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[H2X] Sunfish 2011 - Development Discussion Thread
Posted: Sun May 29, 2011 8:22 pm
by JacksonCougar
Sunfish is a new Halo 2 modding program for the Xbox version. It works by decompiling a map into source-files which are imported into a project directory. You edit these source-files in the application using various tools (meta editor & specific tag editors) and build maps from the source-files.
The goal is to create a Visual Studios style program for editing the source-files.
Source Code:
http://code.google.com/p/halo2x-sunfish/source/checkout
Current Features:
Solution Explorer
- lists all tags in a project by folder heirarchy
Lite Meta Editor - Probably discontinued
- allows for large tags to be edited with minimum memory usage (no crashing!)
- minimal in design because the focus is not on meta editing in this application
Map Decompiler
- implemented as Project->Import->Map'
- decompiles all tags in the map into seperate isolated resource file-format that's proprietary to Sunfish
In-development Features:
Map Compiler
- creates a .map file playable on the xbox from decompiled tags
- initial release should be decently fast
Bitmap Studio
- Imports all DXTn formats used by the engine
- Exports as DXTn formats
Model Studio
- Imports a WavefrontObject mesh into a model tag Code in-place
- Creates a new model tag from a WavefrontObject file
- Exports model meshes as WavefrontObjects Code in-place
- 3D Model Viewer Working
Re: Sunfish 2011 - Halo 2 modding toolkit development thread
Posted: Sun May 29, 2011 8:51 pm
by XZodia
It would be good to see a list of features, current and future
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Mon May 30, 2011 1:25 am
by JacksonCougar
A little bit of progress
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Mon May 30, 2011 2:06 am
by NotZachary82
Where does that material come from?
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Mon May 30, 2011 2:37 am
by JacksonCougar
Xna effect
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Mon May 30, 2011 2:41 am
by neodos
Looks very cool! Yet could you post the binaries?
Also do you think I could delete a lot of tags (taking care of not breaking anything) and recompile?
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Mon May 30, 2011 5:34 am
by JacksonCougar
Yea, that should work. I'll post a download when there's a stable build and compiling works.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Wed Jun 01, 2011 6:00 am
by JacksonCougar
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Wed Jun 01, 2011 1:25 pm
by XZodia
That. Is. Awesome.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Wed Jun 01, 2011 6:30 pm
by Ogrish
Nice work, I hope to try this APP out soon.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Wed Jun 01, 2011 6:57 pm
by neodos
Woosh, any chance you could add marker placement/rotation? that'd be even more epic.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Wed Jun 01, 2011 7:44 pm
by JacksonCougar
Was already thinking of it Neodos
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Wed Jun 01, 2011 7:58 pm
by NotZachary82
Damn, nice. Get a public build going once you've model and bitmap injection to a stable point. <3
*Edit: How is the model injection working btw? Does it support multiple child objects (shaders) within a single model/chunk?
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Wed Jun 01, 2011 8:30 pm
by JacksonCougar
If I remember what I was coding, yes: it does make shader groups based on the materials in the OBJ file.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 02, 2011 12:11 am
by bumlove
NotZachary82 wrote:Get a public build going once you've model and bitmap injection to a stable point.
I think compile is perhaps more vital
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 02, 2011 12:57 am
by JacksonCougar
I'll just leave this here..
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 02, 2011 2:56 am
by NotZachary82
bumlove wrote:NotZachary82 wrote:Get a public build going once you've model and bitmap injection to a stable point.
I think compile is perhaps more vital
Or, whatever ends up working first.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 02, 2011 5:53 am
by JacksonCougar
My goals with this studio are pretty much as follows:
- Allow markers to be added, deleted, and transformed (moved, scaled, and rotated)
- Allow bones to be added, deleted, and transformed (moved, scaled, and rotated)
- Allow mesh to be assigned to bones
- Allow mesh to be transformed (moved, scaled, and rotated)
- Render textures
- Import mesh from OBJ files
Bones!
I committed my latest changes to the repository tonight, and this will probably be the last update I can post for a while because I am moving and won't have access to internet right away (I may push updates through my phones
)
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 02, 2011 6:27 am
by neodos
This is looking very promising, you seem get the job done pretty fast =P
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 02, 2011 2:00 pm
by XZodia
JacksonCougar wrote:Image
I'll just leave this here..
What are we looking at here?
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 02, 2011 2:04 pm
by neodos
Looks like normals to me.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 02, 2011 2:37 pm
by JacksonCougar
Markers, lul
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 02, 2011 2:38 pm
by XZodia
Why do they only have 2 directions?
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 02, 2011 2:39 pm
by JacksonCougar
Each arrow is a seperate Marker, so they only have a single direction...
These ones are the AI pathfinding markers or something.
Re: [H2X] Sunfish 2011 - Development Discussion Thread
Posted: Thu Jun 02, 2011 2:53 pm
by neodos
XZodia wrote:Why do they only have 2 directions?
Well you have two disconnected edges you get that, but its not normals in this case anyways then xD