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Re: XZodia's Plugins

Posted: Wed Mar 29, 2017 2:27 am
by XZodia
New Complete Plugin Set Released!

I have created a full set of individually verified plugins, combining the structural integrity of H2V data and the hand crafted improvements of my original set.

Enjoy!

Re: XZodia's Plugins

Posted: Wed Mar 29, 2017 5:06 pm
by JacksonCougar
Looks like you cleaned out the extra structs and fields from them?

Re: XZodia's Plugins

Posted: Thu Mar 30, 2017 10:48 pm
by XZodia
I'm not sure what you mean?

Re: XZodia's Plugins

Posted: Sat Apr 01, 2017 7:08 am
by xxpenguinxx
For the vehicle plugin, the "unused" parts of the spheres are actually the radius of the spheres.

For example:

Code: Select all

<float name="Sphere X" offset="112" visible="True" />
<float name="Sphere Y" offset="116" visible="True" />
<float name="Sphere Z" offset="120" visible="True" />
<unused size="4" name="_Unnamed6" offset="124" visible="True" />
Offset 124 is the radius. I have tested this up to sphere 16. Made some really funky floating vehicles in the process. :lol:

Re: XZodia's Plugins

Posted: Sat Apr 01, 2017 2:06 pm
by JacksonCougar
Indeed, a lot of 'unused' values are real data.

Re: XZodia's Plugins

Posted: Sat Apr 01, 2017 2:58 pm
by XZodia
I tried to catch as many of these as I could, let me know if you find any more.

Gotta catch 'em all.

:P

Re: XZodia's Plugins

Posted: Sat Apr 01, 2017 3:33 pm
by XZodia
Revision 1 uploaded. Considering putting this under source control but meh...

Re: XZodia's Plugins

Posted: Sat Apr 01, 2017 7:26 pm
by JacksonCougar
You really should... would make updating plugins easier.

Re: XZodia's Plugins

Posted: Sat Apr 01, 2017 9:05 pm
by XZodia
I did it.

Re: XZodia's Plugins

Posted: Mon Jul 02, 2018 7:27 pm
by xxpenguinxx
Found some more values that are labeled "_unused" but are actually used. There's probably more in this tag.

hlmt.ent:

Code: Select all

<struct name="Variants" offset="80" size="56" maxelements="64" label="Name" visible="True">
  <stringid name="Name" offset="0" visible="True" />
    <unused size="16" name="_Unnamed0" offset="4" visible="True" />
    <struct name="Regions" offset="20" size="20" maxelements="16" label="Region Name" visible="True">
      <stringid name="Region Name" offset="0" visible="True" />
      <unused size="1" name="_Unnamed0" offset="4" visible="True" />
unused size="16". It should be 16 separate bytes, each one referencing the regions. If not properly set, the game will select a random permutation for that region upon spawn, and the damage sections will not work.

"_Unnamed0" under "Region Name" references the Model Variations at offset 112. This may not be used.
Suggested name: "Model Variations Index"

Within that structure there's:

Code: Select all

<struct name="Permutations" offset="8" size="32" maxelements="32" label="Permutation Name" visible="True">
        <stringid name="Permutation Name" offset="0" visible="True" />
        <unused size="1" name="_Unnamed0" offset="4" visible="True" />
"_Unnamded0" references the Permutation chunk within Model Variations. This is used by the game engine.
Suggested Name: "Permutation Index"

Within the same structure again, there's:

Code: Select all

<struct name="States" offset="12" size="24" maxelements="10" label="State" visible="True">
          <stringid name="Permutation Name" offset="0" visible="True" />
          <unused size="1" name="_Unnamed0" offset="4" visible="True" />
"_Unnamded0" references the Permutation chunk within Model Variations. This is used by the game engine.
Suggested Name: "Permutation Index"

Re: XZodia's Plugins

Posted: Tue Jul 03, 2018 5:26 pm
by XZodia
Cool, unfortunately I am afaik for a few weeks or I would update this