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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Specifications of the entire file structure for structure_bsp?

Author Topic: Specifications of the entire file structure for structure_bsp? (6 messages, Page 1 of 1)
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ghost901
Joined: Mar 4, 2010


Posted: Jun 14, 2018 12:35 PM    Msg. 1 of 6       
Anyone here know where to get all the documentation Kornman provided in regards to the Halo CE engine? The wiki he provided seems to be long dead.

Contacting him is out of the question since he's currently working for 343i on fixing the Halo 1 portion of the MCC.
Edited by ghost901 on Jun 14, 2018 at 12:41 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jun 15, 2018 01:20 AM    Msg. 2 of 6       
You can still ping him on twitter. Its not out of the question since he seems to be asking everyone on twitter to tell him what the hell got broken from the port.


MosesofEgypt
Joined: Apr 3, 2013


Posted: Jun 15, 2018 02:27 PM    Msg. 3 of 6       
If you want notes in general, I've started writing some whitepapers on everything I know about the game, though they are woefully incomplete compared to what I actually know about the structure definitions.
https://bitbucket.org/Moses_of_Egypt/mek/src/default/notes/

If you want the actual structure definitions, you can find my python versions here:
https://bitbucket.org/Moses_of_Egypt/reclaimer/src/default/hek/defs/

If you want those in a format without macros, you can download the MEK and run this:
https://bitbucket.org/Moses_of_Egypt/reclaimer/src/default/tag_definition_extractor.py

The reason I'm providing my things to you rather than kornman's is because I don't know if he has explicit struct definitions like you might expect, and there don't seem to be definitions for every tag type(though I may just suck at searching the repo). The open sauce repository is here if you can scrounge what you need from it:
https://github.com/smx-smx/open-sauce


Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Jun 15, 2018 02:42 PM    Msg. 4 of 6       
Also check the tutorials section of the Halo CE Maps website.

Scripting Variables Tutorial (PDF)
Halo CE Scripting Bible (PDF)
Halo Scripting Keywords List - PDF format
AI Scripts Reference (PDF/RTF/TXT)


SBB_Michelle
Joined: Nov 4, 2015

Floof


Posted: Jun 15, 2018 09:27 PM    Msg. 5 of 6       
Quote: --- Original message by: MosesofEgypt
The reason I'm providing my things to you rather than kornman's is because I don't know if he has explicit struct definitions like you might expect, and there don't seem to be definitions for every tag type(though I may just suck at searching the repo). The open sauce repository is here if you can scrounge what you need from it:
https://github.com/smx-smx/open-sauce

That's the 2013 version, this is the proper one: https://bitbucket.org/KornnerStudios/opensauce-release/src

Also, Sparky. I fail to see how what you suggested is relevant to the question asked.


sparky
Joined: Jun 27, 2009

Fools deceive, but knowledge of Jesus is life.


Posted: Jul 24, 2018 05:32 AM    Msg. 6 of 6       
Since I was addressed and my reply apparently criticized before actually posting a reply, I'm going to actually reply to the first post. Otherwise, I would have merely sent you a private message, ghost901.

If you want "specifications", then you want projects like those upon which I have been working. But you asked specifically about Kornman's published work regarding SBSP tags. Here are some of his publications:

https://bitbucket.org/KornnerStudios/opensauce-release/src/ce9fd5241f65e90550f5dcd5f6b97b240afcdcde/BlamLib/BlamLib/Blam/Halo1/Tags/Definitions/Bsp.cs?at=default&fileviewer=file-view-default

https://github.com/KornnerStudios/Prometheus/blob/master/Halo/Tags/Classes/scenario_structure_bsp.cs

But I think that the interesting coding he's done is in the implementations, not the file format definitions.

https://github.com/KornnerStudios/Prometheus/blob/master/Halo/Tags/Implementations/scenario_structure_bsp.cs

File format definitions are what you're asking about, and that's my bag. If you want something like C structs, contact me via Discord and I'll maybe share some of my work with you privately. Nobody on these Halo forums wants to hear about my projects, so talk to me privately if you want to talk to me at all. Halo Maps Forum is not the place to share *actual* work, just to ask random "why isn't the game working" questions and post "complement me on my fancy proof-of-concept picture" topics. You won't find technically-minded critical thinkers here who are able and willing to knowledgeably engage in technical matters. It's not Wikipedia or an informational repository, it's a small forum of gamers, most of whom would sooner open their mouths to offload their narcissism than open their minds to intake understanding. The sieve is weak here, for weak minds. If you want useful things, talk to people who give useful information. Halo Maps Forum and other Halo forums are mere networking platforms, not information repositories. If you want food, look in the kitchen, not the front lawn. Looking for food there will only disappoint and the closest thing you'll find for food is maybe some grass and dead animals. I think I've made my point. Don't ask for something the addressee does not have. It's only going to trigger their narcissism and make them think you're being rude. All this to say that if I post a code block here with the info you want, from my own work, eyes will roll and it would be as obtuse as posting any other Halo-related source code here. It's simply not the place for it. But by all means, do post a finished work of whatever you're doing here as soon as it's "playable". The audience here wants to be entertained, not understand software design or computer programming. Because of this fact, I don't use this forum except to occasionally glance through what some Halo enthusiasts have chosen to do in their spare time. Another resource for that kind of information is halo.bungie.org's front page news. Now that I have clarified that point...

I use a halo_definitions.h file, which is based upon my retribution.h file, basically years of work. And I'm currently pursuing rendering of .scenario_structure_bsp data using OpenGL. I did a video and pics if you're interested. Here's a sample of wireframe view of the warthog run from "The Maw" (d40.map), the last level of Halo:



So you can see that I'm into the technical details of things, so send me a DM on Discord: sparky#0343.

But I think the best you'll get off of this forum is links to where you can actually find some information (which you already got by now) and maybe one or two offers to chat privately (one of which you now got). Answers to your questions, and actual source code (usable or otherwise), are found elsewhere. But don't assume that Kornman is the only person who has looked at guerilla.exe in a hex editor or disassembler and knows what a quaternion is.

Good luck with your unspecified project. I prefer doing things in C, and if you know C, then it would be possible for you to use my work. In other words, we can communicate in source code rather than an abundance of verbosity. And I think source code is exactly what you have asked for here.

 

 
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