Halo 3 [Beta] Mod Discussion
- DarkShallFall
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...
Anyway here is a list of all the things that I have hardcoced, but would like to have the importer search out so I don't =X...
The vertex count for the plasma grenade it is about 128
The offset where the strip data starts for the plasma grenade it is 3200 (dec)
And the strip count, I can calculate this one, but I wanna see if it is referenced anywhere first 231
...Simple eh? Whoever gets those to me first will have a cookie. Reading reflexives from the meta will be no problem, as 3ds max can handle multiple file streams...
Anyway here is a list of all the things that I have hardcoced, but would like to have the importer search out so I don't =X...
The vertex count for the plasma grenade it is about 128
The offset where the strip data starts for the plasma grenade it is 3200 (dec)
And the strip count, I can calculate this one, but I wanna see if it is referenced anywhere first 231
...Simple eh? Whoever gets those to me first will have a cookie. Reading reflexives from the meta will be no problem, as 3ds max can handle multiple file streams...
*ahem*
OK, I have eliminated the need to count out the vertexes and strip points. Now all I need to do is enter the offset where each "data block" starts and ends (math are == teh powah!). SOooo once I can get some info on how to automate the start and end finding of sed datablocks I might be able to release an early beta to a lucky few >_> [/hint]
In a little bit however I'm going over to a friend's house where we are going to enjoy one of the last days of the beta so yeah... *Find me what I need and good things shall happen to you*
OK, I have eliminated the need to count out the vertexes and strip points. Now all I need to do is enter the offset where each "data block" starts and ends (math are == teh powah!). SOooo once I can get some info on how to automate the start and end finding of sed datablocks I might be able to release an early beta to a lucky few >_> [/hint]
In a little bit however I'm going over to a friend's house where we are going to enjoy one of the last days of the beta so yeah... *Find me what I need and good things shall happen to you*
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- TheOperator
- Posts: 13
- Joined: Mon Jun 04, 2007 5:46 pm
- Location: Portland, OR USA
Ok so my lil project for like the last day has been to map out the MC's model raw, finding the start and end points of the vertex arrays, and triangle strips. Well I am almost done, I have 21 out of the 25 regions completed. So within the next six hours a few of you can expect to get a document from me containing all the information I have gathered. Then you guys can begin searching for refs to the index values.
- TheOperator
- Posts: 13
- Joined: Mon Jun 04, 2007 5:46 pm
- Location: Portland, OR USA
Yes Yes Yes... There are quite a few of you who have been wanting model extraction from me... and I know I said that I would have stuff for you by now. I do, but at the same time I'm not quite ready to give it to you. You see, my view on the situation is... Why should I give you a model with no UVs and improper normals? And if I can give you bones and bone weights for that mesh shouldn't I give those to you too???
So whats been going on with me and Anthony is we are trying to give you the entire package, not just a part of it.
Anthony and I made major progress this night mapping out the .mode tag and all its reflexives. I would estimate that roughly 20% of the .mode tag has been fully mapped out. We now can get the regions, the verts/triangles that make up those regions, and the bones for any mesh we choose. Next will come markers, and a few smaller things.
just thought I would give you guys an update.
So whats been going on with me and Anthony is we are trying to give you the entire package, not just a part of it.
Anthony and I made major progress this night mapping out the .mode tag and all its reflexives. I would estimate that roughly 20% of the .mode tag has been fully mapped out. We now can get the regions, the verts/triangles that make up those regions, and the bones for any mesh we choose. Next will come markers, and a few smaller things.
just thought I would give you guys an update.
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- Posts: 98
- Joined: Tue Feb 21, 2006 7:39 pm
This has been an interesting conversation to watch I must say. Sadly my area of expertise has already been done (scripting has been covered in Halo 3, and is already in H3Core). However I'm willing to help out any of you guys if you need it. If you have some research project you need help with just ask me.
Basically, the file the maps are actually housed within is also signed, and as of yet, no one knows how to re-calculate ..plus the fact that the map header may also contain that other (possibly custom) hash as well..haloflames wrote:what would be so bad about LIVE modding on the LAST day of the BETA which the ranks wouldn't even COUNT?
So, actually, i encourage you to try and find a way to actually make these maps playable on the xbox (...)
Anyway for anyone mapping out tag meta, we all know the sizes are messed up because the method of finding those sizes isn't exactly 'bullet-proof' (damned reflexive pools), so i put together a list (or at least the code to do so) that'll tell you of the smallest size found for a certain tag class, as well as what maps its used in:
http://www.homebrewgames.co.uk/xbox/hal ... e_list.txt
Obviously not all sizes will be correct, but it should narrow it down a bit.
Halo 2 Prophet - Skin with ease with the simple 3D point and click interface.
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Halo 3 Research Thread - Contribute to the research into Halo 3.
- TheOperator
- Posts: 13
- Joined: Mon Jun 04, 2007 5:46 pm
- Location: Portland, OR USA
Ok well bone extraction seems so far to be a hit or miss sorta thing. On some models it works perfectly, and on others a majority of them are imported just fine.
On all models the bone reflexive is at offset 50 and it's chunk structure is byte-for-byte exactly the same as halo 2. So you can use the H2 mode.ent as a ref if you want. I invite anybody to try to get bones to import PERFECTLY. Currently I can get essentially all bones of a mesh to import properly with the exception of the base-bone which sometimes causes orientation issues. It's a simple fix, but I've been doing this all day and I think I'm just done with it. So if anybody else wants to pick it up then be my guest.
On all models the bone reflexive is at offset 50 and it's chunk structure is byte-for-byte exactly the same as halo 2. So you can use the H2 mode.ent as a ref if you want. I invite anybody to try to get bones to import PERFECTLY. Currently I can get essentially all bones of a mesh to import properly with the exception of the base-bone which sometimes causes orientation issues. It's a simple fix, but I've been doing this all day and I think I'm just done with it. So if anybody else wants to pick it up then be my guest.
- LuxuriousMeat
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- LuxuriousMeat
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