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Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Aug 24, 2008 4:49 am
by JacksonCougar
In recent months I have been working with Grimdoomer, DemonicSandwich (Ze adviser!) and Xzodia on a new Halo 2 modding program, although at the time of this writing the actual implemented code features are few (one actually), it should progress fairly steadily from here on out.

Image

Soffish Halo 2 Content Editor :: Open Beta Details

I need anybody who wants to help download the latest builds of the application and do thier best to find any and all errors or bugs in the program, posting back here with what you find.

I will not be directly taking feature requests, but if you feel you must share you feelings with me just post anything along those lines in this thread. I may or may not act upon any ideas I see posted...

Latest Build Information:
Meta Editor Code, Beta - Needs heavy debugging (I do not want any bugs getting through on this code!)
Bitmap Editor, Alpha - Bitmap class needs to be updated a bit, most bitmap types should work, (again needs to be debugged)

Latest Build Download:
http://acemods.org/remnant/Remnant%20Fi ... elease.zip
http://acemods.org/remnant/Remnant%20Fi ... ersion.txt

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Aug 24, 2008 12:42 pm
by XZodia
IMO if you took the meta editor out of this an put it in CC you'd be on your way to one awesome editor.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Aug 24, 2008 1:11 pm
by JacksonCougar
I dislike the UI of Ceiling Cat :\
But yea... I will be using you Bitmap class since I cannot seem to fix Grims.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Aug 24, 2008 2:49 pm
by Grimdoomer
Mtea editor looks great :]

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Aug 24, 2008 4:39 pm
by neodos
Nice, needs perfect tag builder with external tag creation :p

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Aug 24, 2008 9:15 pm
by Grimdoomer
Shader tags don't have bitmap raw, bitmap tags have bitmap raw :wink:

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Aug 24, 2008 9:37 pm
by Gary
it crashes when you try to open the mutiplayer and melee weapons...
it does have a nice UI and it looks great!

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Aug 24, 2008 10:07 pm
by DemonicSandwich
Those who find errors should copy the error type and error details and post them here.
Just make sure to use small font (size 70 or less) when posting the info.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Mon Aug 25, 2008 12:40 am
by Aumaan Anubis
Cool app.

But ugh. Looks like Microsoft designed it.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Mon Aug 25, 2008 2:30 am
by Grimdoomer
Aumaan Anubis wrote:Cool app.

But ugh. Looks like Microsoft designed it.
Well Cougar makes good UIs :laff:

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Mon Aug 25, 2008 12:14 pm
by JacksonCougar
Thanks for the comments guys, but yes, if you run into an error I need the debug information in the window (if its a critical error at least) so I can find the error and fix it.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sat Aug 30, 2008 1:31 am
by JacksonCougar
v2, small update.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sat Aug 30, 2008 2:26 am
by Gary
neat, beta testing now...

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Sep 07, 2008 1:49 am
by Gary
hey, who all is working on this project?, also is this going to be like a super Entity without all the bugs?

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Sep 07, 2008 6:26 am
by JacksonCougar
Grim had been supplying a lot of source code for the project, as well as putting a few hours now and again working on it over LMI.

Xzodia has also help me for a good several chunks of time over LMI, helping me fix certain things.

So in reality it's just us three I guess...

My goals for the project right now are as follows:

Match or beat entity in anything it can do if what it does is the best way to do things.

Bring new features into Soffish which will increase productivity, and decrease chances of map corruption.

I'm toying with an idea right now that is getting me pretty excited: if I can pull it off it would set Soffish aside from entity in a fairly important way.

Not going to even mention what this idea is in case I cannot pull it off: it could be that it takes too much processing power and is not worth doing at all.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Sep 07, 2008 7:22 am
by Gary
also, i notice some plugins kill the chunk cloner, i think it should have a plugin that is for chunk cloner only, when you need it

i sure hope this does well, if not i may stop modding, right when i am coming up with a bunch of ideas...

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Sun Sep 07, 2008 2:53 pm
by Grimdoomer
gjsdeath wrote:also, i notice some plugins kill the chunk cloner, i think it should have a plugin that is for chunk cloner only, when you need it

i sure hope this does well, if not i may stop modding, right when i am coming up with a bunch of ideas...
THe only thing the plugins should be used for is the offset and chunk size of reflexives.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Tue Sep 09, 2008 8:30 pm
by JacksonCougar
Alright so continuing our efforts to make the modding process as seamless and functional as we can

we have run into a slight hiccough: the User Interface, or GUI, depending on how your thinking about it.

We have some ideas of our own, but we would also like to hear what you think the perfect way would

be for an application to layout its controls so that you, the modders, can best do your jobs, modding.

One of the ideas floating around is to make everything free-floating so the user can drag windows

wherever they want to optimize their workspace the way they want it.

Another idea being thrown around is to use integrated context-sensitive controls and tabs like Visual

Studios uses: for those non-programmers think tabs + docked windows that update thier content

based on the selected tab.

If you can post your ideas through a detailed description or a nice drawing, or even a screen capture

of an existing application maybe? Anything really should do as long as it clearly gets your idea across

to us. Post here with your UI designs/ideas and we'll see if we cannot come up with a nice solution

that makes everyone happy.

- The guys.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Wed Sep 10, 2008 4:47 am
by Dragonfire
Be able to set a duplication number (like when u right click dup in entity)

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Thu Sep 11, 2008 6:22 am
by DarkShallFall
Add an option labeled "Destroy Map", then have it open entity.

lawl.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Mon Sep 22, 2008 5:10 am
by JacksonCougar
Just finished researching the last of the unknown Halo 2 bitmap types.

Things Added/Fixed:
U8V8 Format - Previously known as BITMAP_TYPE_UNK, it's a two channel normal map format.
A8Y8 Format - Previously incorrectly shown as a doubled image.
A8R8G8B8 Format - Proper Preview of all bitmaps: this includes those images in the UI bitmap family that would appear corrupt in all previous applications. There was nothing wrong with the way people were previewing them: there has even been code developed to help fix the issue, but the code was very simplistic and would fuck up in most cases. I wrote a new method to fix the width values of these bitmaps so they preview properly.

Code: Select all

private int CalculateTrueDimensions(int Height, int width, int Rawsize, int BitsPerPixel)
        {
            Rawsize = (int)(Rawsize * (8F / (float)BitsPerPixel));//Size directly related to Dimensions.
            int Width = (int)(Rawsize / Height);
            if (Width % 8 != 0)
            {
                float Remainder = (float)Width % 8F;
                Width = (int)(Width - Remainder);
            }
            if ((Width - width) >= 16 && (Width - width) % 8 == 0) 
            {
                Width = (Width - (Width - width));
            }
            return Width;
        }
Cubemap Format(s): Added Cubemap preview code for X8R8G8B8, and DXT1 formats.

:]

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Mon Sep 22, 2008 12:33 pm
by neodos
Jackson = win.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Mon Sep 22, 2008 2:03 pm
by JacksonCougar
Thanks Neodos :p, This is my testing app: if anybody can find any bitmaps that are wrong let me know: I think I might have messed up a view formats when fixing ARGB8 :]

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Mon Sep 22, 2008 2:18 pm
by JacksonCougar
It appears I have the following to repair/fix:
AY8 - WTF kind of bitmap is this anyways XD, lawl.
A8Y8 - Need to figure out how I am going to handle the depth values of this format still...
A8 - Width fixer code need ;]
ARGB4 - Width fixer code... just nvm, I broke mkay ;p

So all in all about 10 minutes of work and I should be donezies :p

Then I can move on to extraction & injection, yayz.

Re: Soffish Halo 2 Content Editor :: Open Beta :: Topic Thread

Posted: Mon Sep 22, 2008 6:13 pm
by Grimdoomer
JacksonCougar wrote:It appears I have the following to repair/fix:
AY8 - WTF kind of bitmap is this anyways XD, lawl.
A8Y8 - Need to figure out how I am going to handle the depth values of this format still...
A8 - Width fixer code need ;]
ARGB4 - Width fixer code... just nvm, I broke mkay ;p

So all in all about 10 minutes of work and I should be donezies :p

Then I can move on to extraction & injection, yayz.
Wow, you need to stop breaking things :XP: