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MosesofEgypt has contributed to 502 posts out of 468982 total posts
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Don't worry, I've already got refinery patched to deal with it all. I'll be pushing it out with the next update I'm still working on. I'm gonna hand it out to a few people for testing in the meantime though(prolly tomorrow)
Edit: Kava, you cheeky wristwatch you.....
Edited by MosesofEgypt on May 26, 2019 at 02:25 AM
Refinery is being worked on, and I'm going to be adding deprotection for this to refinery. Thanks for keeping me on my toes!
And before you ask, no, it's not in python, it's C++.
Edited by MosesofEgypt on Apr 3, 2019 at 01:55 AM
Changing the execution folder exists. The cwd directive tells pool what directory to run tool from. I use it all the time.
Maybe I could put an optional setting in Pool to apply this patch if it doesn't already exist.
Did you use hek+, or refinery?
I specifically disabled extracting scenarios, bsps, sounds, and bitmaps from anniversary maps. Bitmaps, sounds, and bsps are missing their rawdata in anniversary maps, so you'd only be extracting partial tags. Scenarios are a different issue. I don't know how the recorded animations are stored, so I can't properly byteswap them. Additionally, unless hek+ got an update after anniversary released, I guarantee it won't be able to properly extract tags. I've personally extracted all of b30 anniversary with refinery(replacing the tags types I mentioned with pc equivalents) and rebuilt and played it for custom edition. Aside from some weirdness with the hud scalingg, it plays perfectly.
Edited by MosesofEgypt on Mar 18, 2019 at 07:23 PM
What michelle says is correct. I wrote a script to edit all bitmaps in a folder so it would add a teeny 4x4 dxt1 bitmap with 0 mips onto the end of the bitmaps reflexive. Adds an additional 56 bytes per tag, so it's inconsequential. Also, vap, not everyone can set up a compiler
Something something asserting dominance something something white diamond
The error says what you need to know. Export the model with vertex normals, not smoothing groups. Also export it as triangles. Quads and ngons are not supported.
Also, I recommend you disable optimization for bsps if the compiled bsp doesn't turn out right(apparently tool doesn't like optimized portal geometry).
It's in the "compile tag" menu of mozz in version 1.3.6 and higher.
It's not through pool because it's a compiler I wrote myself. Mozz can compile models, bitmaps, strings, hud_message_text, and physics. It cannot compile sounds, animations, collision, or bsps.
Mozzarilla has a model compiler. It can load jms/obj files and optimize them on load. From there you can tell it to either compile a gbxmodel, or spit the models back out as jms files. Be warned though, some shader symbols don't work in obj files, so you might need to open the jms files in notepad and add them back.
You can get Mozzarilla in the MEK or MEKE. Hth
If you are playing PAL Halo it's going to have different physics than NTSC and PC. The PAL version is not true to the original game. If you don't understand what I just said, look it up.
Tool doesn't lie.
I literally just took the base and refined tagsets you can download from our discord and did the following:
- Ran fixes\make_merged_tagset.py to auto-merge the numbered fixes into a "merged_refined_tagset" folder.
- Copied fixes\missing_multipurpose_fixes\32bit into "merged_refined_tagset"(replacing files)
- Copied enhancements\highres_rasterizer_bitmaps into "merged_refined_tagset"(replacing files)
- Copied enhancements\jesse's_high_resolution_halo_hud into "merged_refined_tagset"(replacing files)
- Copied enhancements\uncompressed_bitmaps into "merged_refined_tagset"(replacing files)
- Copied "merged_refined_tagset" over the base tagset
- Copied bitmaps.map, sounds.map, and loc.map out of the custom edition\maps folder into the maps folder of where I'll be building ui.map
- Ran tool "build-cache-file levels\ui\ui "
That's all. All the make_merged_tagset.py does by the way, is paste the numbered tagsets together in alphabetical order(overwriting tags), starting from lowest numbered to highest. 00 is copied, then 01, then 02, etc.
Edited by MosesofEgypt on Oct 16, 2018 at 04:09 PM
No, they dont, and they never will. Those maps I named off are the ones that come in the custom edition maps folder by default. You need those maps to even run custom edition. You have to have them.
ALL VERSIONS OF TOOL look in those maps first before they add bitmaps and/or sounds to a map. If tool can find the bitmap/sound it's about to add, in the resource map, it wont add it, and will instead just reference the copy in the resource map. If you don't have them, you WILL bloat any map you have tool compile. I am not explaining this further, as it should be pretty obvious and I've explained enough.
It sounds like you dont have bitmaps.map, sounds.map, and loc.map included in your maps folder you're trying to build the ui in. If you don't, tool is going to try and put ALL the tags and their data in the ui, which wont fit. The ui.map has a much smaller max size than other maps.
You can compile the ui scenario in the base tagset we supply just fine. If you opened and saved the ui scenario in os guerilla, it won't compile in regular tool anymore.
Also, we were not and are not intending to update the pc exclusive maps to work with the tagset. If we were, we'd need to consider other things, like the new weapons and vehicles, which is not part of the goal of the refined project. So death island and others will continue to lack scenery replacements for the teleporter shields.
Additionally, the glass and water flickering is not a tagset issue, it's an issue with your computer's hardware(they are both water shaders by the way). Most of us have it appear just fine, but a select few have them flicker for some reason. The only difference is each person's hardware.
The tagset can be combined in whatever way you want to get whatever fixes you want. That's the entire reason it's in pieces. Pick what you want and use it, and be mindful of the order they need to be applied. If you don't want the teleporter shield replacement, go into the sotr fixes and remove the shader that nulls it out, then combine them together.
tl; dr those aren't tagset issues(or at least issues that we are going to fix).
I think Neil is forgetting that the word "Custom" is half of the game's subtitle.
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.