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Engineer v0.8 Beta 10/06/07

Posted: Sat Oct 06, 2007 11:19 am
by shade45
Engineer v0.8 Beta

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Key Features:

IFP Based Tag Extraction/Injection

In Halo 3 reflexives are stored in "pools" of like reflexives, resulting in reflexives being spread throughout the .map files. This is fixed by using a ifp plugin file to extract the meta and all it reflexives to one file. Then on injection, will inject back to the proper locations within the map file.

**Update**
In case you havnt seen it yet you can grab the unnoficial build of the next version here:
http://forums.halomods.com/viewtopic.ph ... &start=228

Meta Editor

Using the meta editor you can make changes to the tags within halo 3's map files.

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Known Bugs

- Meta Editor does not display Bitmask or StringID's value types yet.
- No Sp or Shared maps yet all Mp maps should work I have only had 3 to test with.
- Resigning only fixes the checksum not whatever else is protecting the maps.

IFP FYI

- When editing IFP files all tag references should be set like this

Code: Select all

    <tag name="Unknown" offset="0" visible="True" />
    <unused offset="4" size="8" />
    <id name="Unknown" offset="12" visible="True" />
There is now an 8byte un-unsed block on data between the tag class and the ident.

- Tag extraction is based of IFP's so remember to make sure all your header and reflex sizes are correct otherwise your tags wont extract/inject properly

Thanks

- Everyone contributing in the Halo 3 Retail Game Research Thread
- All Beta Testers(Glitchy was a great help :D)

Posted: Sat Oct 06, 2007 11:22 am
by GametagAeonFlux
Awesome, great work shade. :D

Posted: Sat Oct 06, 2007 11:26 am
by skatekr0oked
cheers man great work :)

Posted: Sat Oct 06, 2007 11:26 am
by HEADTRAUMA
shade you nut. good stuff!

Posted: Sat Oct 06, 2007 11:28 am
by patchesreusch
I heart u

Posted: Sat Oct 06, 2007 11:28 am
by killarzachary
Very nice, soon i'll get into lightly modding Halo 3.

Posted: Sat Oct 06, 2007 11:57 am
by turk645
:P ill be looking into this once im able to.

Re: Engineer v0.8 Beta 10/06/07

Posted: Sat Oct 06, 2007 11:59 am
by Prey
shade45 wrote:- When editing IFP files all tag references should be set like this

[...]
Probably one of the most annoying things of the originals, that you had to reference both the tag class and ident. Just make 'tag' mean theres a tag reference at that location, and 'id' mean just an ident >_>

Apart from that though, good job. An interesting approach to the layout of the meta editor layout as well, looks really good =P

My only quifs would be that the 'Tag' comboBoxes aren't sorted, and the labels go off the screen slightly sometimes, like in your preview^^. And maybe make the class nodes in the tree all branch off from a root node, as sometimes the scrollbar doesn't extend to the last node in XP when there are quite a few at base level.

Also post any new information in the research thread! =)

Posted: Sat Oct 06, 2007 12:20 pm
by -Legendary-
Glad to see it working in Vista. 8)

Posted: Sat Oct 06, 2007 1:03 pm
by GruntHunter22
ahh, finally some progress. :) good job shade

Posted: Sat Oct 06, 2007 1:13 pm
by DrXThirst
Great Job. Glad to see an app out that actually looks like an app that would help someone.

Re: Engineer v0.8 Beta 10/06/07

Posted: Sat Oct 06, 2007 1:30 pm
by xzodia
shade45 wrote: IFP FYI

- When editing IFP files all tag references should be set like this

Code: Select all

    <tag name="Unknown" offset="0" visible="True" />
    <unused offset="4" size="8" />
    <id name="Unknown" offset="12" visible="True" />
There is now an 8byte un-unsed block on data between the tag class and the ident.
sounds to me like tags can now be longer than 4 letters, which some are :P ie tag is size 8 and possibly the id is size 8 as well which accounts for all of ur "unused" values
and i agree with prey combine tag and id into 1 thing (size 16)

Posted: Sat Oct 06, 2007 1:46 pm
by shade45
HEADTRAUMA wrote:shade you nut. good stuff!
HeadTrauma long time no see :D

Im glad everyone like this.
xzodia wrote: sounds to me like tags can now be longer than 4 letters, which some are :P ie tag is size 8 and possibly the id is size 8 as well which accounts for all of ur "unused" values
and i agree with prey combine tag and id into 1 thing (size 16)
Yeah that is a good idea i'll implement that into the next release. I'll also fix the labels so they don't run offscreen.

Posted: Sat Oct 06, 2007 1:49 pm
by glitchyguardian
Great Work man. :D

Posted: Sat Oct 06, 2007 2:05 pm
by latinomodder
omg hes alive!

Posted: Sat Oct 06, 2007 3:27 pm
by xzodia
like zomg its glitchy >_> but lets not get side tracked here, keep on topic :P

Posted: Sat Oct 06, 2007 6:41 pm
by lechatsauvage
Sick :D

Posted: Sat Oct 06, 2007 6:43 pm
by kornkidcrazy
This is amazing work Shade, nicely done!

Posted: Sat Oct 06, 2007 6:49 pm
by halo0001
EDIT: GJ shade cant wait to actually play these maps lol

Posted: Sat Oct 06, 2007 7:23 pm
by Anthony
you fail...

you didnt even do a simple hack for the magic!!!

you coulda just made a list of all the maps magic's since it wont change anytime soon :wink:


haha