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(Halo 1)HMT 3.1

Posted: Tue Oct 26, 2004 12:06 pm
by TheKeihatsu
Here is Halo Map Tools 3.1. It is the source code for Halo Map Tools 3.0. In order to open it you need Microsoft Visual Studio .Net. Im not sure of what version is needed, and i've had trouble opening it. Here it is

Posted: Tue Oct 26, 2004 12:10 pm
by ExileLord
No downloads until now. I got the first one. I'm just going to hang onto this until I know how to use it if I ever do.

Posted: Tue Oct 26, 2004 3:17 pm
by Guest
good stuff, thanx 8)

Posted: Tue Oct 26, 2004 3:21 pm
by Pie
i used to have the sorce to one of the hmt's but i dunno what happened to it lol

sneaky mac ninja

Posted: Tue Apr 12, 2005 2:45 pm
by g3david
<takes source code and sneaks it over to the Mac Halo Camp> hehehehehehehehehe...

Posted: Tue Apr 12, 2005 3:03 pm
by DECOY
Thanks, I have that loaded on one of my machines.

DECOY

Posted: Mon Apr 09, 2007 7:17 pm
by l-i-g-h-t-e-r
is it for macs since the other ones are for pcs, and i hope this one is for macs.

Re: (Halo 1)HMT 3.1

Posted: Mon Apr 09, 2007 7:44 pm
by Altimit01
TheKeihatsu wrote:In order to open it you need Microsoft Visual Studio .Net
That should give you a hint.
The only mac apps are the ones in the stickied topic "Mac Halo Modding Utilities" and my Eschaton app.

Posted: Sat Aug 23, 2008 6:42 pm
by WaeV
Sorry for the very large bump, but with which free app could I compile this? Visual Basic 2008 Express wont install for some reason, so I haven't been able to try that, VB 2003 said my stuff was too new for it to run, and most VB "clones" have their own filetypes.

Posted: Sat Aug 23, 2008 6:48 pm
by DeadHamster
Why not just use HMT 3.5? Im pretty sure it's better, considering it's the last version and all.

Posted: Sat Aug 23, 2008 7:25 pm
by WaeV
In most respects, I'm sure it is, but the purpose of rebuilding this is for the changes I've made. Specifically, I copied and pasted bits so that when uploading sound chunks HMT will ask for wavs instead of oggs, which is what it actually requires but refuses to upload.

Posted: Sat Aug 23, 2008 8:11 pm
by DeadHamster
Wait, so will that have fixed sound modding?

Posted: Sun Aug 24, 2008 7:02 am
by bcnipod
WaeV wrote:In most respects, I'm sure it is, but the purpose of rebuilding this is for the changes I've made. Specifically, I copied and pasted bits so that when uploading sound chunks HMT will ask for wavs instead of oggs, which is what it actually requires but refuses to upload.
WHAT?!?!?

that means you would need to convert them back to ogg through something inorder to inject them.

Posted: Sun Aug 24, 2008 7:15 am
by WaeV
Right now, HMT spits out wav files when you extract chunks, but asks for oggs when you go to import chunks. Since it needs wav files, the oggs cause an exception. The change will (hopefully) make HMT ask for wav files instead.

I don't even know if what I did will work. I need to compile it to see.

Posted: Sun Aug 24, 2008 7:19 am
by bcnipod
WaeV wrote:Right now, HMT spits out wav files when you extract chunks, but asks for oggs when you go to import chunks. Since it needs wav files, the oggs cause an exception. The change will (hopefully) make HMT ask for wav files instead.

I don't even know if what I did will work. I need to compile it to see.
It asks for ogg, because that is what most of the sound files are. it spits out wav files because I believe they would be more recognised and easier to edit. what is the point of making it accept wav files if you need an ogg file to go into the sounds.map file.

Posted: Sun Aug 24, 2008 7:26 am
by WaeV
No no, It needs wav files. You already can upload an ogg chunk, but since it is the wrong type it crashes.

For example, when you extract a chunk HMT insists that it is an ogg, but it's really a wav. If you went and extracted a chunk right now, then either renamed it as an ogg or actually converted it to ogg format in order to import it you would get an exception error.

Image

I highly doubt HMT converts the chunk to wav and then leaves it up to you to convert back, it seems more like a bug in the program.

Posted: Sun Aug 24, 2008 7:54 am
by bcnipod
WaeV wrote:No no, It needs wav files. You already can upload an ogg chunk, but since it is the wrong type it crashes.

For example, when you extract a chunk HMT insists that it is an ogg, but it's really a wav. If you went and extracted a chunk right now, then either renamed it as an ogg or actually converted it to ogg format in order to import it you would get an exception error.

Image

I highly doubt HMT converts the chunk to wav and then leaves it up to you to convert back, it seems more like a bug in the program.
Like I said, if you took apart the sounds.map file you will find ogg files not wav files. This is a fact.

Posted: Sun Aug 24, 2008 8:15 am
by WaeV
Then why are wav files extracted from chunks and why do ogg files cause Halo to crash?

Posted: Sun Aug 24, 2008 8:16 am
by bcnipod
WaeV wrote:Then why are wav files extracted from chunks and why do ogg files cause Halo to crash?
because of HMT. If you want proof...

http://img230.imageshack.us/img230/8634 ... 456af6.png

Posted: Sun Aug 24, 2008 8:45 am
by WaeV
It's not the sound files themselves, it's the chunks:

Extracted tracks show up as oggs
Image

Extracted chunks are listed as oggs but are extracted as wavs
Image

The extracted files onscreen
Image

When dealing with tracks, the original extracted file can be imported
Image

When dealing with chunks, the original file cannot be imported
Image

The reason editing sound effects works is because there's only one chunk, which is all the track file seems to be able to overwrite. In order for chunk importing to work, I'm convinced HMT needs to be able to accept wav files like those it spits out.

On a side note, I installed Visual Studio 2008 Express on my mom's laptop and it found some 151 errors with the HMT source code. Is there anyone with knowledge of visual basic that could help out?