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Thread: OpenSauce Halo CE SDK Update #2 (RC)

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  1. #1
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Rambo View Post
    But that's exactly how easy it is. If I run Lightmaps on a BSP, then swap the Lightmaps tag out, what happens is it adopts the new shadows. I can do this and verify it in the form of a video if need-be, provided I am 100% accurate. If this works then all one has to do is swap Lightmap tags. It's just a bitmap that goes over the BSP coordinates, that's it. With no Lightmap tag defined, everything is completely lit with no shadows.

    Also, about the extra client data issue, didn't Bungie do that on purpose when they released 1.07, just to prevent people from hacking you?
    Thing is, doing that while the game is actually running might not be that easy. There would be more to it such as figuring out when and where to make the changes, managing the resources, handling bsp changes, etc. It's very rarely as easy as it sounds. Plus it's not down to kornman to do it, no harm in having a go yourself .

    Sorry i'm a bit late with this, but there's one more bug for CheApe.

    If I build a CheApe project the tag definitions tend to be fine in guerilla, but if I make a change, such as a field name in the xml, then build again without closing CheApe, the tag definition has a load of gobbledegook names.

    Screenies:

    Right:

    Wrong:


    I've uploaded the tag_groups >here<

    And the xml, incase i'm doing something wrong in there:
    Code:
    <?xml version="1.0" encoding="us-ascii" standalone="yes"?>
    <definitions game="Halo1">
        <flags>
            <Flag name="effect_activation_flags">
                <field>initially active#Is the shader active when the game starts</field>
                <field>active during cutscenes</field>
            </Flag>
            
            <Flag name="shader_collection_flags">
                <field>enable fake hdr</field>
                <field>enable shader effects</field>
                <field>enable motion blur</field>
            </Flag>
            
            <Flag name="motion_blur_flags">
                <field>use vignette#Reduces the amount of blur towards the centre of the screen</field>
            </Flag>
        </flags>    
        
        <enums>
            <Enum name="effect_render_point_enum">
                <field>pre alpha blended faces</field>
                <field>pre hud</field>
                <field>pre menu</field>
                <field>post menu</field>
            </Enum>
        </enums>
    
        <data>
            <TagData name="shader_postprocess_bitmap_file_location_data" maxSize="256" isTextData="true" />
            
            <TagData name="shader_postprocess_effect_source_code_data" maxSize="32768" isTextData="true" />
            
            <TagData name="shader_postprocess_effect_compiled_code_data" maxSize="32768" />
        </data>
    
        <blocks>        
            <TagBlock name="shader_postprocess_bitmap_block" maxElements="4">
                <field type="String" name="value name" blockname="true" />
                <field type="Data" name="relative location" definition="shader_postprocess_bitmap_file_location_data"/>    
            </TagBlock>
            
            <TagBlock name="shader_postprocess_bool_block" maxElements="8">
                <field type="String" name="value name" blockname="true" />
                <field type="ShortInteger" name="value"/>
                <field type="Pad" definition="2" />    
            </TagBlock>
            
            <TagBlock name="shader_postprocess_int_block" maxElements="8">
                <field type="String" name="value name" blockname="true" />
                <field type="LongInteger" name="value"/>
            </TagBlock>
            
            <TagBlock name="shader_postprocess_float_block" maxElements="8">
                <field type="String" name="value name" blockname="true" />
                <field type="Real" name="value"/>    
            </TagBlock>    
                
            <TagBlock name="shader_postprocess_dynamic_float_block" maxElements="8">
                <field type="String" name="value name" blockname="true" />
                <field type="RealBounds" name="value bounds"/>
                <field type="Real" name="change per second"/>        
            </TagBlock>
            
            <TagBlock name="shader_postprocess_pass_block" maxElements="16">
                <field type="String" name="pass name" blockname="true" />
                <field type="RealPoint2D" name="scale" />    
            </TagBlock>
            
            <TagBlock name="shader_postprocess_shader_block" maxElements="32">
                <field type="String" name="name" blockname="true" />
                <field type="Point2D" name="render quad tesselation" />    
                <field type="Block" name="additional bitmaps" definition="shader_postprocess_bitmap_block"/>
                <field type="Block" name="bools" definition="shader_postprocess_bool_block"/>
                <field type="Block" name="integers" definition="shader_postprocess_int_block"/>
                <field type="Block" name="floats" definition="shader_postprocess_float_block"/>
                <field type="Block" name="dynamic floats" definition="shader_postprocess_dynamic_float_block"/>
                <field type="Block" name="passes" definition="shader_postprocess_pass_block"/>
                <field type="Data" name="effect code" definition="shader_postprocess_effect_source_code_data" />
                <field type="Data" name="compiled code" definition="shader_postprocess_effect_compiled_code_data" />
            </TagBlock>
            
            <TagBlock name="shader_postprocess_effect_shader_block" maxElements="12">
                <field type="LongBlockIndex" name="shader" definition="shader_postprocess_shader_block" />            
            </TagBlock>
            
            <TagBlock name="shader_postprocess_effect_block" maxElements="16">
                <field type="String" name="name" blockname="true" />
                <field type="Enum" name="render point" definition="effect_render_point_enum" />
                <field type="ByteFlags" name="flags" definition="effect_activation_flags" />
                <field type="Pad" definition="3" />
                <field type="Block" name="shaders indicies" definition="shader_postprocess_effect_shader_block" blockname="true"/>
            </TagBlock>
        </blocks>
    
        <groups>
            <TagGroup name="shader_postprocess_collection" groupTag="shpc" version="1">
                <field type="ShortInteger" name="version" locked="true" />
                <field type="Pad" definition="2" />
                <field type="ByteFlags" name="flags" definition="shader_collection_flags"/>
                <field type="Pad" definition="3" />
                <field type="Real" name="luminosity target"/>
                <field type="Real" name="luminosity change p/sec"/>
                <field type="RealBounds" name="luminosity change bounds"/>
                <field type="Real" name="motion blur amount"/>
                <field type="ByteFlags" name="motion blur flags" definition="motion_blur_flags" />
                <field type="Pad" definition="3" />
                <field type="Block" name="shaders" definition="shader_postprocess_shader_block" />
                <field type="Block" name="effects" definition="shader_postprocess_effect_block" />
            </TagGroup>
        </groups>
    
    </definitions>
    Also, with the shader_postprocess_collection tag, where WERE you going with it ? Compiled into a map, or just a tag loaded externally?

  2. #2
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by FireScythe View Post
    Sorry i'm a bit late with this, but there's one more bug for CheApe.

    Also, with the shader_postprocess_collection tag, where WERE you going with it ? Compiled into a map, or just a tag loaded externally?
    Fixed. Wasn't resetting a few things when there was a re-import

    The tag was to be built into cache files so that people didn't have to use external files like you initially had with your post-process demo

  3. #3
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Ah ok then. I'll probably still have external shaders aswell, for global effects, with compiled shaders for map specifics, but that's for another time :P.

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