New Modding App
- OwnZ joO
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New Modding App
Hey guys, I'm working on a new modding app for halo 2. Eventually I want it to have a lot of the features that Entity has without all of the extra features(bugs). Right now it loads the maps pretty quick and has a lot of information on them. But it still needs a lot more work. I probably won't work on bsp conversion for the smaller maps, because h2core and entity already convert bsp's, but I will work on a good meta editor and fast loading. It already has sorting for the reference viewer, and a goto function, and it will have multiple dependency swapping, so it has a good start. I'm not ready to release anything yet, but hopefully some of you will help me out with the map format because I'm not gonna pretend to know everything about it. Good to know that if I make a good enough program, it might get some use.
- JacksonCougar
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- Grimdoomer
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- OwnZ joO
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Nothing really in particular, when I get stuck on how the map structure works i'll come here for help though. I have a lot of code to look off of from all the open source programs released, but a lot of them did things wierd/bad(entity) from a programming standpoint, so it's hard to see what they're doing easily.
- Grimdoomer
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Im writing a tut on programing apps for halo 2 right now, if you want i can send you my source wich has everyhting up to dependacys and such. I can tell you it is very very easy to read and organized, also i have comments over almost every line of code. You just have to promise not to send it to any one or upload it any where.
hit me up on AIM - xXplayerificXx
hit me up on AIM - xXplayerificXx
Don't snort the magic, we need it for the network.
- OwnZ joO
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I'd like to see your tut to reference what you do and compare it to the way I do it, I won't release your stuff, but I'm guessing I'm farther along than your tut in my app development, Xzodia saw it a while ago, but I've updated it since then. I think it's pretty fast, and hopefully it'll have good features when I'm done with it.
- Grimdoomer
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- OwnZ joO
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- Grimdoomer
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- bumlove
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I'm liking the sounds of this, can I offer ideas of things to put in and things that bug the cr*p outa me about entity
Things I would love to see
we know go to function is handy but I sometimes would like to see what points to that tag, eg BR empty sound is used by lots of weapons and I would like to see which ones quickly (probably not an easy task)
also when skinning a mass Ident nuller & swapper would speed things up when bsp shader mapping
Things I hate about entity
the done button, what use is it? just make a noise and go away
duplicating anything closes the tag you where just in, like you no longer want to do anything with a newly duplicated tag
multiple ident swapping, who thought it would be a good idea to have the box move a bit
Things I would love to see
we know go to function is handy but I sometimes would like to see what points to that tag, eg BR empty sound is used by lots of weapons and I would like to see which ones quickly (probably not an easy task)
also when skinning a mass Ident nuller & swapper would speed things up when bsp shader mapping
Things I hate about entity
the done button, what use is it? just make a noise and go away
duplicating anything closes the tag you where just in, like you no longer want to do anything with a newly duplicated tag
multiple ident swapping, who thought it would be a good idea to have the box move a bit
- OwnZ joO
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You can select all the idents or dependencies depending on what you're viewing at the same time, you can swap them all with the same swap dialog, and you can null them all out with the null out feature. I'll work on a better way for letting the user know they're done, maybe a label or something, unless you want your computers annoying beep sound, I could do that. So that's most of what bugged you from entity, well I have most of that already in the program. If I forget to leave out the messageboxes just remind me. Duplicating without closing the tag will be hard, the reason they close the tag is because they close the map and open it again to get all the changes, I'll try to just update it in memory and not change everything, but I can't guarantee that. But yeah mass dependency swapper and nuller accomplished. Also, you might wanna check out ADI and go into the dependency swapper, and right click and select inverse dependency mode, I think that's what you're looking for with the tags that point to it. I might try to implement that, I'm sure I could, but it'll be really slow.bumlove wrote:I'm liking the sounds of this, can I offer ideas of things to put in and things that bug the cr*p outa me about entity
Things I would love to see
we know go to function is handy but I sometimes would like to see what points to that tag, eg BR empty sound is used by lots of weapons and I would like to see which ones quickly (probably not an easy task)
also when skinning a mass Ident nuller & swapper would speed things up when bsp shader mapping
Things I hate about entity
the done button, what use is it? just make a noise and go away
duplicating anything closes the tag you where just in, like you no longer want to do anything with a newly duplicated tag
multiple ident swapping, who thought it would be a good idea to have the box move a bit
- Grimdoomer
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- OwnZ joO
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It would be hard to do that, you're right, that's why I'll probably reload the map like entity, at least at first, maybe i'll work try to make it work without reloading after I get it all working.Grimdoomer wrote:well if you dont have something that says done how are you gunna know when its done, and when the tag list closes it reloads the tags to get the new one, but it would be hard to go back to the tag you where at or better yet your duplicated tag.
- Grimdoomer
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you dont have to relly close the map you could just call teh readH2Tags() again im guessing you have it in its own class? eather way just call that again and then befor you could save the tag path you last selected wich would be the original of the duplicated adn write the tag class and path to some strings then just use like TreeView1.Selected(i think or items.selected) = Dupedtag.Path just make dupedtag a new H2Tag structure.
Don't snort the magic, we need it for the network.
- XZodia
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- bumlove
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Oh another thing that bugs the c*ap out of me about entity chunk deletion in the cloner, it would be nice if you could Ctrl and select or Shift select all the unwanted things in one go, I can't remember specifically when I needed this function but it would be nice, once more I don't know how possible it is and am willing to stand corrected/reeducated
- OwnZ joO
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I'm a way off chunk cloning, but it is in the plans. I doubt I'll come out with my program as quick as Entity came out, because I'm working slow instead of just pumping out as much as possible. I've got mass dependency and ident swapping, reflexive viewing, and string id viewing for all tags except ltmp and sbsp. I have basic meta extraction, and need to work on raw data and meta editing next I think. I started to work on bitmaps, but couldn't focus on it so that's why I started on meta extraction. I won't lie, the GUI is ugly right now, I'm not that great at designing them, I don't pride myself in that though, I'm sure i'll have a good looking version eventually so don't worry.