrets/etc) only have to be aligned on a 4 byte boundry, but any garbage tags are aligned to 16.

Code: Select all

AD44350  objects\vehicles\spectre\garbage\bar_garbage\bar_garbage
AD433C0  objects\vehicles\spectre\garbage\dash_garbage\dash_garbage
AD3E2CC  objects\vehicles\spectre\spectre
AD4CFD4  objects\vehicles\spectre\turrets\plasma\plasma
They are padded to 16, trust me. Sse/mmx instructions require that the 128 bits of data be aligned to 16 bytes.
Don't snort the magic, we need it for the network.
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kornman00
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Re: Entity 2.1.7

Post by kornman00 »

Yeah, the only tag_blocks which are explicitly aligned are Havok shape related, collision bsp and a tag_block in the structure_lightmap. Alignment sizes aren't limited to 4 or 16 bytes either.
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JacksonCougar
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Re: Entity 2.1.7

Post by JacksonCougar »

Could you validate this?

Code: Select all

[Serializable]
[Tag("ltmp", HeaderSize = 260)]
public class ltmp
{
        public _128_lightmap_groups[] _128_Lightmap_Groups;
        [Serializable]
        [Reflexive(Name = "Lightmap Groups", Offset = 128, ChunkSize = 104)]
        public class _128_lightmap_groups
        {
                public _8_section_palette[] _8_Section_Palette;
                [Serializable]
                [Reflexive(Name = "Section Palette", Offset = 8, ChunkSize = 1024, PaddingStride = 64)]
                public class _8_section_palette
                {
                }
        }
}
Where Section Pallet is padded to a 64 byte alignment? Me and Grim had a disagreement over it as I recall.
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kornman00
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Re: Entity 2.1.7

Post by kornman00 »

Yeah, it's the palette color which is aligned (on 64 byte boundaries as you said)
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Grimdoomer
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Re: Entity 2.1.7

Post by Grimdoomer »

What requires it to be aligned to 64 bytes? As in, what is the purpose for 64?
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

Aumaan Anubis wrote:My appreciation for this product is past due.

My joy at clicking on a tag and it not saying, "INTERNAL MAP NOT FOUND, I FREAKIN' SUCK WITH MAPS" is greater than you can imagine.
Screw you, Entity UE 1.6.
Much appreciated. I know people enjoy the fixes/add-ons, but it's still always nice to hear :D
DrXThirst wrote:Mine says IFPs not found. But, I linked it to my plugins folder. I no understand.
Entity uses IFP files as well (or is it if ENT files don't exist, can't remember). I stopped shipping them with the plugins as people tend to like to keep their plugins. Also, I found just a few days ago that it wasn't saving my plugin folder when I changed it. Check and make sure that the settings form shows the correct directory.
Does it happen as soon as you try to load a map or somewhere else?
Ogrish wrote:Great work on these updates.

I noticed something funny today, i was add the ONYX blocks to lockout, and after clicking parsed and recusive i started dragging them from map to map.

Sometimes it would say it couldnt find lockout, after i ok the error msg it wounld say done.
They all built fine, no errors or freeze, just a simple error msg.
It may be closing the map when it shouldn't or trying to open it twice or something. Can you duplicate this with a certain method?


Also, found another small bug in the chunk cloner that affected tags that were pointers...
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kornman00
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Re: Entity 2.1.7

Post by kornman00 »

Grimdoomer wrote:What requires it to be aligned to 64 bytes? As in, what is the purpose for 64?
The game tools align it to that. My best guess it that it's because the palette_color data is built up from 256 color fields, which when you divide by 64 you get 4...or the count of ARGB as this is a color palette we're talking about.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

New version released.
Although testing the final build just after posting I found an error injecting A8R8G8B8 files. Need to look into this some more, although extraction w/ mipmaps is working now. This may cause issues in all non-compressed formats, but I believe all compressed formats DXT1/2/3/4/5 are working fine.

Detailed release notes posted on first page.
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DrXThirst
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Re: Entity 2.1.7

Post by DrXThirst »

Thank you very much, sir.
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Re: Entity 2.1.7

Post by xxpenguinxx »

In the MGS2 tag, each color value is located in a different chunk. Do you think you could possibly add a color editor that works with this color function?
DemonicSandwich wrote:Chunk #1 defines the number of colors that will be used in the function.
16 = one color
32 = two colors
48 = three colors
64 = four colors

The actual colors chunks go as follows:
Single color
  • 4, 5, 6
Two color
  • 4, 5, 6
  • 16, 17, 18
Three color
  • 4, 5, 6
  • 8, 9, 10
  • 16, 17, 18
Four color
  • 4, 5, 6
  • 8, 9, 10
  • 12, 13, 14
  • 16, 17, 18
All color pairs are blue, green, red.

This goes for all color functions regardless of tag class.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

I'll look into it and see what I can do.

Also,
Image
CUBEMAPS
Image
3D Images
(Just viewing for now, no extraction/injection)

Just need to incorporate my conversion class for injection/extraction and I'll post it up.
I have successfully extracted/injected all DDS files (although with code modifications always come possible problems) and have ?all? bitmaps displaying correctly.

After I get this posted, let me know if you encounter any issues with bitmap extraction / injection.
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