Entity 2.1.24

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troymac1ure
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Re: Entity 2.1.11

Post by troymac1ure »

sabu wrote:Critical error trying to run RTH. Haven't attempted it in the past with this updated version of entity because I wasn't able to debug my Xbox at all to begin with.
In other words, I'm not able to connect to the Xbox with this version, the only version of Entity that I can connect with is UE 1.6.
I'm running Windows 7.
I never changed any RTH code and I know it doesn't work (or hardly at all). It's on my list. Actually I'm glad you were asking about it, cause now I should be able to figure out how to set my Xbox up so I can do tests for RTH. For now I'm just trying to get the new code caught back up to 2.1.11 and then I can start adding/fixing other stuff again. Almost there, just a few more changes and then I'll post the code. Maybe someone else will want to tackle the RTH section :roll:
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Ogrish
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Re: Entity 2.1.11

Post by Ogrish »

testing now! :D

I got and error the first time i tried to add a plugin set, but it worked fine the second try.
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Re: Entity 2.1.11

Post by Click16 »

troymac1ure wrote:will want to tackle the RTH section :roll:
I know darkshallfall knows a lot about working with debug, I'd contact him...
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Re: Entity 2.1.11

Post by sabu »

troymac1ure wrote:
sabu wrote:Critical error trying to run RTH. Haven't attempted it in the past with this updated version of entity because I wasn't able to debug my Xbox at all to begin with.
In other words, I'm not able to connect to the Xbox with this version, the only version of Entity that I can connect with is UE 1.6.
I'm running Windows 7.
I never changed any RTH code and I know it doesn't work (or hardly at all). It's on my list. Actually I'm glad you were asking about it, cause now I should be able to figure out how to set my Xbox up so I can do tests for RTH. For now I'm just trying to get the new code caught back up to 2.1.11 and then I can start adding/fixing other stuff again. Almost there, just a few more changes and then I'll post the code. Maybe someone else will want to tackle the RTH section :roll:
O no worries, I didn't know it was something you hadn't fixed yet. Look forward to it :D
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troymac1ure
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Re: Entity 2.1.11

Post by troymac1ure »

Finally got all the code caught up and a few extra fixes only to find the map builder no longer works :|
Time to start debugging...
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Re: Entity 2.1.11

Post by xxpenguinxx »

I could of sworn there was a goto tag option in the ident viewer before. Was this removed or am I thinking of the wrong entity?
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Re: Entity 2.1.11

Post by Click16 »

xxpenguinxx wrote:I could of sworn there was a goto tag option in the ident viewer before. Was this removed or am I thinking of the wrong entity?
Ya
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Re: Entity 2.1.11

Post by Ogrish »

old entity had a togo with right click in idents, newer versions have it in ME1 although i havnt checked the newest version.
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Re: Entity 2.1.11

Post by troymac1ure »

Ogrish wrote:old entity had a togo with right click in idents, newer versions have it in ME1 although i havnt checked the newest version.
Hasn't been incorporated into ME2 yet, although it's also on the list once I work out a few more bugs with the update to the cleaned up code. It takes a while to re-add all the options back in properly...
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Re: Entity 2.1.11

Post by crimsonshadow117 »

Can you add a speed up bar for the movement in the portal viewer or export all portals to .obj(s)?

Also thank you for all the work you've put into entity. :D
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Re: Entity 2.1.11

Post by DoorM4n »

troymac1ure wrote:Finally got all the code caught up and a few extra fixes only to find the map builder no longer works :|
Time to start debugging...

Is the map builder easy to use and bug proof? I am interested in whether I should use that technique for my map.
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Ogrish
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Re: Entity 2.1.11

Post by Ogrish »

I always prefered the right click option in idents for the goto option, it seems cleane,r faster, and more useful.

Why wait for meta editor to load just to use that option.
Also usually when this is used, its because you were swapping tags in ident to begin with.
ME2 does load faster then me1, but im still use the ME1 most of the time, mainly cause im used to the layout.
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Re: Entity 2.1.11

Post by troymac1ure »

Click16 wrote:
xxpenguinxx wrote:I could of sworn there was a goto tag option in the ident viewer before. Was this removed or am I thinking of the wrong entity?
Ya
nvm. I was thinking the Meta Editor. Hmmmm.. I'll look at this (as well).
crimsonshadow117 wrote:Can you add a speed up bar for the movement in the portal viewer or export all portals to .obj(s)?

Also thank you for all the work you've put into entity. :D
The speed can be changed with +/- although it doesn't show; Just hit + a whole bunch of times. I'll put it on the list, but it's not high up there... especially since I think most ppl don't even know what the protal viewer is. I've looked at it and to tell you the truth, It looks like nonsense to me. The portal planes are correct, but it seems like the selected faces are all over the place. I just read up on them recently, so at least I understand what they are more now.
Any sort of editor, etc for the portals would be useless... until we can have custom BSP. Bungie placed their portals so the game doesn't lag.
DoorM4n wrote:Is the map builder easy to use and bug proof? I am interested in whether I should use that technique for my map.
Only as much as before. Like most stuff, I'm sure it all depends on plugins. I just fixed the bugs I introduced...
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Re: Entity 2.1.11

Post by crimsonshadow117 »

troymac1ure wrote: The speed can be changed with +/- although it doesn't show; Just hit + a whole bunch of times. I'll put it on the list, but it's not high up there... especially since I think most ppl don't even know what the protal viewer is. I've looked at it and to tell you the truth, It looks like nonsense to me. The portal planes are correct, but it seems like the selected faces are all over the place. I just read up on them recently, so at least I understand what they are more now.
Any sort of editor, etc for the portals would be useless... until we can have custom BSP. Bungie placed their portals so the game doesn't lag.
Thanks for the reply.

The only reason I know about portals is because I fix up the halo 2 maps to go into Halo Custom Edition and the maps alot of times need portals or you have dissappearing faces. :P

The tutorials that come with HEK(Halo Editing Kit) has a good description on them.

The primary function of these portals are as "visibility portals", portals that the Halo game engine uses to try and cull out objects that cannot be seen to improve performance by not rendering such objects.

The portals in general help break up the level so that it can be handled in parts to help performance in general. Attributes can also be set for portals, such as ambient sounds to play in the portal as well as environmental audio effects. Portals can also be used to define weather volumes and fog volumes.

There are 2 kinds of portals that are defined, "portals" and "exact portals". The following are descriptions for each:

1) Exact Portals: These are portals defined by surfaces or planes with the +exactportal material applied to them. Exact portals are created such that the faces (edges and vertices) match the surrounding geometry (edges and vertices). These faces in effect create a "seal". The volume that is between these surfaces or planes is an exact portal. The direction of the normals of the faces helps determine how the portal is defined.

2) Portals: These are portals defined by surfaces or planes with the +portal material applied to them. These portals are created by faces or planes that are used to divide the game environment. These planes must create a seal with the level, but do not have to match vertices and the associated edges with the surrounding geometry. These planes are much more loosely defined and placed in the level and are used to break or divide the level up into sections. The direction of the normals for the faces helps determine how the portal is defined.

A volume defined as an Exact portal CAN have standard Portal areas defined within it and vice versa as long as the above rules outlined in their definitions are satisfied. However, an open ended or non-enclosed Portal cannot intersect an Exact portal, a "vis error" or rendering anomaly will occur. In other words, be careful to not let a Portal plane improperly divide or bisect an Exact portal volume.

Portals can be used to help portal horizontally (looking left and right in the XY plane) AND vertically (looking up and over objects or geometry that vary in the Z-Axis).
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Re: Entity 2.1.11

Post by troymac1ure »

I understand your desire more for portals. I still don't completely understand them, but I haven't had a chance to read any more on them yet. How does it use them? I assume it's something like if the camera location is on one side of the portal and is looking at the portal, then all the Front-Front & Front-Back faces are drawn, but the Back-Front & Back-Back faces aren't (for example) and if the camera is on the other side of the portal looking through it the other way then the Back-Front & Back-Back faces are, but the Front-Front & Front-Back faces aren't?? It just seems a bit nonsense when looking at the portal viewer. I'm wondering if I have it viewing the correct faces??


Anyways, Bitmap extraction is now rewritten properly. Just need to fix the injection (and maybe add support for 3D / cubemaps) and then I'll post an update and the cleaned updated source as well.
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Re: Entity 2.1.11

Post by crimsonshadow117 »

troymac1ure wrote:I understand your desire more for portals. I still don't completely understand them, but I haven't had a chance to read any more on them yet. How does it use them? I assume it's something like if the camera location is on one side of the portal and is looking at the portal, then all the Front-Front & Front-Back faces are drawn, but the Back-Front & Back-Back faces aren't (for example) and if the camera is on the other side of the portal looking through it the other way then the Back-Front & Back-Back faces are, but the Front-Front & Front-Back faces aren't?? It just seems a bit nonsense when looking at the portal viewer. I'm wondering if I have it viewing the correct faces??


Anyways, Bitmap extraction is now rewritten properly. Just need to fix the injection (and maybe add support for 3D / cubemaps) and then I'll post an update and the cleaned updated source as well.
I'm pretty sure it only renders all the polies in your line of sight, and all others aren't. Like if there's a build you'll only see the polies of the side your looking at only and the other side won't be rendered.

EDIT: What is Front-Front, Front-Back, Back-Front, & Back-Back?
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Re: Entity 2.1.11

Post by Twinreaper »

I know this a week old thread but I can tell you a little about portals. Portals are designed to cut down on the amount of memory the engine uses to render all bsp mesh, and is also part of the maps lightmap. Imagine a box that has 2 intersecting planes. These planes divide that box into 4 parts. All 4 of these parts are not loaded at one time when playing in the box. Instead, the game engine only renders the box you currently are located in, and then, only renders anything in the box that your camera is looking at. All these portals are connected to one another by a "pvs" I think it stands for Portal Vertex Structure.

In a nut shell, on large maps like the campaign ones, if there was a method of removing these portals, the game engine would crash or if your lucky, just lag to a snail pace due to the fact that there are too many poly's and vertices being rendered at one time.

The engine limit for handling poly's is around 24,000. And the vertice limit around 30,000. As for individual non-lagging smooth playing limits, I am unsure. These values are the absolute limit for the Vista version, and are directly similar to the xbox version for Mp maps anyway. Campaign maps would more than likely be double that amount.

Creating portals would not be possible to do manually. There is way too much caculation involved in their connectivity and LOD of bsp mesh to even start. I wish it were as simple as creating a thin 4 sided box, and applying a portal, but portals are a part of the bsp exporting process from a 3d app, are compiled in conjuction with a bsp.

Basically, if you changed anything bsp related to a map, the entire portal system would have to be recalculated and recompiled for use. Which we currently could not do right now unless someone like Kornman figured out how to compile a .ass file into a useable scenario_structure_bsp file for the xbox. In which case who would care, because we would simply have a custom bsp anyway, and would then be able to just recompile whole maps with new bsps and chunks for object placement.

As a suggestion to all H2 modders, i suggest you spend a little time playing around with an unlocked H2V editing kit. Messing with tags and values in raw uncompiled form, has taught me quite a bit about the game and the structure of systems in general. A lot of what i have learned has enabled me to understand better how the xbox version works, and what we can and cannot due simply to game limitations.
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Re: Entity 2.1.11

Post by Grimdoomer »

In my experience with other games vis-portals were always placed by hand. Hence why in some video games if you look at a door from a certain distance and angle, it would turn white/black/some color, because the developers didn't take that angle into consideration when placing it. I'm not sure they actually use software to figure out where to place the portals. It would be very hard to write an application to analyze the 3d shape of the map, and try to figure out where to place portals, when the app can't physically "see" the map. You should have no problem moving the portals around for a new map...
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Re: Entity 2.1.11

Post by crimsonshadow117 »

Can you add decals, detail objects(like grass and flowers), and garbage to the bsp viewer?
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Re: Entity 2.1.11

Post by XZodia »

A search box to find tags found be very helpful.
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Re: Entity 2.1.11

Post by Twinreaper »

You missunderstood Grim. Portals are created in the 3d app yes, but when the mesh is exported to be compiled, the compiler app generates mesh visiblity and lightmap viibility based on the placement of these portals. Also, the compiler generates a relationship to where exactly these portals were placed. While yes you could move these portals.... but again as I said you risk having the map crash, lag out etc... due to possibly having too much geometry drawn at one time.

Developers, or in this case Bungie, place portals at areas that contain a high concentration of vertices and faces, to kinda isolate them from being drawn unless you look at or are present in that area.
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Re: Entity 2.1.11

Post by troymac1ure »

Expect to see a release very soon. Finally finished bitmap extraction / injection. Just need to re-test all types for injection now that I've finished the cubemap code. I think this is what ppl have been waiting a long time for.

The only remaining issues are:
  • * 3D / Volume Textures (neither GIMP nor CS3 can handle them I don't think, so I can't test to see if they work, apparently CS5 can?)
    * GIMP will not edit X8R8G8B8 files correctly. It wants them to be 24-bit I think, but they are 32-bit with an unused byte.
That's it, also cubemaps are shown in the horizontal cross format for ease of viewing now.
Testing should go quickly, so check in a day or two. Also, as always, gimme detailed feedback if you find any that don't work.

My list of changes, adds and other time comsuption...

Code: Select all

 * Block Index Names not autosize (cut-off)
  >> Indices.cs: label1.AutoSize = true
 * ME2: Enums not saving
  >> Enums.cs: implemented basefield_leave()
 * "Remove" for plugin quick change editor
  >> Added code for plugin removal
 * Updater always throws window
  >> args += "/silent" added to Main.cs for auto-update
 * Resizing bitmaps reset current bitmap to #0 in Bitmap Editor
  >> Fixed bug not saving currently selected bitmap
  >> Found & fixed bug that would cause crash when using slider bar
 * Registry loading of used tags
  >> Re-added code to load quick tags list from registry (if used)
 * Bitmaps do not load viewer by default
  >> Modified code to:
   -> Load viewer on [bitm] click
   -> When another tag type is selected, returns to last viewed option (Reference / Meta / Hex)
   -> If Reference / Meta / Hex is selected while on [bitm], bitmap viewer will not be loaded again till selected from Menu
 * Unused's Hex data shows from start of tag, not Unused data start (on mouse-over)
  >> was taking offset to start of refelxive, not unused offset
 * Maps being broken on "build" (and / or "extract")
  >> Issue with trying to use old extracted tags fail
  >> ** Must use new extracts only!
 * Tag extraction, multiFile renaming (HLMT, MODE, COLL, etc all share one name)
  >> Cleaned up tag renaming code and now allows recursive renaming on extract
 * Idents without tags don't show Tag Type boxes (was previously removed)
  >> Reincorporated tag type boxes (as they are required).
 * Reflexives: "Jump To..." for idents
  >> Added code
 * ME2: "Jump To..." for idents
  >> Added code 
 * After "Build" map doesn't refresh properly (need to close and re-open map)
  >> Map.refresh(Map map) doesn't pass the loaded map back, so changed to return value.
 * Viewer controls are all different
  >> Change all viewers so right mouse button moves camera
 * Lightmap viewer crashes on button click
  >> Removed useless code that causes crash
 * Directories for extractions/injections: Maps, Bitmaps, Meta, Models, 
  >> Added more directory options in Settings (Bitmap Extracts & Meta Extracts)
 * Bitmap displays
  >> Fixed up some incorrect displays
  >> Added cross layout for cubemaps
 * Bitmap Extraction/Injection
  >> Extraction - improper # of mipmaps, was exporting LODs as mipmaps.
   ++ Verified DXT1, DXT2/3, DXT4/5, A1R5G5B5, A8R8G8B8, A8Y8, G8B8, P8, Y8,
       X8R8G8B8 (No GIMP Support), Lightmaps, Cubemap
   ?? 3D (rasterizer\distance_attenuation)
  >> Injection - improper # of mipmaps. ALWAYS until 1x1, not LODs
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Re: Entity 2.1.11

Post by Prey »

oops good spot with map.refresh not returning the new map ha :)

When your done you should make a topic on halomods.
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Ogrish
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Re: Entity 2.1.11

Post by Ogrish »

Wow man, youv'e been busy.
Sounds good, hope it all works.
My xbox is back up and running, so i can test stuff, if you need it.
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Re: Entity 2.1.11

Post by DoorM4n »

Great job Troy! Keep it up!
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