Entity 2.1.24

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kronosslayer
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Re: Entity 2.1.7

Post by kronosslayer »

Does this mean mipmap injection is fixed
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

kronosslayer wrote:Does this mean mipmap injection is fixed
Sorry, no I got busy with the other stuff. That's next on my things to repair along with fixing BSP permutation extraction when using multiple file extraction method. Also, I didn't touch the injection code, so I'm sure it's probably screwed too and I know that BSP permutations can't be reinjected because of how I have to extract them. Going to need to look into the extents of the OBJ format for that.
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Ogrish
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Re: Entity 2.1.7

Post by Ogrish »

Request: ok i would be ausome if when i opened the chunk cloner and deleted, lets a bad chunk then hit add to map it actually deleted it.

Sometimes when duplicating,cloning or injecting we currupt a tag, if we could erase it some how we wouldnt have to rebuild the map.

Thats why most mods dont get released, someone make this great map, but some texture, or effect, or whatever keeps the map from loading, or breaks map. if we could just delete things from maps we would save many mods.
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XZodia
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Re: Entity 2.1.7

Post by XZodia »

It's not that simple...sure you could zero the data but it leaves a load of unused space in the map, which can potentially cause problems itself...
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

Unfortunately that's the problem. It would be nice if it were that easy.

As for leaving zeroed data, it shouldn't be an issue, although it's not very space conscious.
In some instances, it may be better to blank data the and set the tag pointer to a new section at the end of the rest of the data and create a new tag.
I'd have to look at the layout of the map file again as shifting raw data tends to screw stuff up and I think the tag data is before the raw data?
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Prey
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Re: Entity 2.1.7

Post by Prey »

Tag meta is the last thing in the map, so it comes after the raw. The sbsp and ltmp meta however are pretty much in the middle of all the raw.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

That should be alright then. You can add raw data to the end of the raw section, which won't screw any other raw data up, then add a tag meta, if needed, or change the selected tags pointer to the new raw.
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SpecOp44
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Re: Entity 2.1.3

Post by SpecOp44 »

troymac1ure wrote:
Twinreaper wrote:The app handles awesome Troy! My only two complaints or bugs are that...
1. I know that if you access the SCNR tag twice it crashes. Not sure why, it's not an easy to find issue. I think it must be corrupting memory somewhere along the lines (writing past the length of an array, etc). This is going to take some in depth searching. I think I will check back to v2.0 or v1.6 and see if they did it as well with these plugins.
I have a "stripped down" scrn, with about 3/4 of the values set to hidden, and it has no problems... Maybe the scrn has too many values set to visible by default?
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MrMurder
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Re: Entity 2.1.7

Post by MrMurder »

Has anyone got a working SCNR tag yet im trying to find one but no luck so far i keep getting the exception error when loading the meta editor.
Troy so glad your still taking Entity forward the advances in BSP viewer are fantastic.
I would like to know if it would be able to handle ripping weapons, machs, scenery and all related meta and building them into clean maps.
Im trying to De-crappify some of my old mods this would prove useful and im to dam busy to start trying each item added for errors.
Also can this Entity add weather or we still relying on H2g+Core.
Good to see you guys still here, i miss the good old days :cry:
Thanks For You're Time
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

I've had almost no time to do anything, but on holidays for a week, so I may have some down time... we'll see.

I've been working on all on the BSP injection stuff, but as for the SCNR thing, if you use the custom plugin tool, you will have no issues as you can choose to just load the sections you want (which is probably only 1/10 of the whole tag if that). Or make a couple of different custom plugins for each task. Then you can have all values showing, but just for the sections you want (say Machs, Blocs and Weaps, without all the Bipds, Vehis and the stuff that you don't use).

I haven't touched anything with weather. I may leave the BSP stuff alone for a bit until I (or someone) can test and figure out the disappearing thing. The next stage I think is going to be quite confusing as I believe it going to require <new> injected BSPs to be scanned, intellegintly split into sections and the bounding radius of each section calculated for proper viewing. This will most definately start from the SPShared map for testing, since the box is very basic. On this topic, can you make the SPShared map playable by changing the header from SPShared to Multiplayer and renaming it to an existing map or do you have to extract the BSP and rebuild it in?
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XZodia
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Re: Entity 2.1.7

Post by XZodia »

troymac1ure wrote:On this topic, can you make the SPShared map playable by changing the header from SPShared to Multiplayer and renaming it to an existing map or do you have to extract the BSP and rebuild it in?
Both SPShared and Shared can be loaded without any changes, expect that one of them needs to have a spawn moved because its covered by a box...
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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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MrMurder
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Re: Entity 2.1.7

Post by MrMurder »

Shock120 wrote:
MrMurder wrote: :twisted:
This MrMurder dude is a very advanced modder, very useful with any resources he has.
I would like to see more of your work. =D
Resources me not alot I just make pretty guns.
But as far as seeing more of my work well im working on some things at the moment for a lan ngt im hosting at my house in the next 2 weeks if anything worth posting comes of it i will.
I also have a new project thats taking shape.
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XZodia
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Re: Entity 2.1.7

Post by XZodia »

troy when you get a chance, can you update entity to export info about reflexives with 0 chunks? This would allow simplicity to add chunks to empty reflexives. =)
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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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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

XZodia wrote:troy when you get a chance, can you update entity to export info about reflexives with 0 chunks? This would allow simplicity to add chunks to empty reflexives. =)
I'll look into it.

Managed to successfully inject a BSP section with less vertices than the one removed. This was messing up before, but I haven't tried more yet.

Also, found an option that was set to non-visibile that opens a viewer to show the BSP portals... Now if I only understood what they are for.
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XZodia
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Re: Entity 2.1.7

Post by XZodia »

troymac1ure wrote:Also, found an option that was set to non-visibile that opens a viewer to show the BSP portals... Now if I only understood what they are for.
I think that refers to the zones which connect bsp's to each other.
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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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Grimdoomer
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Re: Entity 2.1.7

Post by Grimdoomer »

I think they are visportals? If so then the game checks to see if the player can "look" through this portal, which is invisable in game. If the player can't see through the portal (it's not in their point of view) the game doesn't render anything behind the portal, to avoid lag and save resources.
Don't snort the magic, we need it for the network.
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NotZachary82
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Re: Entity 2.1.7

Post by NotZachary82 »

Grimdoomer wrote:I think they are visportals? If so then the game checks to see if the player can "look" through this portal, which is invisable in game. If the player can't see through the portal (it's not in their point of view) the game doesn't render anything behind the portal, to avoid lag and save resources.
^
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

It displays the portals as spheres with a plane cutting them horizontally. It also has four sub-sections that it displays which can contain any number of the BSP surfaces. It wasn't showing these sections properly, but I managed to get it to align with the BSP.

So not sure about the plane (maybe Entity's original programmers just put it there), but I guess that it checks for visual intersection with the sphere and if found then it will mark the listed BSP sections to be drawn.

Looking at it visually it doesn't seem to make sense, but since you'll almost always have multiple portal intersections I guess they will all cover the visible sections together. Would have to create a camera that checks it's view to see which portals are visible and then draw them all at once to see if this is right.

I guess this would be the next step in sucessful custom BSPs so you could actually have the new BSP visible without random popups. So do you think bungie manually added these portals or had them auto calculated?
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Grimdoomer
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Re: Entity 2.1.7

Post by Grimdoomer »

troymac1ure wrote:I guess this would be the next step in sucessful custom BSPs so you could actually have the new BSP visible without random popups. So do you think bungie manually added these portals or had them auto calculated?
How is this the next step? The first step would be taking the pc mopp code from h2v guerilla and converting to to xbox format.
Don't snort the magic, we need it for the network.
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troymac1ure
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Re: Entity 2.1.7

Post by troymac1ure »

Why would I waste my time with MOPP? As I recall
Grimdoomer wrote:I don't know where the hell you saw poop, but I can tell you MOPP is a list of indexes into something else in the raw tag. It's not that important really.
:lol:

Anyways, MOPP is important but collision is not the next step. First of all it would be better if you could SEE the bsp model in game, then work on collision after that. At least if we can see the bsp model and have the engine not rendering full levels (as with Onyx style levels) then we can just add collision with obstacle placements as has been done until we can get proper collision working.

Also, I have never even looked at H2V, so I dunno anything that goes on in the mystical world of H2V.

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neodos
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Re: Entity 2.1.7

Post by neodos »

I believe MOPP is generated by havok, so you might wanna take a look at havok they've released c++ free code.
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Grimdoomer
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Re: Entity 2.1.7

Post by Grimdoomer »

Ok so make new raw blocks from an obj file. It's not that hard to do. If you problem is not being able to inject a new mesh then don't count on getting any where with bsps.

Havok is not open source, they have some small samples and what not to download.
Don't snort the magic, we need it for the network.
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kornman00
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Re: Entity 2.1.7

Post by kornman00 »

Havok 2.3 vs the current Havok SDK are pretty different beasts. There wouldn't be much use in trying to use the newest Havok SDK as a reference

The MOPP data shouldn't have _any_ differences on the PC vs Xbox, so using the results from a h2v map should be fine.

H2V should be your first stop when it comes to making new structures in H2X. You'll never reproduce the Havok calculations within the next 10 years. H2V does everything for you (save AI pathfinding, as that code wasn't included in the release editor). The only major change needed when porting from PC to Xbox is vertex buffer translations.
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Grimdoomer
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Re: Entity 2.1.7

Post by Grimdoomer »

Are you sure? because I could have sworn you told me I need to convert the mopp data? Also the last time I worked on converting a vista bsp to xbox entity could display the mesh fine. Although this means almost nothing in terms of that map being stable or not, last time I checked it does use all the mesh resources blocks in the raw...
Don't snort the magic, we need it for the network.
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neodos
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Re: Entity 2.1.7

Post by neodos »

kornman00 wrote:Havok 2.3 vs the current Havok SDK are pretty different beasts. There wouldn't be much use in trying to use the newest Havok SDK as a reference

The MOPP data shouldn't have _any_ differences on the PC vs Xbox, so using the results from a h2v map should be fine.

H2V should be your first stop when it comes to making new structures in H2X. You'll never reproduce the Havok calculations within the next 10 years. H2V does everything for you (save AI pathfinding, as that code wasn't included in the release editor). The only major change needed when porting from PC to Xbox is vertex buffer translations.
Ah ok, well instead why don't you three get to work together on that, you all know a lot of different things needed to acomplish custom bsp, might make it possible.
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