Mass quoting just to say a single thing is just so fucking awesomeShock120 wrote:no!!!!, plz don kill urself.troymac1ure wrote:ROFL!!!Shock120 wrote:troymac1ure wrote:I can't find the smiley holding the gun to his head... now where is it?Shock120 wrote:just more and more work for troyGrimdoomer wrote:You should just use all the types h2 uses. I'll post the list later. Break away from reflexives, and go to tag_block's.
troy plz tell us what is on your to-do list.
oh make sure, there is a message box to say how many chunks you've got in clipboard (to paste into another map).or
...ohh..... yeah, those'll both do. lol
Entity 2.1.24
- kornman00
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Re: Entity 2.1.7
- JacksonCougar
- Huurcat
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- Location: Somewhere in Canada
Re: Entity 2.1.7
I'm waiting on the x.x.8 version before taking another looksie' at this. And Troy, did you fix the padding issue Entity has?
- troymac1ure
- Keeper of Entity
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Re: Entity 2.1.7
JacksonCougar wrote:I'm waiting on the x.x.8 version before taking another looksie' at this. And Troy, did you fix the padding issue Entity has?
I'm gonna say no and can you expand on what padding issue you are talking about?
- Grimdoomer
- Admin
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Re: Entity 2.1.7
Tag block padding.troymac1ure wrote:JacksonCougar wrote:I'm waiting on the x.x.8 version before taking another looksie' at this. And Troy, did you fix the padding issue Entity has?![]()
I'm gonna say no and can you expand on what padding issue you are talking about?
Don't snort the magic, we need it for the network.
- JacksonCougar
- Huurcat
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Re: Entity 2.1.7
It's more than that though. Certain reflexives are padded to certain alignments. And not being aligned makes the game black-screen.Grimdoomer wrote:Tag block padding.troymac1ure wrote:JacksonCougar wrote:I'm waiting on the x.x.8 version before taking another looksie' at this. And Troy, did you fix the padding issue Entity has?![]()
I'm gonna say no and can you expand on what padding issue you are talking about?
Which I am sure is why duplicating the warthog breaks certain maps. Phmo is padded to 16 on almost everything so if the cloned warthog phmo is not aligned correctly things go to shit, and quickly.
- Grimdoomer
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Re: Entity 2.1.7
Pad any tag block that has a vector3 or 4 to 16 bytes. If not then I can debug your maps and tell you if it's a padding issue and around what tag block the padding needs to be.JacksonCougar wrote:It's more than that though. Certain reflexives are padded to certain alignments. And not being aligned makes the game black-screen.Grimdoomer wrote:Tag block padding.troymac1ure wrote:JacksonCougar wrote:I'm waiting on the x.x.8 version before taking another looksie' at this. And Troy, did you fix the padding issue Entity has?![]()
I'm gonna say no and can you expand on what padding issue you are talking about?
Which I am sure is why duplicating the warthog breaks certain maps. Phmo is padded to 16 on almost everything so if the cloned warthog phmo is not aligned correctly things go to shit, and quickly.
On the list view for the reference editor, please set FullRowSelect to true, as well as set HideSelection to false.
Don't snort the magic, we need it for the network.
- Aumaan Anubis
- Staff
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Re: Entity 2.1.7
My appreciation for this product is past due.
My joy at clicking on a tag and it not saying, "INTERNAL MAP NOT FOUND, I FREAKIN' SUCK WITH MAPS" is greater than you can imagine.
Screw you, Entity UE 1.6.
My joy at clicking on a tag and it not saying, "INTERNAL MAP NOT FOUND, I FREAKIN' SUCK WITH MAPS" is greater than you can imagine.
Screw you, Entity UE 1.6.
- DrXThirst
- Posts: 98
- Joined: Fri Jan 04, 2008 9:40 pm
Re: Entity 2.1.7
Mine says IFPs not found. But, I linked it to my plugins folder. I no understand.
- Ogrish
- Posts: 1512
- Joined: Wed Dec 12, 2007 2:56 am
Re: Entity 2.1.7
Great work on these updates.
I noticed something funny today, i was add the ONYX blocks to lockout, and after clicking parsed and recusive i started dragging them from map to map.
Sometimes it would say it couldnt find lockout, after i ok the error msg it wounld say done.
They all built fine, no errors or freeze, just a simple error msg.
I noticed something funny today, i was add the ONYX blocks to lockout, and after clicking parsed and recusive i started dragging them from map to map.
Sometimes it would say it couldnt find lockout, after i ok the error msg it wounld say done.
They all built fine, no errors or freeze, just a simple error msg.
- XZodia
- Staff
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Re: Entity 2.1.7
As I understand it, dragging uses different code to building, and I was under the impression it didn't work...
- OwnZ joO
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Re: Entity 2.1.7
Yeah I've heard dragging doesn't work right.
- Ogrish
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Re: Entity 2.1.7
Well i dont listen well, and dragging work 90% of the time for me, and troy fixed it to where if Entity freezes in the middle of the build, nothing gets transfered.
Just close Entity reopen maps and drag again, no broken map start over and shit.
Ive tried to test evrything this new Entity can do, you should too.
Thanx for that Troy
EDIT: The phmo plugin that comes with dosnt show the area where we can set the static value, to make things un-movable.
Just close Entity reopen maps and drag again, no broken map start over and shit.
Ive tried to test evrything this new Entity can do, you should too.
Thanx for that Troy
EDIT: The phmo plugin that comes with dosnt show the area where we can set the static value, to make things un-movable.
- troymac1ure
- Keeper of Entity
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Re: Entity 2.1.7
Just took a look at all the PHMO tags and it seems that the main tags (vehicles/turrets/etc) only have to be aligned on a 4 byte boundry, but any garbage tags are aligned to 16.JacksonCougar wrote:It's more than that though. Certain reflexives are padded to certain alignments. And not being aligned makes the game black-screen.
Which I am sure is why duplicating the warthog breaks certain maps. Phmo is padded to 16 on almost everything so if the cloned warthog phmo is not aligned correctly things go to shit, and quickly.
Code: Select all
AD44350 objects\vehicles\spectre\garbage\bar_garbage\bar_garbage
AD433C0 objects\vehicles\spectre\garbage\dash_garbage\dash_garbage
AD3E2CC objects\vehicles\spectre\spectre
AD4CFD4 objects\vehicles\spectre\turrets\plasma\plasma
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: Entity 2.1.7
I believe these may have shared meta(loaded from shared.map or sp_shared)
- Grimdoomer
- Admin
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- Joined: Sun Dec 09, 2007 9:09 pm
Re: Entity 2.1.7
They are padded to 16, trust me. Sse/mmx instructions require that the 128 bits of data be aligned to 16 bytes.troymac1ure wrote:Just took a look at all the PHMO tags and it seems that the main tags (vehicles/turrets/etc) only have to be aligned on a 4 byte boundry, but any garbage tags are aligned to 16.JacksonCougar wrote:It's more than that though. Certain reflexives are padded to certain alignments. And not being aligned makes the game black-screen.
Which I am sure is why duplicating the warthog breaks certain maps. Phmo is padded to 16 on almost everything so if the cloned warthog phmo is not aligned correctly things go to shit, and quickly.
Code: Select all
AD44350 objects\vehicles\spectre\garbage\bar_garbage\bar_garbage AD433C0 objects\vehicles\spectre\garbage\dash_garbage\dash_garbage AD3E2CC objects\vehicles\spectre\spectre AD4CFD4 objects\vehicles\spectre\turrets\plasma\plasma
Don't snort the magic, we need it for the network.
- kornman00
- Posts: 104
- Joined: Wed Jan 20, 2010 7:48 pm
Re: Entity 2.1.7
Yeah, the only tag_blocks which are explicitly aligned are Havok shape related, collision bsp and a tag_block in the structure_lightmap. Alignment sizes aren't limited to 4 or 16 bytes either.
- JacksonCougar
- Huurcat
- Posts: 2460
- Joined: Thu Dec 06, 2007 11:30 pm
- Location: Somewhere in Canada
Re: Entity 2.1.7
Could you validate this?
Where Section Pallet is padded to a 64 byte alignment? Me and Grim had a disagreement over it as I recall.
Code: Select all
[Serializable]
[Tag("ltmp", HeaderSize = 260)]
public class ltmp
{
public _128_lightmap_groups[] _128_Lightmap_Groups;
[Serializable]
[Reflexive(Name = "Lightmap Groups", Offset = 128, ChunkSize = 104)]
public class _128_lightmap_groups
{
public _8_section_palette[] _8_Section_Palette;
[Serializable]
[Reflexive(Name = "Section Palette", Offset = 8, ChunkSize = 1024, PaddingStride = 64)]
public class _8_section_palette
{
}
}
}
- kornman00
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- Joined: Wed Jan 20, 2010 7:48 pm
Re: Entity 2.1.7
Yeah, it's the palette color which is aligned (on 64 byte boundaries as you said)
- Grimdoomer
- Admin
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Re: Entity 2.1.7
What requires it to be aligned to 64 bytes? As in, what is the purpose for 64?
Don't snort the magic, we need it for the network.
- troymac1ure
- Keeper of Entity
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Re: Entity 2.1.7
Much appreciated. I know people enjoy the fixes/add-ons, but it's still always nice to hearAumaan Anubis wrote:My appreciation for this product is past due.
My joy at clicking on a tag and it not saying, "INTERNAL MAP NOT FOUND, I FREAKIN' SUCK WITH MAPS" is greater than you can imagine.
Screw you, Entity UE 1.6.
Entity uses IFP files as well (or is it if ENT files don't exist, can't remember). I stopped shipping them with the plugins as people tend to like to keep their plugins. Also, I found just a few days ago that it wasn't saving my plugin folder when I changed it. Check and make sure that the settings form shows the correct directory.DrXThirst wrote:Mine says IFPs not found. But, I linked it to my plugins folder. I no understand.
Does it happen as soon as you try to load a map or somewhere else?
It may be closing the map when it shouldn't or trying to open it twice or something. Can you duplicate this with a certain method?Ogrish wrote:Great work on these updates.
I noticed something funny today, i was add the ONYX blocks to lockout, and after clicking parsed and recusive i started dragging them from map to map.
Sometimes it would say it couldnt find lockout, after i ok the error msg it wounld say done.
They all built fine, no errors or freeze, just a simple error msg.
Also, found another small bug in the chunk cloner that affected tags that were pointers...
- kornman00
- Posts: 104
- Joined: Wed Jan 20, 2010 7:48 pm
Re: Entity 2.1.7
The game tools align it to that. My best guess it that it's because the palette_color data is built up from 256 color fields, which when you divide by 64 you get 4...or the count of ARGB as this is a color palette we're talking about.Grimdoomer wrote:What requires it to be aligned to 64 bytes? As in, what is the purpose for 64?
- troymac1ure
- Keeper of Entity
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Re: Entity 2.1.7
New version released.
Although testing the final build just after posting I found an error injecting A8R8G8B8 files. Need to look into this some more, although extraction w/ mipmaps is working now. This may cause issues in all non-compressed formats, but I believe all compressed formats DXT1/2/3/4/5 are working fine.
Detailed release notes posted on first page.
Although testing the final build just after posting I found an error injecting A8R8G8B8 files. Need to look into this some more, although extraction w/ mipmaps is working now. This may cause issues in all non-compressed formats, but I believe all compressed formats DXT1/2/3/4/5 are working fine.
Detailed release notes posted on first page.
-
xxpenguinxx
- Posts: 1974
- Joined: Sun Jan 27, 2008 4:50 am
Re: Entity 2.1.7
In the MGS2 tag, each color value is located in a different chunk. Do you think you could possibly add a color editor that works with this color function?
DemonicSandwich wrote:Chunk #1 defines the number of colors that will be used in the function.
16 = one color
32 = two colors
48 = three colors
64 = four colors
The actual colors chunks go as follows:
Single colorTwo color
- 4, 5, 6
Three color
- 4, 5, 6
- 16, 17, 18
Four color
- 4, 5, 6
- 8, 9, 10
- 16, 17, 18
All color pairs are blue, green, red.
- 4, 5, 6
- 8, 9, 10
- 12, 13, 14
- 16, 17, 18
This goes for all color functions regardless of tag class.
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh babyDemonicSandwich 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.
A cat was licking itself to the sound of potato chips.
- troymac1ure
- Keeper of Entity
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- Contact:
Re: Entity 2.1.7
I'll look into it and see what I can do.
Also,

CUBEMAPS

3D Images
(Just viewing for now, no extraction/injection)
Just need to incorporate my conversion class for injection/extraction and I'll post it up.
I have successfully extracted/injected all DDS files (although with code modifications always come possible problems) and have ?all? bitmaps displaying correctly.
After I get this posted, let me know if you encounter any issues with bitmap extraction / injection.
Also,

CUBEMAPS

3D Images
(Just viewing for now, no extraction/injection)
Just need to incorporate my conversion class for injection/extraction and I'll post it up.
I have successfully extracted/injected all DDS files (although with code modifications always come possible problems) and have ?all? bitmaps displaying correctly.
After I get this posted, let me know if you encounter any issues with bitmap extraction / injection.
or 

