Entity 2.1.1X Overview + Hints and Tips

This if for tutorials and information for the community to use for great works.
Keep them organized now!..
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bumlove
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Entity 2.1.1X Overview (1.1 MB of pictures)

Post by bumlove »

New and improved!

Download
Entity 2.1.15

Known initial issues other older versions of entity have some jealousy and resentment issues that mess up the registry and this prevents 2.1.1X from loading.
Delete the register values as follows

Run->Regedit
go to "HKEY_CURRENT_USER\Software\Xbox"
Delete the whole "Halo2" folder

This is for Technical problems/ feature requests.

This thread (that you are in) is for help
Last edited by bumlove on Thu Feb 23, 2012 5:29 am, edited 56 times in total.
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[Moved] Entity 2.1.1X Overview

Post by XZodia »

TLDR....
Image
JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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bumlove
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plugins

Post by bumlove »

Best set of plugins
Xzodia's Plugins
generated from H2V this still has somethings missing.
DS' effect spawn
This allows any [effe] spawn any type of tag, so you don't have to use a [bloc] spawning effect for spawning [proj]s

At some point I'll add my edits (Final plugins with enums filled in etc)

Using Troy's Quick plugins and Selective plugins feature (tutorial 3), can result in some real time savings

Here is a vidtut for plugin manipulation techniques
demonicSandwich's Tutorial
Here will be some edited plugins using the above tutorial to make life easier
Last edited by bumlove on Wed Jul 20, 2011 8:42 am, edited 7 times in total.
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Re: A Entity tutorial for Halomods

Post by CaptainPoopface »

Looks pretty good. It could be a little more organized, but to have a tutorial at all is a much needed first step. I actually hadn't kept up completely with the Entity thread and wasn't aware it had all these features now. Can we really make any surface of the BSP climbable by selecting it visually in the mesh? Terrific!

Nice work Troy, and thanks bumlove for documenting it.

P.S. If a bum loves a bum but one bum does not love bumlove, is the love bum love?
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Re: A Entity tutorial for Halomods

Post by troymac1ure »

tl;dr :lol:

Looks pretty much right.

"Peek" will let you see what the current values are on the xbox whereas "Poke" sets the values to the xbox.

The safety on the map renaming isn't major as it will not overwrite any important data, just auto-shorten the name to fit.

"Use default maps" in the settings menu
- * If Selected, This will always use the maps from the settings directories
- * If not selected, will look for Shared, SP_Shared & Mainmenu from the directory of the loaded map and only use the default
- - directories for each file not found in the loaded map directory

"Use registry settings" is the settings menu
- * If selected, All the settings values, quick list, etc will be stored in the computers registry (shared for all Entity copies)
- * If not selected, All the settings values, quick list, etc will be stored in a file (no sharing between Entity copies)
- * In the past entity always used the registry (if available, aka admin). If you do not wish Entity to be touching the Windows
- - registry, you may delselect this option and click "Remove Registry Entries" (this will remove entries from past Entitys)
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Moving from other programs

Post by bumlove »

Lets say you've just finished the 99 dothalo tutorial, and now you have an idea how it works in the most basic sense
There have been a few questions asking "where is this in entity?",
most of the time its quick and easy to ask, but lets just say you want to find out for yourself.
Take a clean map and your dothalo'd map then compare your edited tags, with
TroyMaclure's Meta compare
This will tell you the offsets that have changed in the tag, you make a list of these offsets and look in ME^2 to find what the offsets are labeled in entity's plugins
Last edited by bumlove on Mon Jul 25, 2011 11:31 am, edited 4 times in total.
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Re: A Entity tutorial for Halomods (1.1MB of pictures)

Post by Ogrish »

I thought Analyze map checked for holes.
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Re: A Entity tutorial for Halomods

Post by troymac1ure »

bumlove wrote:I'm about finished 'I have 3 questions before publishing
------ > "Convert IFP Plugins" what does this do?
------ > "standard .xml plugin" what does this do? Unused?
--- "Analyze map" what is this for? make .xml files called .met files But #I don't understand
"Convert IFP Plugins" is for changing the old style plugins (IFP) into the newer style (ENT) files. Not very useful anymore as we don't really deal with IFP files anymore.

"standard .xml plugin" Not Sure. It's an add-on plugin that is loaded at runtime and can be removed I think. Anyone else on this one?

"Analyze map" Just tried it. Looks like it lists all the addresses of raw data possibly?
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Re: An Entity tutorial for Halomods (1.1MB of pictures)

Post by DoorM4n »

Awesome job! I added a bunch of shit to my map in entity, I added my ____ and my custom ____ and added 30 chunks to scenery and obj to spawn my custom _____ and my map froze. Made me want to cry.

haha, I dont want you guys to what Im adding :D

QUICK QUESTIONS:
Which entity is best for adding chunks?
Which entity is best for building meta?
Which entity bsp viewer is the best?

Thanks!
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Remnant! We were the last stand.
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Reserved for future use

Post by bumlove »

This post has been intentionally left blank.
Last edited by bumlove on Thu Jun 23, 2011 3:24 am, edited 2 times in total.
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Re: An Entity tutorial for Halomods (1.1MB of pictures)

Post by DoorM4n »

OHHH, I can't believe I asked that question, I knew that one. I've just had some very frustrating problems with cloning chunks today when I was trying to add onyx blocs. Okay, well, my next duty is to try and get troymaclure's version of entity working.

Btw, those tips are helpful. I will look into simplicity, I have not used that enough. I have a feeling im going to have questions regarding adding onyx blocs soon. They are a bitch to add into my map. My map continues to freeze each time I add them into my map I've added them perfectly into coagulation but Tortuga isn't working.
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Re: Entity 2.1.1X Overview + Hints and Tips

Post by JacksonCougar »

Welcome to the tutorials.
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Re: Entity 2.1.1X Overview + Hints and Tips

Post by Prey »

The xml plugins are from dothalo. They came with the entity release too as Anthony wanted a way to show off his load-an-assembly-at-runtime idea he implemented :) But yeah pointless now..
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Entity 2.1.1X Overview

Post by bumlove »


Comments appreciated
except tl;dr

Entity 2.1.14 by Troymac1ure
Tutorial credit Torymac1ure, DemonicSandwich, Darkshallfall, Prey, xxpenguinxx & bumlove
Thanks to all members of Remnant Mods for entertaining my noobishness.

Required .Netframework 3.5

Overview:
Entity is the most powerful H2X .map based editors.
Support for HX1 has been dropped due to no demand.
Entity works from a .ent plugin (written as a text file) more on these later.
Entity is the one stop shop for compiled H2X .map editing.

[warning]Limitations:
Due to the fact .ent plugins are yet to be perfected and adding too much data in the wrong place shifts later data without recalculating where offsets have been moved to, by adding too much data to maps can render it unplayable or make the game crash when it encounters a problem.[/warning]
Here is a tutorial for adding chunks to the [scnr] tag [Scnr] cloning

Tutorial Overview: The numbering system works as follows
1st number, Tutorial number
2nd number, Picture number
3rd number, Marker number
4th number, Option number
5th number (if needed) Sub option number
And numbers are separated by dots

If a separate picture is required for a sub option it's picture number is made of the route to get there,
eg: edit mainmenu is 1.1.6.1, so its picture number is 1161
Last edited by bumlove on Wed Jul 20, 2011 8:24 am, edited 5 times in total.
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1 Main options

Post by bumlove »

1.1 "Main options"
Image
1.1.1- "dotnetframework button"
1.1.1.6 ----- > "Close" Ctrl+F4, Closes selected/top map,
1.1.1.7 ----- > "Next" Ctrl+F6, Cycles through open maps
1.1.2- "File" ------ > "New map" copies a clean map to a new filename and renames it internally.
1.1.3- "Tools"
1.1.3.1- > "Settings"
1.1.3.2- > "Convert IFP Plugins" (a old function, defunct)
1.1.3.4- > "Video settings" Non editable.
1.1.3.5- > "Update" For sure.
1.1.5- "Help"
1.1.5.2- > "Visual editor controls"
-------- ! Right mouse moves camera view.
-------- ! Left mouse selects or deselects spawns.
-------- ! Shift & Left mouse rotate Yaw, Alt & Left mouse rotate Pitch, Ctrl & Left mouse rotate Roll .
-------- ! W, A,S & D for X & Y camera movement, Z & X for camera height.
-------- ! Up, Down, Left & Right arrow keys for moving items on the X & Y directions,
-------- ! Pg Up & Pg down for Z direction.
-------- ! + & - for camera speed.
1.1.6- "Mainmenu"
1.1.6.1- > "edit" Add maps to the mainmenu.


1.1131 Settings
Image
1.1131.1- "external map paths" point entity to Mainmenu, Shared and single player shared .maps.
1.1131.2- "other folders" self explanatory.
1.1131.2- "options"
1.1131.3.1- "Use default maps"
1.1131.3.1- * If Selected, This will always use the maps from the settings directories
1.1131.3.1- * If not selected, looks for Shared, SP_Shared & Mainmenu from the directory of the loaded map and -------------- only use the default directories for each file not found in the loaded map directory.
1.1131.3.2- "Use registry settings"
1.1131.3.2- * If selected, All the settings values, etc will be stored in the computers registry
--------- ! (shared for all Entity copies)
1.1131.3.2- * If not selected, All the settings values, quick list, etc will be stored in a file
--------- ! (no sharing between Entity copies)
-------- ! Past entitys always used the registry. If you do not wish Entity to touch the Windows registry
-------- ! You may unselect this option and click 113.3.3- "Remove Registry Entries"
-------- (this will remove entries from past Entitys also clears Custom plugins and quick plugins lists)

1.1161 Mainmenu editor
Image
--! Add your finished map with a unique name, picture and description to main menu.
--! Can not add SP maps at present.
1.1161.1- Give your finished .map file a unique name.
1.1161.2- Add>Choose map>open>rename map in "Map name".
1.1161.3- Import preview picture DDS or from a .map file.
1.1161.4- Give the map a description.
1.1161.5- Set max teams: Works well for decreasing, for increasing further editing may be required.
1.1161.6- Save
--! Mainmenu.map is automatically resigned and is ready for FTP to xbox.

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2 Tag access and ordering

Post by bumlove »

2.1 Tag access and ordering
Image
2.1.1.1- "Tags/Folders" How do you want to view the map assets? as tags or folders.
2.1.1.2- "Info"
2.1.1.2- * 1 Click Shows map assets as it is used by halo2.xbe.
2.1.1.2- * 2nd Click Shows map assets by size.
2.1.1.3- "Tag Session History" (Small Mountain Icon beside "Info") A list of the last tags visited (Cleared upon map close)
2.1.1.4- "Visual Editor" Loads Item & Placement Editor AKA BSP Editor.
2.1.1.5- "Tag "Quick List" Show tags opened in tree view in the map since since last cleared.

right click a tag in the tag tree,
2.1.2.5- "Remove from quick tag list" self exploratory.
2.1.2.6- "Output List to file" writes a text file listing all tags as listed in the treeview.
2.1.2.7- "Sort by" 2.1.2.7.1- > "tag/folder hierarchy" the same as "Tag/Folder 2.1.1.1" above.
2.1.2.8- "Clear quick tag list" self exploratory.

right click a tag in the reference editor,
2.1.3.3- "Display" 2.1.3.3.1/2/3- > "Reflexives" / "idents" / "strings"

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3 Quick plugins

Post by bumlove »

3.1 Quick plugins and selective plugins 2 great features from Troy
Image
3.1.1.1- "Active plugin set" picks your plugins.
3.1.1.2- "Edit plugin sets" add more plugins to quick plugin list.
3.1.2- Window opened to add to quick plugins
3.1.3- "Custom plugin selector( ME1 Only)" Show only certain tags / reflexives in ME1.
------ ! Can also be used to see only certain tag types in the Map's tags treeview.
3.1.4- Window opened "Custom plugin editor" allows you to choose which tags & floats,etc you view in ME1.

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4 Editing and Viewing

Post by bumlove »

4.1 Map tools
Image
4.1.1.1- "Reference editor" reopens the reference editor.
4.1.1.2- "Meta Editor plus" opens ME^2 this can also be achieved by double clicking a tag in tree view.
4.1.1.3- "Meta Editor" opens the original meta editor.
4.1.1.4- "Hex viewer" mostly unused, prone to crash.
4.1.1.5- "Rebuilder" opens the rebuilder.
4.1.1.6- "Fix system link" Writes predictive resources for added items to the [scnr] tag for system link,

4.1.2- Display options
4.1.2.1- "Display"
4.1.2.1.1- > "meta tree" removes the tag tree. ...... ! Hotkey Ctrl + T
4.1.2.1.2- > "tools" removes what should be the reference editor or ME1.

4.1.3- Blue + [sbsp] tag
4.1.3.1- "View Bsp" opens visual editor.
4.1.3.2- "Viewers"
4.1.3.2.1- > "Bsp tree view" (in the works yet to be completed)
4.1.3.2.2- > "Collision Viewer" opens Bsp collision viewer (4.41322.1)
---------- * press tab and open Bsp collision surface editor makes walls climbable (4.41322.2)
---------- * press tab again opens Bsp collision vertex editor (4.41322.3)
4.1.3.2.3- > "Lightmap viewer" opens the lightmap to view.
4.1.3.2.4- > "Portal viewer" portals help conserve xbox memory, up and down arrows to cycle portals.
4.1.3.3- "Collision Bsp"
4.1.3.3.1- > "inject collision mesh .obj"
4.1.3.3.2- > "export collision mesh .obj"
4.1.3.4- > "export bsp visual meshes"
4.1.3.5- > "import bsp visual meshes"
4.1.3.6- > "export meshes to single .OBJ"
4.1.3.7- > "import meshes form single .OBJ"

4.4112 Meta editor enhanced (ME+ or ME^2)photo missing

--- ! Troymaclure's meta editor started and updated entirely by him In my opinion the best new feature of Entity.
--- ! It gives a tree view for the reflexives of your chosen tag.
--- ! It has tabbed browsing allowing you to open a tag with with several different plugins at the same time.
--- "Save" ME^2 will ask you if you want to save as you close a tag if you haven't already saved it.
--- "Reset tag" undoes all changes to the tag prior to saving.
--- "Peek" will let you see what the current values are on the xbox, via the Real Time Halo function
--- "Poke" Synchronize the xbox to your Entity map (via RTH)
--- "Reset value" Resets last changed value to saved state.
--- "Reset reflexive" Resets chosen reflexive chunk to saved state.
--- "Reset reflexives (All)" Resets all reflexives to saved state.
--- "Copy to all reflexives" The same function as "Flood fill"
------ > right click a tag ident
------ "Jump to tag" Opens a new tab in ME^2 of the selected Tag ident
--- ! Unused hex viewer, tool tips show the hex entries for the "unuseds" allowing you to check.
--- ! This unused entry shows 64 61 68 73 FF FF FF FF, in this instance this is a reference from HX1
--- ! If your tag shares data with other tags info is displayed and the reflexive is displayed in red.

4.4113 Meta editor Original (ME^1)photo missing

--- ! The original Meta editor changes almost everything that ME^2 does but not as well.
--- "Manual save" / "Auto save" How entity saves your meta edits.
--- "Tools"
------ > "Item selector" / ".ent editor" afaik this is unworkable, its easier to edit .ent with notepad.
------ > "Show" opens "Items to show" window and allows you to customize your meta editor viewing experience.
------ (this resets after closing entity)
------ > "Colour shifting" customizes meta editors colours (a gimmick I think)
--- "Sync" Synchronizes your xbox map to the edited map in entity via Real Time Halo (RTH)

4.4115 Rebuilder photo missing

--- ! Stability seems fine use good plugins

4.4131 BSP viewer
--- ! The ultimate goal is anything that has a [scnr] placement should be able to be moved swapped or scaled in the viewer.
Image
4.4131.1- "Main" Lighting, permutations, shaders, and backface & camera culling can be switched on or off. Improves performance
4.4131.2- "Edit" Spawns/Player spawns/Sounds/Lights & Objectives can be moved, rotated & swapped (by mouse or value)
4.4131.3- "Spawns" Find a Spawn via a tree view.
4.4131.4- "Tools" Find a X,Y & Z co-ordinate in Halo space.
4.4131.5- "Lightmap pallet" Edit the lightmap.
4.4131.6- "Bsp selections" Invisiblizes sections of the bsp, handy for seeing inside areas from a distance.
4.4131.7- ! When you select a item its X,Y,Z, Yaw, Pitch and Roll is shown on the bottom line.
----------- ! If you select an item, you can switch it for other items in that items pallet via the lower Grey box.
4.4131.8- ! If you have many items selected at once, clicking the word "obstacles" bottom left opens
4.4131.9- ! "Currently selected spawns" this allows quick deselection.
--- ! Save before exit.

4.41322 & 4.41324 Bsp collision & Portal viewer
Image
4.41322.1- Bsp Collision viewer. (Just a viewer)
4.41322.2- Bsp Collision surface editor Pick a surface with left click and make it climbable.
4.41322.3- Bsp Collision point editor Pick a vertex or several and move them with arrow key & pg up & down.
[warning]This is not a finished product as faces and more need to be recalculated and thus holes maps.[/warning]
4.41322.4 Portal viewer (Just a viewer) Up & Down arrows change viewed portal

4.41323 Lightmap viewer (Just a viewer)

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5 Tag duplication, swapping, inject/extraction & renaming

Post by bumlove »

5.1 Tag duplication, swapping, injection, extraction & renaming.
Image
5.1.1- > right click a tag
5.1.1.1- > "Set as active scenario" Forthcomming
5.1.1.2- > "rename" renames a tag it is advised to keep the new name as long or shorter than the original.
5.1.1.3- > "duplicate" duplicates a tag and allows you to rename the new tag (check parsed stops sharing data )
5.1.1.4- > "duplicate recursively" the same as above but recursively
5.1.2
5.1.2.1- > "recursive" check box, when extracting this option extracts your chosen tag and referenced tags.
----------- ! allows recusive naming of Bloc mach scen coll hmlt and phmo (another example of troy thinking of us)
5.1.2.2- > "parsed" check box when extracting or duplicating this option prevents shared data.
5.1.2.3- > "sounds" check box when building this option includes sounds in the process.
5.1.2.4- > "scan with entity" check box
5.1.2.5- > "Save" button Saves a tag or a tag and it resources ready to build or inject into another map.
5.1.2.6- > "Inject" button over writes tag data.

5.1.3 Ident swapping & cloning --- > right click an Ident
5.1.3.1- "Swap" Swaps a single or several idents
5.1.3.2- "Floodfill swap" Swaps many idents to the same thing
5.1.3.3- "Jump to tag" Exactly the same as the goto function from previous versions
5.1.3.4- "Clone Chunk" Can be problematic without proper practices

5.1.4 Renaming tag window

5.1.5 Ident swapper

5.1.6 String swapping

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6 Modeling section

Post by bumlove »

6.1 Model viewer [mode] Collision viewer [coll] Bitmap viewer [bitm]
Image
6.1.1 > Blue + options [mode]
6.1.1- > "Export meshes"
6.1.1.1- > "To .OBJ"
6.1.1.2- > "To .X"
6.1.1.3- > "Inject meshes" ---------> "Inject .OBJ"

6.1.2 Collision viewer [coll] tag
--- ! The lines represent "plane" directions (I,J & K) "edges" shown in white, planes shown in green
--- ! the blue sphere represents a"path finding sphere"
6.1.2- > Blue + options [coll]
6.1.2.1- > "Extract mesh to .OBJ"

6.1.3 Bitmap and sub mipmap viewer [bitm] tag6.1.3 Bitmap Viewer
--! Left/Right Clicking on background will change background viewing color
--! Clicking on picture will zoom to 3 stages (same as side bar)
6.1.3.1 > Blue + options [bitm]
6.1.3.1.1- > "Save bitmap"
6.1.3.1.2- > "Inject"
6.1.3.1.3- > "Convert to bump map"
6.1.3.1.4- > "Bitmap editor"
6.1.3.2 > "Internalize" adds the bitmap to the map instead of relying on mainmenu or shared .map

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7 Real Time Halo

Post by bumlove »

7.1 Real Time Halo photo missing
I'll get on it.
Last edited by bumlove on Wed Jul 20, 2011 9:10 am, edited 3 times in total.
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Sign, Build, Check & Analyze map

Post by bumlove »

8.1The rest

8.1.1.1 "Sign" Resigns the map
8.1.1.2 "Build" Button Build in items saved/extracted from other maps in to your map via an .info text file.
8.1.1.3 "Check IFP" Scans the map for broken Idents. A broken map check, although a pass DOESN'T mean the map is good.
8.1.1.4 "Analyze map" Writes several .xml files that appears to map Raw data.
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Re: Entity 2.1.1X Overview + Hints and Tips

Post by XZodia »

So many numbers....AHHHHHH >_<
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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Re: Entity 2.1.1X Overview + Hints and Tips

Post by troymac1ure »

6.1.3 Bitmap Viewer
-- Left/Right Clicking on background will change background viewing color
-- Clicking on picture will zoom to 3 stages (same as side bar)
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Re: Entity 2.1.1X Overview + Hints and Tips

Post by bumlove »

Myself wrote:Could I get a clean up? All posts other than mine directly about entity ,
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