Community Project: H2V to H2X Conversions

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shade45




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Community Project: H2V to H2X Conversions

Post by shade45 »

Community Project: H2V to H2X Conversions

Ok lets get everyone involved with this. I have included a h2v to h2x conversion that is pretty much complete the only problem is the map wont load in game(Black Screen Of Death).

So if everyone can look through the bsp of this map for stuff like:

- Forgotten tag references, lone ids, or string ids
- Reflexives that are pointing to the wrong place
- Or a part of the meta that has a different structure than the halo 2 xbox version.

I'm 100% we can get this map to load we just need to find the probably small mistake I made when converting.

Here are some pictures of the bsp in entity:

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Credits for the bsp go to: SteamBoat6 and TheCreator512
Original Map: http://h2v.halomaps.org/index.cfm?pg=3&fid=2143
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dunes(apply to lockout).rar
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Last edited by shade45 on Fri Jun 29, 2007 10:32 am, edited 1 time in total.
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plushiefire





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Post by plushiefire »

Go to sbsp and try to clone cuhnks, broken idents appear...
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Post by Redspike »

i dont think its broken indents causing the map to not load. i ussaly get a few broken indents after using clone chunker on a sp to mp conversion and the map still loads.
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Post by OwnZ joO »

That always happens, you can't clone chunks with entity, you need to rebuild with h2core and clone with h2guerilla.
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Post by DrXThirst »

broken idents appear when you use Entity UE v1.6 no matter what map you use. It's the plugins that it came with. Also, I moved all of the player spawns up onto the level and I moved the weapon spawns as well. I then tried using the default.xbe (with the updates), then the 1.0 AU, and then the 1.5 AU. All gave me the same effect. I never loaded to black screen, nor did I freeze, but here is a video of what happens. - Click
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Post by patchesreusch »

since you have the sbsp in a h2x map couldnt you save the bsp and build it into another map like an entity sp to mp or h2c/h2g spto mp? im try entity now
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Post by DrXThirst »

You make no sense. He already has it into lockout. Why would he want it into another map? But who knows, mb it'll work.
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Post by plushiefire »

plushiefire wrote:Go to sbsp and try to clone cuhnks, broken idents appear...
EDIT:Chunk cloner wont open, broken idents apear then an entity error message.
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Anthony




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Post by Anthony »

you shoulda made a list of everything you did... its kinda dumb to say heres a map broken map and now try and fix it!!!! :roll:

at least if we had a list of what you did we can think of stuff that you may have forgot or did wrong.
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Post by DrXThirst »

Shade, do you have AIM? I would like to ask you some questions.
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Post by shade45 »

Anthony wrote:you shoulda made a list of everything you did... its kinda dumb to say heres a map broken map and now try and fix it!!!! :roll:

at least if we had a list of what you did we can think of stuff that you may have forgot or did wrong.
Haha yeah I guess so I'll make a list when I get home from work.
drxthirst2 wrote:Shade, do you have AIM? I would like to ask you some questions.
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Post by latinomodder »

I have a few theories

1. Incorrect Bsp magic?
2. Everyone knows that bsps are either double sidded or single? well what if these are single sided or any other weird combo.
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Post by sneakyn8 »

latinomodder wrote: 2. Everyone knows that bsps are either double sidded or single? well what if these are single sided or any other weird combo.
apperantly not please explain
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Post by Anthony »

latinomodder wrote:2. Everyone knows that bsps are either double sidded or single? well what if these are single sided or any other weird combo.
are you doing drugs and not explaining it right?

or is this something new that I haven't heard about because I would love to include it in my app

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Post by newbymodder »

i think he is talking about the mesh of the map? how on some maps its just for the top so if you were to flip the map to play on there would be no collision but other maps have mesh on both sides so you can have collision ect or at least thats what i think he is trying to say
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Post by Tain7ed »

latino modder is talkin about normals, and how some maps only have normals that face inward where the player is and others have normals that face both towards and away from where the player spawns....For all those who dont know what a normal is its just the direction a rendered face shows up on
Ex:
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Post by Anthony »

Tain7ed wrote:latino modder is talkin about normals, and how some maps only have normals that face inward where the player is and others have normals that face both towards and away from where the player spawns....For all those who dont know what a normal is its just the direction a rendered face shows up on
Ex:
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haha thats culling, Halo 2's Culling is Clockwise

Code: Select all

dev.RenderState.CullMode = Cull.Clockwise;
heh already have that in my app though :P

but anyways thanks for clearing that up I did'nt understand what he was talking about. and no you dont need to worry about that because its automatically done by DirectX
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Post by ScottyGEE »

Well good work on getting thus far.
But I would rather recommend something even more simple.
How about just a rectangle ground, 1 shader and a skybox.

Means theres less to link and less to really muck up on. I say baby steps...But I'm not much help here GL guys (except anthony :P)
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Post by Prey »

Er.. not quite Tain7ed and Ant.

Every thing in directx is made up of polygons (triangles), that are in turn each made up of 3 vertices (x, y, z points).

A normal is a perpendicular vector pointing away from the front side of a face (the polygon).

A polygon will only have a normal on its front side, a normal on the other side would be quite pointless because of culling. A normal is used for lighting calculations. Meaning that if you were to view the side with a normal with lighting enabled, it would appear correctly.. whilst the side without a normal would just appear completely black.

You might wonder what the point is in normals, but there is a good reason for them, performance for one, and more advanced things such as normal mapping can be done also.

Culling is the term used for basically not displaying polygons that can't be seen. But how would that be calculated? By the order in which the verts appear of course!

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By default, directx only culls counter-clockwise faces, which is referred to as 'back-face culling'. As you can see from the picture, the polygon's verts are currently being drawn clockwise. But now imagine that we are viewing it through a camera, now move the camera so we are viewing the other side; suddenly the verts will be being drawn counter-clockwise relevant to our camera, so we see nothing for the triangle will be culled! Remember the culling is always relevant to our viewing frustum. Another example of this would be if you fell through the map and looked up; you should be looking at the otherside of the floor, but actually you'll just see right through because Bungie never meant for you to get there and so didn't waste polygons on making that side.

Obviously with many many pieces of large complicated geometry being used; culling can be quite a hit on performance because of all the math being done.. but this far out-ways the performance hit by drawing all the geometry instead, and so you would be stupid not to cull.

The Blam engine uses clockwise culling, as well as right-handed Cartesian coordinates, which is normally seen in OpenGL.
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Post by Anthony »

haha prey you explained exactly what I said just in a story :P

what he explained was culling which I said it IS done by directX
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