Just use these:
http://hce.halomaps.org/index.cfm?fid=1049
http://hce.halomaps.org/index.cfm?fid=2874
Printable View
I have a small update available for you guys...it's right here in this picture.
See that window? It's the latest feature available in Tool #. If you can't guess what it is, it will make any map maker's job easier. It took me quite some time, but I managed to not only be able to read a JMS file, but now I can recreate one with edited material names.
This will make life easier for mappers because you can now change properties of each material in the list using the available check boxes. Obviously, there will be built in limitations because you can't have a collision model and a render only one at the same time (that just defies physics!).
The program has proven to be extremely fast at reading a JMS file, reading nearly 100 different material names and their appropriate paths in less than one second, and writing them all in roughly 2 seconds (because I have to rewrite the original file around it).
You'll have to wait till we release the next build of Tool #, which will also include some new dialogs as well.
PS: For those of you who noticed, the window is different. It says "Debug Window" along the top, and for those that can find it, there's a debug form in your version too. However, it's hidden pretty well :), and includes a beta of the JMS reader.
Just to let you know, we are still working on this diligently, cleaning up code and adding new stuff in (such as this!). There will also be a dll of the JMS Reader/Writer so you can design your own GUI's around the dll in the framework.
Any questions, lemme know here!
Most impressive.
For shader symbols, consider adding an additonal combolist field called "Collision Attributes", where you have "None", "Render Only", "Collision" and then "Large Collidable". Since the user isn't suppose to check them at the same time, it would appear more natural in a single selection box (especially since they're all collision related anyway)
The same should go for the shader flags field, it should just be just like an enumeration field since you can only have one of them.
Also, consider moving the explanation detail text as a second text box in the explanation name pane (ie, "$$$ SHADER SYMBOLS $$$"). That's how the explanation fields work in the toolkit; they have a "title" (large font text) and a "description" (regular font text at the bottom)
All that considered, it should shorten up the editor form a good deal so you don't need as much consumable view space to view it all.
Ok, here's a new update to the look of the Material Editor:
http://i35.tinypic.com/33kyd1x_th.png
It fully works as well, able to save and load the entire list really fast. We did a count on Blood Creek and it loaded over 100+ Materials in less than a second, and resaving it was really fast too.
Any suggestions are welcome.
Unearthing an old topic to bring some news.
Tool # is still being developed for those that use it. I've been taking my time, making sure everything inside it works perfectly.
The next release I'll hand you will not add new task abilities, but it does add a new GUI entirely: The Simple Interface. It looks nothing like Guerilla does, going for a more simplistic approach:
http://i47.tinypic.com/2ugjae8_th.png
Most people would probably use just two or three of those buttons.
On top of this, I've been doing several bugfixes for the Guerilla Theme. Can't really say bugfixes because I've rewritten them entirely (well one at this point) and even added a new feature to the bitmaps: Detecting each bitmap and making sure they're valid textures. How so? Most of you know this, but for those that don't, halo's engine takes textures that has dimensions from a power of 2. Basically, the number, when divided by 2 enough times will result in 2. If any bitmaps fail, the path will stay red, and you can view these error messages by right clicking the box and hitting "Error Details". Things like this to enhance the ease of using Tool # and making map making easier to do overall.
I hope to have this done tonight, but if not, I'll probably make a release before the end of February if I'm happy with how things look.
It's been a long time since I posted and I apologize. If anyone is still interested in this program being complete, I'd like to know. School work caught up to me and lack of motivation kind of killed out any progress that was made, not to mention I have to restart on it (the last source code I've been able to find is pretty old and buggy). The Simple Interface needs to be restarted, same with the Guerilla Interface. I wish I didn't have to restart, but it's unavoidable. For those who are interested, bear with me, I'll get a solid release out there sometime soon.
I'm ready to give you guys a beta release of Tool #. It had to (unfortunately) be restarted since all the good code I had was lost :saddowns:
Here's what's wrong:
- Lightmaps & Build Maps are broken
- Batch Classes are not working either (Can't save/load/import stuff)
- Only supports Tool.exe and Toolpro.exe (theoretically Toolpro, haven't tested)
Here's the good stuff:
- Forms have individual handles now, rather than relying on global variables
- Individual windows have their own menu bars for controlling options on that window.
- Tool output is a bit more reliable now
- Shader detection is properly fixed and will prompt you if you're missing shaders.
- Bitmaps are checked for valid image dimensions (slightly buggy still). You can also view your bitmaps by clicking the "View" button on the Bitmaps form.
- The tag folder is scanned at runtime and can be refreshed by either going to Options -> Refresh Tags, or Ctrl + F5. Also, when a tag is manually placed/created by Tool #, it is added to the internal shader list (to save time from rescanning).
- Got a fancy facelift.
I probably missed a few things, but whatever. If you want to try it out, just place the EXE and DLL in the root Halo Directory.
Download it here
How did I miss this :o
very nifty, tho when you go to view your bitmaps, the displayed image is full size, when you preview an image, it shows all of it, a shrunk image. you might want to fix that. Also, load button don't do anything