Entity 2.1.24

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neodos
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Re: Entity 2.1.7

Post by neodos »

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Awesome job Troy!!!
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

Here's another one for ya. I don't think I'll add 3D/Cubemap injection/extraction support this release, but...

Image
Injecting a 128x128 DXT1 bitmap onto a A8R8G8B8 bitmap :shock:

Image
It's all good. 8-)

They just need to be the same size, format doesn't matter (except no ENcoding to DXT format, decoding okay as above).

Last section before release is to allow selection of extraction format...
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Ogrish
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Re: Entity 2.1.7

Post by Ogrish »

Image
I might have to come back and finish my mods.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

I hope so!
Just trying to help you guys who are still modding to have a slightly easier time :wink:
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

Alright. After much time (at least it seems) I have released build 10000.
This build has:
  • complete viewing support for all bitmap formats
    • multiple formats were not shown correctly
      Cubemaps and 3D viewing support added
    extraction into a DDS format related to the H2 format (ex: A8Y8 extracts to DDS format A8L8 (Alpha/Luminance))
    injection to non-DXT formats can be in any saved DDS format, DXTs must be in original extraction format
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DrXThirst
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Re: Entity 2.1.7

Post by DrXThirst »

Awesome. I wish I could donate to you for your work, but I have no job and no money. :(
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DrXThirst
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Re: Entity 2.1.7

Post by DrXThirst »

I can't view any SINGLE PLAYER BSP with build 10,000.
Image
I get that error every single time... and it's with all of your builds, not only 10000. I tried using 5200 and got the same error... however, I also tried it with other versions of Entity (Entity alpha, 1.6, etc.) and it worked. :?:
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Click16
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Re: Entity 2.1.7

Post by Click16 »

DrXThirst wrote:I can't view any SINGLE PLAYER BSP with build 10,000.
http://gagefaulkner.com/images2/errorre ... d10000.PNG
I get that error every single time... and it's with all of your builds, not only 10000. I tried using 5200 and got the same error... however, I also tried it with other versions of Entity (Entity alpha, 1.6, etc.) and it worked. :?:
Lol...

Image

EDIT: Wait, is that from when you where testing build 5200? If so, well, the picture below (link) proves that it works for me.

As for you, I would try maybe clean maps, make sure that SinglePlayerShared, Mainmenu, and Shared maps are set correctly.

Trying to wonder why that isn't build 10,000.

Also,

http://i43.tinypic.com/4uj978.jpg
Image
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

DrXThirst wrote:Awesome. I wish I could donate to you for your work, but I have no job and no money. :(
...banks loan money... :XD:

Nah, I do it for the fun and learning and hopefully the chance to play some new maps (since that's not my strong point).
DrXThirst wrote:I can't view any SINGLE PLAYER BSP with build 10,000.
Image
I get that error every single time... and it's with all of your builds, not only 10000. I tried using 5200 and got the same error... however, I also tried it with other versions of Entity (Entity alpha, 1.6, etc.) and it worked. :?:
I'm looking into this now.
Also, when posting errors, hit the details button and scroll down to the exception text. The lines just after that show what procedures the program was in when it threw the fault and helps greatly in tracking down the issue if I can't duplicate it.


Also, has anyone tried the new custom plugin feature? Is it straight forward enough? Any issues with it?
xxpenguinxx
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Re: Entity 2.1.7

Post by xxpenguinxx »

I get this error when I click "Select All" in the custom plugin editor:
Image

EDIT: Clicking "Save Tag" gives me the same error.

Also the included phmo plugin is funky... It gave me a value of 7 for the ghost phmo properties, the part that says whether or not the object is movable.
DemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

okay. I've fixed the sinlge player BSP loading issue and the custom plugin issue.
Just need to check one last issue and then I'll throw the update out.

Regarding the final issue:
My laptop will show the dropdown menu for loading BSP, Bitmap Editor, etc (Blue cross) fine, but my desktop doesn't drop the menu down. Anyone else have this issue :?:

EDIT: nvm. Just found out that the popup menu is showing on my "second" monitor...which is actually a wall mounted screen in my bedroom for shows & movies xD
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Click16
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Re: Entity 2.1.7

Post by Click16 »

troymac1ure wrote:EDIT: nvm. Just found out that the popup menu is showing on my "second" monitor...which is actually a wall mounted screen in my bedroom for shows & movies xD
Yeah, when I used my TV as a second monitor, I had this menu dropdown just show up on int I am like WTF!?
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

If not discovered by auto-update already, the patch is out for the custom plugins, the BSP viewer bug and the dual monitor fix.
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NotZachary82
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Re: Entity 2.1.7

Post by NotZachary82 »

A suggestion I'd like to make regards bump map injection. I know Entity UE 1.6 has the capability, but I'd prefer it in this version, because 1.6 loves to spontaneously eat my maps and yours does not.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

Do you just mean the bumpmap bitmaps such as P8? They are fully supported for extraction/injection. Otherwise I need a bit more explanation.
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NotZachary82
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Re: Entity 2.1.7

Post by NotZachary82 »

I was actually referring to the normal map conversion that 1.6 has. I was unaware that you have P8 fully supported though. I just find it easier to work with normal maps than the black and white bump maps.

Eh it's a minor suggestion.
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Click16
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Re: Entity 2.1.7

Post by Click16 »

NotZachary82 wrote:I was actually referring to the normal map conversion that 1.6 has. I was unaware that you have P8 fully supported though. I just find it easier to work with normal maps than the black and white bump maps.

Eh it's a minor suggestion.
Yeah I have to agree with Zach, the conversion that Entity UE v1.6 has makes working with bump maps much easier. If you could implement that it would help us modelers, and skinners.
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xxpenguinxx
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Re: Entity 2.1.7

Post by xxpenguinxx »

What I am wondering is how do you make a black and white bumpmap like entity displays.
DemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
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A cat was licking itself to the sound of potato chips.
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NotZachary82
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Re: Entity 2.1.7

Post by NotZachary82 »

Well, I've been experimenting with bitmap injection in this version, and I've run into several issues.

If I extract a bitmap with 2.1.7, the bitmap is missing all but the first two mipmaps, and the filesize is considerably larger than it should be.
However, if I extract the same bitmap with, say, 1.4, the mipmaps appear fine (and the size relates to the LOD size, as it should).

To show you what I mean:
>>Entity 2.1.7's Extracted Bitmap<<, file size: 421kb
>>Entity 1.4's Extracted Bitmap<<, file size: 341kb
When I inject a bitmap that corresponds to 2.1.7's format (same mipmap arrangement as well; all but first two are gone), the file size drops back to 1.4's size. And in-game, the bitmap seems terribly corrupt. I'll post a picture if you wish.

And another thing, I reinjected the bump map (corresponding to the bitmap above) and it froze the game. Your P8 format conversion seems buggy as well. :|
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

:XD:

You don't know how long I searched for that bitmap... I thought it was named "Topis of Troy" until I went to google it and found out there was two 's' and 'f's. Funny, can't find "ToPissOffTroy" anywhere. lol
I'm looking into it anyways.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

xxpenguinxx wrote:What I am wondering is how do you make a black and white bumpmap like entity displays.
Alpha channel. Photoshop has it unselected by default. Just click on the Channels tab right beside the Layers tab in the bottom right corner and edit that channel.

NotZachary82 wrote:Well, I've been experimenting with bitmap injection in this version, and I've run into several issues.

If I extract a bitmap with 2.1.7, the bitmap is missing all but the first two mipmaps, and the filesize is considerably larger than it should be.
However, if I extract the same bitmap with, say, 1.4, the mipmaps appear fine (and the size relates to the LOD size, as it should).
It's only extracting the main and first two mipmaps (usually) as that's all that H2 would use (LOD1, LOD2, LOD3 and usually LOD4... would be -1).
I just realized some things while trying to fix it. Alot of my confusion spawned from the layout used in Entity. It listed LODs and not mipmaps, so I would have 3 chunks, not the 8 or so actual mipmaps.
NotZachary82 wrote:And another thing, I reinjected the bump map (corresponding to the bitmap above) and it froze the game. Your P8 format conversion seems buggy as well. :|
I'll look into this and your 1.6 normal maps subject from above.

EDIT: I can't find the option you are talking about in 1.6UE Do you mean "Convert To Bumpmap"? If so, that crashes for me in 1.6UE as well as in 1.4 and 2.1.7. Looking at the code though, it looks like code was written for it, then commented out. Removing the comment lines allows it to work if this is what you want.
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JacksonCougar
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Re: Entity 2.1.7

Post by JacksonCougar »

mipmaps =/= LODs, Halo 2 uses all mipmap levels.
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bumlove
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Re: Entity 2.1.7

Post by bumlove »

Requests shaderless BSP viewing because my gfx card is shit, also a mass Ident nuller would be nice. one more thing could it be possible to stop the ident box swapper moving i always bloody hated that
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

JacksonCougar wrote:mipmaps =/= LODs, Halo 2 uses all mipmap levels.
Yeah, but it only lists <usually> the first three as LODs, the others are there, but the LODs are listed as offset -1, size 0.

One strange thing is becuase of the method used to store cubemaps, each LOD stored is duplicated data.

EDIT: They all duplicate the data. Seems like a waste of space. Why not just have the LOD offsets point to the next lower mipmap?

if LOD1 was a 64x64, it would store 64x64,32x32,16x16,8x8,4x4,2x2 in the LOD1 section,
then LOD2 would store 32x32,16x16,8x8,4x4,2x2 in the LOD2 section and the same for LOD3 without 32x32.

Code: Select all

LOD1 -> 64x64        \
     -> 32x32        |  
     -> 16x16         } LOD1 Size
     -> 8x8          |
     -> 4x4          |   
     -> 2x2         /
LOD2 -> 32x32        \
     -> 16x16        |
     -> 8x8           } LOD2 Size
     -> 4x4          |
     -> 2x2         /
LOD3 -> 16x16        \
     -> 8x8          |
     -> 4x4           } LOD3 Size
     -> 2x2         /
All the 2x2, 4x4, 8x8, 16x16 for example are duplicated data. Just found this while fixing more bitm code...

bumlove wrote: (1) Requests shaderless BSP viewing because my gfx card is shit
(2) also a mass Ident nuller would be nice
(3) one more thing could it be possible to stop the ident box swapper moving i always bloody hated that
(1) I'm sure it's possible, but I haven't looked at the BSP viewer for a while now.
(2) This was implemented in a previous version, but got lost when I swapped back to the old meta editor. I will try to find the code and get it reimplemented.
(3) Which ident box? In the meta editor? It did that with the html based meta editor, but not in the control based one.
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bumlove
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Re: Entity 2.1.7

Post by bumlove »

I mean this Ident swapper Image (uses one this one to save me uploading a pic)
also did you by any chance fix the Yaw pitch and roll error in the BSP viewer? (the one where if it looks correct in the viewer its all balls'd up in game)
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