Halo 3 [Beta] Mod Discussion

Discussion about modding Halo 3.
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DarkShallFall




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Post by DarkShallFall »

Nice prey.
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Post by CLuis »

Trulife8342 wrote:And Cluis its been a while since I've seen you, nice to know you active still.
I've been here, just lurking in the shadows.
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Post by Tanasoo »

...

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...
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Post by Tanasoo »

*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 8) so yeah... *Find me what I need and good things shall happen to you*
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Post by xbox7887 »

Tanasoo, you might want to check out the model tag data, there's a pointer at 0x6C (reflexive) which references all your region headers. Credit goes to TheOperator for noticing it. (since everyone seems to be so worked up about these things :?)
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Post by Tanasoo »

OK, I'll check that out when I get back, thanks!
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Post by Digital Marine »

Tanasoo, how did you eliminate the count? I've been thinking about that thing all night, and can't figure it out. When you get back from your friends house can you get on MSN? Enjoy the beta, I don't get to play it anymore...I'm out of town without my 360. :(
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Post by TheOperator »

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.
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Post by pokecancer »

why couldn't you sign a map?
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Post by TheOperator »

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.
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Post by Darco »

Does this mean you will be using the .x format?
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Post by Soldier of Lite »

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.
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Post by Prey »

haloflames wrote:what would be so bad about LIVE modding on the LAST day of the BETA which the ranks wouldn't even COUNT?
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..

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.
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Post by TheOperator »

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.
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Post by CLuis »

I can test the H3 mods on my 360...
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Post by Veegie »

Let's see some BSP Verts!
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Post by LuxuriousMeat »

Jefff wrote:Image

I guess it's a start...
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Post by pokecancer »

i think those are just collision vertices
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Post by LuxuriousMeat »

pokecancer wrote:i think those are just collision vertices
Yea, your probably right.
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Post by GametagAeonFlux »

The next time ANYBODY fucking posts more off topic shit they are getting a week long ban. No fucking exceptions. You're lucky to even get this fucking warning.
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