MosesofEgypt has contributed to 482 posts out of 467528 total posts
(.10%) in 2,000 days (.24 posts per day).
20 Most recent posts:
Refinery gives you the option to rename all duplicates when extracting scenarios. It's in the settings. I made that option specifically to allow recompiling scripts.
First off, if you extracted the tags with anything other than refinery, they won't have been extracted perfectly right. Refinery also generates uncompressed vertices in the bsp tags when it extracts, which sapien needs since it doesn't use the compressed ones.
Secondly, you can't just load a bunch of xbox tags into sapien and expect them to work. You'll need to run my model to gbxmodel converter since sapien works with gbxmodels and not models. You'll also need to run the bitmap converter built into mozzarilla to convert the entire folder of bitmaps from xbox format into pc format. You'll need to run the converter again to turn them back when you're ready to build an xbox map though. This includes changing them from swizzled to un-swizzled(which is reported in part of the error message you provided). Finally, you should be able to not only load the map in sapien, but actually compile it and play it in halo custom edition. I've done this with the b30 xbox demo. The pause menu wont work since it's built for xbox, the generic transparent shaders wont render, and lots of bitmap related things wont be right without manual conversions(like hud element meters), but it'll be fully playable.
Oh also, if you want to recompile scripts, I believe you'll need to check a setting in refinery to make it rename duplicate objects when it extracts the scenario, otherwise it wont be able to determine which object to reference in the script.
If you need a copy of the MEK(the collection you can download these tools in) you can get it here.
If you have any questions or run into any bugs, you can report them to me there as well.
Edited by MosesofEgypt on Aug 31, 2018 at 02:48 AM
Your mod is not of good quality. Take the constructive criticism these modders are giving you. You are being too sensitive.
You work too hard for this community, Dennis. Thanks for continuing to try and take care of this old place.
Refinery has the same tool as mozz when viewing bitmaps in it, so it can also extract from maps.
Also, mozzarilla will require you to click the "Tag set" dropdown in the menubar and select "OS v4" if you want to work with the current open sauce stuff. Mozz supports both open sauce and vanilla halo tags, so this is how to switch between them.
Use the gbxmodel importer and animation importer in the MEK.
They're the same as the newest versions of the bluestreak ones, except they have several fixes to them, and the model importer can import xbox models too.
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.
If you want the actual structure definitions, you can find my python versions here:
If you want those in a format without macros, you can download the MEK and run this:
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:
No idea. Havent even tried playing it myself.
Bump because fixes were made
Started watching Hellsing Ultimate. Guess who I immediately drew parallels to when this scene started.
Edited by MosesofEgypt on May 12, 2018 at 11:03 PM
You have 2 degenerate triangles in your model. It means that those triangles are specified in such a way that they have 0 area because all their points lie on the same line. Cant really calculate collisions with something that you cant touch now can you? This is what it looks like:
Here are other collision issues you could run into and what they look like(courtesy of sparky).
Uncheck this flag. Any collision materials with this flag are considered head-shottable.
Disable the windows virtual store. Google how to do it.
It's probably creating them in the virtual store, because those messages say that it indeed did properly create them. Check "c:\users\<username>\Appdata\local\Virtual Store\Program Files (x86)\Microsoft Games\Halo Custom Edition"
animation_block block has invalid element count: #681 not in [0,#256]
That is saying there are 681 animations in the tag, but it only expects there to be from 0 to 256. You extracted an open sauce tag, which allows up to I think 4096 animations. The guy above me has already given you the ONLY solutions available to you, but I figured I'd at least explain why you are having this error.
If you don't know how to use tool and want something to help you with it, I recommend Pool. It's a wrapper for tool like tool++, but it explains more or less everything you'll need to know to use it. It also has a lot of conveniences that tool and tool++ dont have. You can find out more about it here.
You can download it here:
Quote: --- Original message by: DeadHamster
What I believe is that religion should be celebrated in places of religious importance and the privacy of one's own home, and I believe that those who advertise or speak about their religion to others who are uninterested in it are twats.
This. Nothing wrong with talking about it to others in a "would you like to join our church" kind of setting. The problem is if they keep going once declined. Not going to take a side in this because I haven't personally experienced it from sparky, but yeah, those kinds of people are wristwatches.
Refinery supports extracting all sounds from ALL Halo 1 related titles, and also supports extracting most sounds from Halo 2 Vista(xbox is NOT supported). You'll need to switch it from tag extraction mode to data extraction mode.
Nope, I've stopped modding Halo. I only fix bugs with the MEK from here on. See post #3 in this thread for more reasons.