Entity 2.1.24

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sabu
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Re: Entity 2.1.12

Post by sabu »

A lot of BSP's are not yet supported it seems, will this error be corrected in the future?

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However, I did try your newest version and was now able to open a BSP that I was never able to in the first place.

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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

Thanks for the feedbacks. I'll look into them both once I'm done RTH updates. I think 23 is lightmaps if I remember, but I'll look into it more.
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sabu
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Re: Entity 2.1.12

Post by sabu »

troymac1ure wrote:Thanks for the feedbacks. I'll look into them both once I'm done RTH updates. I think 23 is lightmaps if I remember, but I'll look into it more.
Take your time, that was practically the only map I ever wanted and now I can open it :P

The RTH you're working on, are you altering it differently than the RTH that's built in with other version of Entity's or just trying to get the RTHDll to run in your version?
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OwnZ joO
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Re: Entity 2.1.12

Post by OwnZ joO »

Don't worry about RTH.dll, you want to use YeloDebug for sure. All you need to know about RTH is that you want to poke the raw offsets and you only want to poke stuff that's changed or have a way to choose which offsets to poke, because poking the whole tag can cause problems sometimes even without any changes.
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sabu
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Re: Entity 2.1.12

Post by sabu »

OwnZ joO wrote:Don't worry about RTH.dll, you want to use YeloDebug for sure. All you need to know about RTH is that you want to poke the raw offsets and you only want to poke stuff that's changed or have a way to choose which offsets to poke, because poking the whole tag can cause problems sometimes even without any changes.
This would be excellent... if your app worked for me :P
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OwnZ joO
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Re: Entity 2.1.12

Post by OwnZ joO »

I wasn't talking about my app, that's basically RTH in a nutshell.
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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

OwnZ joO wrote:Don't worry about RTH.dll, you want to use YeloDebug for sure. All you need to know about RTH is that you want to poke the raw offsets and you only want to poke stuff that's changed or have a way to choose which offsets to poke, because poking the whole tag can cause problems sometimes even without any changes.
Yeah, I'm already encorporating YeloDebug. I was testing it in a seperate program first to understand it more, so now I'm putting it into Entity, but I'v also changed the Yelo code a bit (It would connect but say disconnected if you connected to Debug w/o Halo 2 running. Now it will connect, just not load the map.

Also, no one answered me on whether YeloDebug works with 360. Grim added 360 support, so I'm trying to not lose that, but add regular xbox support as well. I have it try to connect with YeloDebug and if that fails, it falls back on RthDLL and if that fails it shows an error. My biggest problem is trying to connect to me Debug box. I finally figured out my Laptop doesn't connect if it's wired to my router, I need to connect wirelessly (I think I know why now). Anyways, time is short (as is my kids and my wife's patience :lol:) so I do what I can when I can.

There's going to be a few extra options to go with it for the next release :wink:, I just need to change some code a bit. Hopefully I should have it out by 2015
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bumlove
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Re: Entity 2.1.12

Post by bumlove »

sabu wrote:that was practically the only map I ever wanted and now I can open it :P
A great choice, I hadn't tried that one recently, I think that map with custom additions would be great, I look forward to it, If you wouldn't mind would you serenity me a clean patch, until sunfish makes things easy.
troymac1ure wrote:Hopefully I should have it out by 2015
Nooooooooooo! hang on did you mean 20:15? :lol:
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sabu
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Re: Entity 2.1.12

Post by sabu »

OwnZ joO wrote:I wasn't talking about my app, that's basically RTH in a nutshell.
I know this but, I had replied to your post on your app so I figured I would relay the message here regarding that because it seems your response here about RTH was kind of similar to the ideas you put into your app, therefor I was simply expressing that would be awesome if it would work on my computer.
bumlove wrote: A great choice, I hadn't tried that one recently, I think that map with custom additions would be great, I look forward to it, If you wouldn't mind would you serenity me a clean patch, until sunfish makes things easy.
Tried every BSP on that map so far and works out perfectly. Ill send you a patch of all 3 BSP's. :P

Edit: here's proof that his entity is now working with this BSP :P

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OwnZ joO
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Re: Entity 2.1.12

Post by OwnZ joO »

It's probably just a problem with your computer or how I wrote the program. YeloDebug is the best way to communicate with a debug xbox that there is as far as I know, and there's more than one way for a program to implement the RTH functionality. From the working editors that I've heard of the best results come from only poking select values, whether they are user defined through clicking poke this in the meta editor or whether it checks to see which ones have changed.
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Re: Entity 2.1.12

Post by troymac1ure »

That won't be an issue. I will be poking individual values or full tags, but the issues (I think as I have not tried yet) with other editors is they poke the full tag value-by-value. ME2 will do it in one transfer. I figure if you transfer 100KB of info, assuming about 4 bytes per tag, that's 25,000 pokes. To open a socket & close it that many times is slow. If you just open it once and transfer 100KB it should be much faster, so less lag.

Also I will probably do an intelligent TAG poke as well where it just pokes changed values, but that's after the basics are running smoothly.
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Re: Entity 2.1.12

Post by XZodia »

Its better to poke in chunks, if you try to poke the whole tag it will take too long, because you have to send each reflexive individually to account for shared data
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Re: Entity 2.1.12

Post by troymac1ure »

XZodia wrote:Its better to poke in chunks, if you try to poke the whole tag it will take too long, because you have to send each reflexive individually to account for shared data
Yes, but ME2 works in reflexives only and knows which reflexives are shared and which aren't :o
Therefore I can poke a full reflexive and process the data on the PC, which should take a very minimal amount of time, instead of poking each individual value.
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Re: Entity 2.1.12

Post by JacksonCougar »

Don't poke 'unused' values...
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troymac1ure
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Re: Entity 2.1.12

Post by troymac1ure »

Thanks. Also, I was thinking more mass Peeking than Poking.

Well, not sure why but to connect wired, I have to turn off my windows firewall, but I can connect wirelessly. Not a biggy, but it threw me for a few loops. Managed to connect through Entity every time now and properly handle any issues with no debug boxes. Just need to add some peek/poke buttons to ME2 and verify it all works. Also, got my 'bonus' feature working...quite nicely. Then just some visual cleaning and a few other fixes.
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Ogrish
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Re: Entity 2.1.12

Post by Ogrish »

This sounds exciting, I have been in a funk, and just cant seem to mod anymore, i get ideas, i open maps and blah... I lose interest 10mins in and just delete the map.

Maybe this update will help with my attention, and patience.
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Re: Entity 2.1.12

Post by DoorM4n »

Something really strange just happened. I was using the new version of Entity and I injected some meta and i closed entity and it now keeps giving me Error Reports "Entity has encountered a problem and needs to close."

What could this be? I restarted my comp and old versions of entity work perfectly. :?
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Re: Entity 2.1.12

Post by troymac1ure »

Does it do this after closing Entity or when you restart or in the middle of working?

I just found one bug in the updater if you have no internet connection it would go into an endless loop. Might be that if it's after you close or even after it's not even running.
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Re: Entity 2.1.12

Post by DoorM4n »

Oh okay, well I closed entity and it shut down and I opened it again later and it keeps giving me the error. I dont have internet connection on my computer so that may be the problem. Let me know when I can go ahead and download the next updated one and ill let you know if it fixed the problem. I dont mind using older entities, i have so many of them that they all seem to do the tricks i need.
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sabu
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Re: Entity 2.1.12

Post by sabu »

DoorM4n wrote:Oh okay, well I closed entity and it shut down and I opened it again later and it keeps giving me the error. I dont have internet connection on my computer so that may be the problem. Let me know when I can go ahead and download the next updated one and ill let you know if it fixed the problem. I dont mind using older entities, i have so many of them that they all seem to do the tricks i need.
I might not be of much help but it seems you have the similar problems I would experience with this entity and other entity's when trying to injet meta or even after..

The way I see it is, if I don't have Entity open fully, meaning fully open so it takes up the entire screen, it will give me an error, vice versa when I have it all the way open it will run smoothly, I think however, this only has to do with the display options on my computer.
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Ogrish
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Re: Entity 2.1.12

Post by Ogrish »

Ive started dickering around with a map again.

Ive found some errors in This Entity.

As i find em ill post em.

1. Floodfill swap dont work.
2. If you use the same model to inject over without closing and reopening Entity the second model you inject will be broke, even if its name is different
then the first.

It says it cant find main menu when trying to view the model.
After closing Entity and reopening the model injected and views fine. "Well, fine as ever i guess"

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at HaloMap.RawData.BitmapRaw.ReadH2BitmapRaw(Int32 TagIndex, Map map, Boolean dontreadraw)
at HaloMap.RawData.BitmapRaw.Read(Int32 TagIndex, Map map, Boolean dontreadraw)
at HaloMap.Map.MiscFunctions.MetaFunctions.ReadRaw(Int32 tagIndex, Boolean dontreadraw)
at HaloMap.Meta.Meta.ReadMetaFromMap(Int32 tagIndex, Boolean dontreadraw)
at HaloMap.H2MetaContainers.ShaderInfo.H2ShaderInfo(Int32 TagIndex, Map map)
at HaloMap.H2MetaContainers.ShaderInfo..ctor(Int32 TagIndex, Map map)
at HaloMap.RawData.ParsedModel.ShaderContainer..ctor(Meta& meta)
at HaloMap.RawData.ParsedModel.H2ParsedModel(Meta& meta)
at HaloMap.RawData.ParsedModel..ctor(Meta& meta)
at entity.MapForms.MapForm.viewModelToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Entity
Assembly Version: 2.1.13.0
Win32 Version: 2.1.13
CodeBase: file:///C:/Documents%20and%20Settings/Owner/My%20Documents/ogrish/Ogrish/Entity%202.1.8/Entity%202.1.13/Entity%202.1/Entity.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3614 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Globals
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Owner/My%20Documents/ogrish/Ogrish/Entity%202.1.8/Entity%202.1.13/Entity%202.1/Globals.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
HaloMap
Assembly Version: 1.2.0.0
Win32 Version: 1.2.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Owner/My%20Documents/ogrish/Ogrish/Entity%202.1.8/Entity%202.1.13/Entity%202.1/HaloMap.DLL
----------------------------------------
MetaEditor
Assembly Version: 2.1.10.0
Win32 Version: 2.1.10
CodeBase: file:///C:/Documents%20and%20Settings/Owner/My%20Documents/ogrish/Ogrish/Entity%202.1.8/Entity%202.1.13/Entity%202.1/MetaEditor.DLL
----------------------------------------
BugReporter
Assembly Version: 1.0.2368.29076
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Owner/My%20Documents/ogrish/Ogrish/Entity%202.1.8/Entity%202.1.13/Entity%202.1/Libraries/BugReporter.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
Model Resizer
Assembly Version: 1.0.2372.23755
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Owner/My%20Documents/ogrish/Ogrish/Entity%202.1.8/Entity%202.1.13/Entity%202.1/Libraries/Model%20Resizer.dll
----------------------------------------
XML Plugin Reader
Assembly Version: 1.0.2372.30415
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Owner/My%20Documents/ogrish/Ogrish/Entity%202.1.8/Entity%202.1.13/Entity%202.1/Libraries/XML%20Plugin%20Reader.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.1 built by: SP
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.2902.0
Win32 Version: 9.05.132.0000
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
Microsoft.DirectX.Direct3DX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.3900
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll
----------------------------------------
Microsoft.DirectX.DirectInput
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.DirectInput/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectInput.dll
----------------------------------------
Microsoft.VisualC
Assembly Version: 8.0.0.0
Win32 Version: 8.00.50727.3053
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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sabu
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Re: Entity 2.1.12

Post by sabu »

I have some questions regarding "point mode" in the bsp collision viewer.

Is it finished?
Is there any options I can choose from so that it can show a texture(s) or one texture instead of pitch black?
is there any shortcut controls where I can highlight a mass selection?
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bumlove
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Re: Entity 2.1.12

Post by bumlove »

sabu wrote:"point mode?"
Punches holes in maps maps because the plane's need recalculating
You can't show a texture at present
No mass selection at present I think that would be tricky

If maybe there was a 4th mode in BSP Collision viewer/editor that could edit i,j,k&d of planes that might work but I'm unsure
Ogrish has played about with point mode the most I think
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Ogrish
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Re: Entity 2.1.12

Post by Ogrish »

Well even after recalculating planes you may have holes.

Turf is boxy and easiest to edit, its easy to recalulate planes on a box.

But after doing very simple edits like moving a square building a couple points to the side, or raising floor in sections, then recalculating planes,
Often I have holes, but not always.

Points can be shifted a small amount without editing planes, and no holes, shift them to far, and the planes must be edited, but all planes connected, and some
close by must be stretched/moved too.

And you will often still have holes.

If we had an App that made visable faces to show the planes location, size, and rotation it would be easier to edit.

But New Mopp code may need to be generated too.

I used to use bsp master to edit the points, it also edited the visual mesh, then i would open the map in entity and try to edit the planes data, after
Comparing all the changes to to a clean map.

Plugins may be part of the problem too, as the meta of the sbsp has many unknowns.

Honestly I never really knew what i was doing, i was just trying different things to understand, how the collision worked, I have edited the Mode, coll, and phmo, based on info found by smarter men then me, i used that knowledge to edit verts, and planes, in sbsp, it seems like its all you need, but something is wrong or missing, The SBSP bullet collision can be edited perfectly with no holes, visual mesh can also be edited, but often it will look like shit.
The physical model of the sbsp, is made of planes, and linked to the verts, and visual mesh.

Well I seem to be saying the same thing over and over, and im still not telling anyone anything that will help, so ill end here.
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Re: Entity 2.1.12

Post by bumlove »

Back to the MOPP, if only we could figure out why Shared.map has 160 MOPP points (why does a cubed crate need no mopp for phmo yet a cubed bsp does?) and what can be represented from that single byte ( 0 to 255 )
If only it was simple like a 16 bearings on the X plane and 16 on the Y plane, Kornman swears blind H2EKu has the ability to to do bsps for H2X, I don't have any 3ds type software, but I am thinking a exact copy of shared .map should be attempted again, or maybe extract shared .bsp from h2x into 3ds and .ass exported and rebuilt, back into the .map format and compare,
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