Sandbox 3.3

Post utilities designed for Halo 3.
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Veegie




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Post by Veegie »

ManBearPig_06 wrote:
Veegie wrote:
ManBearPig_06 wrote:I am not referring to the map bounds, I am referring to the nutblocker, box_xl, wall_xl and so on.
No.
That would require you to modify the tag itself.
All you can mod inside of a usermap is what tag is referenced where(generally).
So you can't change the dimensions of a hill in hex? I don't think that is true. I was asking if anyone has tried to use those same variables (like how spare clips and teleporter channels are in the same place) to adjust the dimensions of a nutblocker, or if they are predefined sizes.
A Hill is nothing like what I'm saying.
Don't play stupid just to be correct.
If you can modify how fucking big the Hill is in the usermap ingame, gee I wonder if you can modify it in a program...
Jesus christ.
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Post by ManBearPig_06 »

Veegie wrote:
ManBearPig_06 wrote:
Veegie wrote:
ManBearPig_06 wrote:I am not referring to the map bounds, I am referring to the nutblocker, box_xl, wall_xl and so on.
No.
That would require you to modify the tag itself.
All you can mod inside of a usermap is what tag is referenced where(generally).
So you can't change the dimensions of a hill in hex? I don't think that is true. I was asking if anyone has tried to use those same variables (like how spare clips and teleporter channels are in the same place) to adjust the dimensions of a nutblocker, or if they are predefined sizes.
A Hill is nothing like what I'm saying.
Don't play stupid just to be correct.
If you can modify how *** big the Hill is in the usermap ingame, gee I wonder if you can modify it in a program...
Jesus christ.
Jeez, nice way to be a douche for absolutely no reason. I ask a fucking question, and you flip out. You never even answered it either, you chose to misinterpret what I said, and then when I clarified, instead of attempting to help, you flip out. What the fuck is wrong with you? I was asking if anyone has attempted to replace those same values on a nutblocker, not asking if I can change a hill in a 'program'. It obviously saves the dimensions in the usermap, so OBVIOUSLY you can change it. You have issues dude.

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Post by LuxuriousMeat »

ManBearPig_06 wrote:
Veegie wrote:
ManBearPig_06 wrote:
Veegie wrote:
ManBearPig_06 wrote:I am not referring to the map bounds, I am referring to the nutblocker, box_xl, wall_xl and so on.
No.
That would require you to modify the tag itself.
All you can mod inside of a usermap is what tag is referenced where(generally).
So you can't change the dimensions of a hill in hex? I don't think that is true. I was asking if anyone has tried to use those same variables (like how spare clips and teleporter channels are in the same place) to adjust the dimensions of a nutblocker, or if they are predefined sizes.
A Hill is nothing like what I'm saying.
Don't play stupid just to be correct.
If you can modify how *** big the Hill is in the usermap ingame, gee I wonder if you can modify it in a program...
Jesus christ.
Jeez, nice way to be a douche for absolutely no reason. I ask a *** question, and you flip out. You never even answered it either, you chose to misinterpret what I said, and then when I clarified, instead of attempting to help, you flip out. What the *** is wrong with you? I was asking if anyone has attempted to replace those same values on a nutblocker, not asking if I can change a hill in a 'program'. It obviously saves the dimensions in the usermap, so OBVIOUSLY you can change it. You have issues dude.
It does not save the dimensions of the hills... It stores the points(each a seperate placement block) and links them together based on some sort of ID, I would assume...
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Post by ManBearPig_06 »

LuxuriousMeat wrote: It does not save the dimensions of the hills... It stores the points(each a seperate placement block) and links them together based on some sort of ID, I would assume...
Thank you very much for a straight answer, I appreciate it immensely. It would be stored as enum data correct?
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Post by ManBearPig_06 »

ManBearPig_06 wrote:
LuxuriousMeat wrote: It does not save the dimensions of the hills... It stores the points(each a seperate placement block) and links them together based on some sort of ID, I would assume...
Thank you very much for a straight answer, I appreciate it immensely. I had assumed it would be stored as enum data, or numerical
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shade45




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Post by shade45 »

Yeah I cant say for sure cause Ive never checked it out but their probably linked the same way teleporters are, possibly even using the same value.

Edit: 3.0 is now up for download

Now what I need is more suggestions for 3.1. I'm already working on getting an advanced editing mode that allows you to edit all the unknown values of a usermap. I just cant think of anything new to add atm :P
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Post by SPARTAN-OMEGA »

I like the new version, you have won me back from forge 2.3
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CompKronos




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Post by CompKronos »

well i have a quite an idea for a feature (more for myself if i get better at visual C#). The idea is to gather all the blank "heatmaps" from bungie.org, then when i open a map the heatmap opens. on the heatmap however are dots that show the proportional locations of all the added slots (300 +). Basically a way of locating where your objects are.

of course while this is not impossible it is however hard.

right now however i will keep working to see if i can make a visual calculator :lol:
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kornman00




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Post by kornman00 »

Or make something to import\export to a .obj file the locations\rotations of all the objects.
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Post by xI_V3n93ance_Ix »

Yay a new update.
Kewl to see progress here.
And thank you that you keep updating the source, so I can use the programm too :D

greetz
Vene

EDIT:
Just a little question ...
Could it possible that we have someday something like a BSP viewer to edit the Usermaps ?

EDIT2:
Maybe you should update your Q&A ^^
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CompKronos




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Post by CompKronos »

kornman00 wrote:Or make something to import\export to a .obj file the locations\rotations of all the objects.
that's an even better idea, eventually somewhere along the line a type of viewer would be AWESOME!
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Veegie




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Post by Veegie »

CompKronos wrote:
kornman00 wrote:Or make something to import\export to a .obj file the locations\rotations of all the objects.
that's an even better idea, eventually somewhere along the line a type of viewer would be AWESOME!
I've been throwing that idea for a long time now.
Don't worry, Detox has something much better in the works.
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Eaton




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Post by Eaton »

Veegie wrote:
CompKronos wrote:
kornman00 wrote:Or make something to import\export to a .obj file the locations\rotations of all the objects.
that's an even better idea, eventually somewhere along the line a type of viewer would be AWESOME!
I've been throwing that idea for a long time now.
Don't worry, Detox has something much better in the works.
Ooh! :) Looking forward to that.
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???

Post by Drel057 »

Srry to be stupid, and call me a noob, but where do u dwnld sandbox 3.0 i still have vrs 1.1
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Eaton




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Re: ???

Post by Eaton »

Drel057 wrote:Srry to be stupid, and call me a noob, but where do u dwnld sandbox 3.0 i still have vrs 1.1
It's attached to the very first post in the topic.
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Re: ???

Post by Drel057 »

Eaton wrote:
Drel057 wrote:Srry to be stupid, and call me a noob, but where do u dwnld sandbox 3.0 i still have vrs 1.1
It's attached to the very first post in the topic.
thanks, for some reason i just needed to reload the page and it appeared...weird
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Post by Zora »

Veegie wrote:
CompKronos wrote:
kornman00 wrote:Or make something to import\export to a .obj file the locations\rotations of all the objects.
that's an even better idea, eventually somewhere along the line a type of viewer would be AWESOME!
I've been throwing that idea for a long time now.
Don't worry, Detox has something much better in the works.
Are you referring to a new application sort of like SparkEdit for the Halo: Combat Evolved?
That would be a great step forward into Halo 3 modding.
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Re: ???

Post by GametagAeonFlux »

Drel057 wrote:thanks, for some reason i just needed to reload the page and it appeared...weird
You have to be logged in to view attachments...that's why. ;p
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uralllame




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Post by uralllame »

Now that the Swap button is gone, how exactly do you "swap"?
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Post by shade45 »

uralllame wrote:Now that the Swap button is gone, how exactly do you "swap"?
You have to right click the window picture beside the view mode combo box and set it to show you the tag index.

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Then you just find the object you want to swap and press edit and it will display the same editing window that the swap button used to.

The reason I made it work like this is so you can swap references in empty tag index slots.
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