Entity 2.1.24

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bumlove
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Re: Entity 2.1.10

Post by bumlove »

Twinreaper wrote:g 7.0
usemtl shield_energy
so where is this information in the tag? that would answer this question on skinning individual surfaces
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troymac1ure
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Re: Entity 2.1.10

Post by troymac1ure »

Grimdoomer wrote:Bsp injection will not work the way you are doing it. The only way to build in a new bsp mesh would require that you generate new MOPP data for that bsp. The reason your injections have worked, is because you used the existing MOPP data that was generated for those bsp nodes. I'm not sure if moving the object (such as the base) in any way would cause it to no longer have collision, although its likely.
Just came across this:
http://niftools.sourceforge.net/forum/v ... OPP#p19992

Would this MOPP data be the same for H2?
If so, we could use this and then just add the ability to import the file into Entity to give us our MOPP data.
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bumlove
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Re: Entity 2.1.10

Post by bumlove »

tr:du tried reading: didn't understand
looked around, noticed they have a Havok editor of sorts
followed links to intel's havok forum custom bsps before the next console generation perhaps
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kornman00
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Re: Entity 2.1.10

Post by kornman00 »

Niftools' mopp is not the same as Havok's MOPP.

Also, there's no way to guarantee the current Havok SDK even builds compatible MOPP data with the 2.3 SDK. This is why I keep saying that you people should use the H2V tools because all you need for new bsps is right there...
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bumlove
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Re: Entity 2.1.10

Post by bumlove »

*OFF TOPIC*
kornman00 wrote:This is why I keep saying that you people should use the H2V tools because all you need for new bsps is right there
I believe you, but I've not even managed to open a Xbox.map file using H2EK nor a tag extracted with h2core nor a tag extracted with entity what gives?
I tell a lie sapient opened a senario for 1 second before closing itself down.

*ON TOPIC*
1 question, (prob to Ogrish) Has anyone had the mainmenu load after adding a map with mm editor
Last edited by bumlove on Fri Apr 01, 2011 2:22 am, edited 3 times in total.
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Ogrish
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Re: Entity 2.1.10

Post by Ogrish »

it would be nice if we could extract SBSP tag from a vista map and convert it to xbox, or convert the whole map for that matter but such things are not possible
yet, and most of us prefere playing on xbox over PC.


It would be cool if Entity or Simplicity or some app edited both map types.
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XZodia
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Re: Entity 2.1.10

Post by XZodia »

Well if someone were to write code to extract tags from h2v in the format that entity does, they could be edited with simplicity and built into a h2x map...
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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 2.1.10

Post by Grimdoomer »

XZodia wrote:Well if someone were to write code to extract tags from h2v in the format that entity does, they could be edited with simplicity and built into a h2x map...
Thats only half the battle. I was able to get the bsp and lightmap tags with raw from a vista map into an xbox map. But the mopp data still has to be converted from vista format to xbox. Thats where I stopped.
Don't snort the magic, we need it for the network.
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bumlove
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Re: Entity 2.1.10

Post by bumlove »

way over my head here but where/how is this mopp generated? I see no mention of it in H2v map creation tutorials, is it generated in the .ass building?
Anywho April 1st today so I'd recommend leaving serious discussion for a more serious day
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Re: Entity 2.1.10

Post by troymac1ure »

The mopp is generated at the factory and then usually stored in the class closet. It's mainly used when an object generates an overflow in order to perform a cleanup on multiple different materials. After multiple uses, it must be disposed of and a new mopp will have to be allocated. :wink:

Anyways allow me to quote myself:
troymac1ure wrote:Just came across this:
http://niftools.sourceforge.net/forum/v ... OPP#p19992

Would this MOPP data be the same for H2?
If so, we could use this and then just add the ability to import the file into Entity to give us our MOPP data.
I don't completely understand either, but AFAIK, the mopp checks for collisions between 2 objects (in our case an object with the BSP terrain). It is a very optimized method which allows for larger maps without the lag caused by multiple object collision detections. From what I have read, it looks like it is actually a script (not just points, etc), so I think since it's generated by the Havok engine, it should be the same for all platforms, in which case the above plugins for 3dsmax, maya, etc should allow us to load a bsp in and have it generate the MOPP for us. Then I could add the ability to import this mopp data and have ?working? bsps?

Not sure, but I figure it's worth a look. This isn't everything though, H2 still uses BSP trees & such, but it would be a HUGE step.
bumlove wrote:1 question, (prob to Ogrish) Has anyone had the mainmenu load after adding a map with mm editor
I haven't tried it in game, so any feedback is appreicated. If there are issues, I will look into solving this right away.
I have managed to complete all the main stuff I wanted before the next release. This and bitmap extraction/injection are next on the list, quite possibly before release.
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Re: Entity 2.1.10

Post by Ogrish »

Sorry i havnt tested the main menu stuff, and ive been taking another break from serious modding, ive tinkered here and there with the new Entity, playing with new options and havnt had any problems with the new additions.

This Mopp in the closet's good stuff. :XD:

But all fun aside, This threads getting pretty interesting.
I agree that it make sence that a mopps amopps a mopp, or might possibly work,
That and the Simplicity idea working together sounds good, throw in some grim and a can of Kornman, and Violla! Custom SBSP
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Re: Entity 2.1.10

Post by Click16 »

Ogrish wrote:... That and the Simplicity idea working together sounds good, throw in some grim and a can of Kornman, and Violla! Custom SBSP
Lol... "and a can of kornman"
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Re: Entity 2.1.10

Post by kornman00 »

I've had tag extraction implemented in BlamLib for a while now. It extracts h2x/h2v cache tags back into source tag files (ie, files H2EK can work with).

Also:
HavokDocumentation wrote:MOPP code is a platform independent byte code and should be precomputed offline and loaded at runtime
There's no difference in the Xbox and PC data (and both are built off SDK 2.3)
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Re: Entity 2.1.10

Post by Ogrish »

so after editing with h2ek can the files be extracted back to xbox file type?
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Re: Entity 2.1.10

Post by bumlove »

troymac1ure wrote: in which case the above plugins for 3dsmax, maya, etc should allow us to load a bsp in and have it generate the MOPP for us. Then I could add the ability to import this mopp data
Makes bloody sense, no extravagant code just a 3ds pluggin, "Is it solid?="yes/no"" what material group? what shader group?, a 3ds custom coll and phmo plugging, the most elegant solution
kornman00 wrote:I've had tag extraction implemented in BlamLib
time to read up on c# (sorry),what do you make of it Troy/Xzodia/Jackson/Grim?
Last edited by bumlove on Mon Apr 04, 2011 12:01 am, edited 3 times in total.
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kornman00
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Re: Entity 2.1.10

Post by kornman00 »

It's C#
Ogrish wrote:so after editing with h2ek can the files be extracted back to xbox file type?
BlamLib doesn't support such processing (it was only ever intended to operate on tag/cache files and extract cache tags back into their source tags)

But really, all the information needed to do so is there.
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Ogrish
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Re: Entity 2.1.10

Post by Ogrish »

This has been bugging me, i have multiple versions of Entity that i use often, some times i even use multiple versions at the same time on the same map.
But Entity tries to use the same plugins for all if i change the set on one of them.

I know the new version can somewhat use different plugin sets, but its not ogrish friendly.

I have one entity for bitmap injection, one for cloning, the newest for most tasks, Pmi for model injection, and one that has some edited plugins which allows me to do certain task that can be done no other way, like adding reflexive's to bipd, mach, bloc, etc without cloning.
But I would like to reduce the amount of Entity's and keep there plugins seperate, sounds easy but it isnt.

So my wish is to have an Entity that has the new functions, and can inject bitmaps correctly, and can load different sets of plugins.
maybe im not doing something right with the plugin selector tool, but it isnt working the way i want.
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bumlove
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Re: Entity 2.1.10

Post by bumlove »

I'm a bit like that I have 1 folder labeled master and then in that all my different plugs in sub folders, your problem is surely more than that, you mean different versions of entity (1.3, 1.39 etc) or multiple 2.1.10's?. Does Tools>settings>load settings from file(not registry) do what you want?
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Re: Entity 2.1.10

Post by troymac1ure »

That's why I put the "Load from file" option in there. The registry option is nice so that multiple programs versions can instantly know exactly where the default plugin directory is, but for those times when you want to use a different set of plugins, you can set it to the "File" option and specify a new directory.

As for your quick change plugin idea, I know it has been brought up before, so I'll just ignore it again. :lol:

I'm putting this on the list right near the top. Just need to work out the best method, but I think I have a clear idea. Bitmaps are at the top of the list, but after I finish fixing the known bugs and putting the small touches on the ME² (I like the name bumlove :wink: )

Someone also said they would send me the PMI code at one point, but I haven't see anything...
Actually, I don't even know what the difference in the PMI is. Anyone care to explain what the changes are?
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Re: Entity 2.1.10

Post by Ogrish »

Im glad we can select from file, my problem is this: Lets say i want one Entity2.1.10 with the newest plugins in folder #1 and i have Entity 2.1.6, or whatever but with cloning plugins in folder#2, and in folder #3 i have another entity and i set the plugin path for it to be from Ogrish's fucked up plugin folder.
What happens is Entity in folder #1 and #2 also swith to ogrish's F%$#@* up folder.

This is annoying and troublesome when i forget, cause i open the cloning Ent and try to clone but i dont realize the plugin folder switched when i switched another Ent, so my chunks are fuxord and i have to start over.

Now that i know whats happening i can set the plugin folder each time i open Entity, but i was just wondering if someone might have a better solution.

Maybe i just need to be more organized and pay more attention.
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Re: Entity 2.1.10

Post by bumlove »

Ogrish wrote:Maybe i just need to be more organized and pay more attention.
Its a practices thing, go for 1 master plugs folder and all your varieties in sub folders (xzodia ,grim, oldest/cloner/extracting, hmlt-attachments etc) also make a "current plugs" folder (as a sub folder) and in every sub collection of plugs make a shortcut to "current plugs" so you can control+drag and drop that should do you for most things, then make any other versions load from file. it all depends on how you work/your preference I've put 4 toolbars (always on top) full of shortcuts at the top of my desktop to speed things up all round (not just modding) freq used programs, freq used web pages, modding/pluggins and finally locations c: d: & e: music taskmanager, show desktop, with no text or titles I can have 40+ shortcuts always visible
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Ogrish
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Re: Entity 2.1.10

Post by Ogrish »

I tick Parsed,and Recursive, then save a Bloc, then take off the .bloc when renaming on save, then build the tag in another map the Hlmt, and the mode, links get broken.
Image
All tags are built in, but the model becomes: scenarios\objects\multi\halo\derelict_grav_lift\derelict_grav_lift.mode instead of scenarios\objects\multi\halo\derelict_grav_lift\derelict_grav_lift, and the same happens with Hlmt.
And if spawned, the tag causes the map to not load.
Image
If I click Parsed, and Recursive, and Drag N Drop the Bloc from map to map it works fine.
Image
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Re: Entity 2.1.10

Post by troymac1ure »

* Added to the to-do list
* Checked off the to-do list
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Re: Entity 2.1.11

Post by troymac1ure »

Check the auto-update. Here's my list of stuffs:

Code: Select all

[MAIN:]
 - Portal Viewer not loading
  >> Relinked button to viewer
 - Map renamer issues with setting a default path
  >> auto adjusts path / allows manual path renaming
 - Recursive / Parsed meta saving adding extensions to tag names
  >> Fixed code that was adding extensions to the extracted names
 - Delays when loading certain things with no confirmation of load
  >> Added Cursor changes to Hourglass for some of the larger wait times
 - Quick plugin directory changer
  >> Changed Entity's MainMenu to support ComboBoxes
  >> Wrote code to allow quick plugin directory changes
  >> *NOTE* this will only work with registry access. No file only availability!
 - In either Meta Editor, StringID box has long delay for load first time clicked
  >> StringIDs load on startup in background (secondary thread)
 - Mainmenu editor breaks menu?
  ?> Checked and changed some code, but NEEDS TESTING. May still not work.

[BSP EDITOR:]
 - Large maps load blank
  >> Reduced memory usage / (slightly) faster load by optimizing "BSP Chunk Selection" routine
 - When loading large maps, wonder if viewer has locked up
  >> more informative loading.

[META EDITOR:]
 - Old meta editor 'jumps'
  >> Fixed code to get rid of 'jump' and still keep reflexive information listing
 - Not disposing of all controls (memory leak!)
  >> Fixed Control dispose routine to include all Controls, instead of just half

[META EDITOR PLUS:]
 - Encorporate Tabs
  >> Change all Maps.map[].SelectedMeta to "meta" & who cares about .SelectedMeta then...
  >> Pass "meta" to all value types?
  >> Last tab closed, close window
 - StringID & String saving routines broken
  >> fixed SID saving routine
  >> fixed String saving routine
 - Slow update when changing refelxive selection
  >> Fixed code to only update current tree selection & sub-trees when reflexive changed, instead of entire tree
 - Labels - Fix Tag/Ident
  >> Updated code to repair labels of type Tag/Ident
 - Tag Ident boxes sizing (disappear b/c too small)
  >> Added a min size and better auto-size routine
 - Idents without tags show Tag Type boxes
  >> Now removes tag ComboBox and adjusts position of Ident comboBox
 - Ident Combobox can be written to, but useless & can cause crashes
  >> Changed Ident combobox to DropDownList
 - Saving routine - Fix value Change, Click Save, Value Change back, exit (does not register change!)
  >> Save button now sets the backup stream to the new stream when "Save" button pressed
 - Restore/Reset features for values
  >> Coded reset options to allow [single / reflexive(single) / reflexive(all) / all] since last save
 - Idents not changing with reflexive chunk change
  >> Coding error in Ident.Populate() function
Sorry that's it for this version.
Also, source is available on the FTP server.
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Re: Entity 2.1.11

Post by bumlove »

I'll put all feed back in this window for now,
mainmenu editor adds map and loads, will check the max players when I find 3rd controller, cool
ME²: tabs- beautiful, reloading reflexive speed-great stuff, string changes save Enum changes don't
Meta editor, good stuff tamed (it wants to jump but it's not allowed)
Surface properties working fine for standard maps, something not right for bsp conversion (my problem, it should work, wall walker did)
(I think collision bsp.ent needs looking at I noticed negative shorts for faces/planes, not you problem)
BSP viewer getting better all the time "loading information" makes me feel better
Loading strings; thank fuck for that, the amount of times I've hit a strings box by mistake and cursed, I'll Gladdy accept sightly longer map load time
quick plugs, thanks will speed things up, in future if its easy add a refresh tag button, if not easy don't bother
Portal viewer, I don't know what I'm looking at, but I like looking at it,

All round great stuff as usual and extra points because it appears you've been mind reading

Reporting problem as the error box instructed
browsing bitmaps in delta towers bsp3 scenarios\bitmaps\water\water_deltatemple error "23 format not supported"
System.ArgumentOutOfRangeException: Index and count must refer to a location within the string.
Parameter name: count
at System.String.Remove(Int32 startIndex, Int32 count)
at entity.MapForm.loadmeta(Int32 tag)
at entity.MapForm.treeView1_AfterSelect(Object sender, TreeViewEventArgs e)
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