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

  1. #321
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Quote Originally Posted by Kornman00 View Post
    RealArgbColor
    this is the field type name, to answer your question

  2. #322
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Yeah, forgot to post that that one worked. I was being foiled by capitalisation .

  3. #323
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    In order to make Lightmaps work fully, we need to force Halo CE to bypass the structure_bsp tag embedded in the .scenario tag, as well as the sky tag. In order to use the BSP Sets, we must trick or force OS_Toolbeta into recognizing the project_yellow tag as a scenario_structure_bsp tag. When compiling with no BSP, i got this exception.

    Microsoft Windows [Version 6.0.6002]
    Copyright (c) 2006 Microsoft Corporation. All rights reserved.

    C:\Program Files\Microsoft Games\Halo Custom Edition>os_toolbeta build-cache-fil
    e levels\test\blood_creek_campus\blood_creek_campus
    Couldn't read map file './toolbeta.map'
    WARNING: 16 clusters in structure_bsp levels\test\blood_creek_campus\blood_creek
    _campus have no background sound or sound environment.

    EAX: 0xE1740000
    EBX: 0x006C8F01
    ECX: 0x106BD24B
    EDX: 0x006CF740
    EDI: 0x00129E30
    ESI: 0x00000000
    EBP: 0x00129D08
    ESP: 0x00129CF8
    EIP: 0x776D5E74, C3 8D A4 24 ?????
    EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#265: tag_get(0xe
    1750001) expected group 'scenario_structure_bsp' but got group 'project_yellow'


    C:\Program Files\Microsoft Games\Halo Custom Edition>
    As you can see, it DOES recognize that there is a BSP; however, it halts upon detecting that it's coming from the project_yellow tag. I say this because of the fact that it senses my unused clusters, which i set up as a test to deliberately create an error warning that would let me know when a BSP is being used.

    Please help fix this so we can utilize Lightmaps fully.
    Last edited by Rambo; February 8th, 2010 at 12:47 PM.

  4. #324
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I explained to you how it would work Rambo. You're just going to have to wait until I figure out how to do it myself because no one else is going to do it.

  5. #325
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    I understand. It's just, how are we going to reroute the BSP information from the scenario to the project_yellow tag, forcing an ignore of the data in the .scenario structure hierarchy, including BSP and Skies. As of now, Sapien utilizes the data from the .scenario tag, ignoring the project_yellow information. We would have to encode something into the tag_groups.map, which is the equivalent of the d3d9.dll for Halo CE, which Sapien cannot run but the tag_groups.map it does recognize. Somehow, we have to route scenario functions to the project_yellow side of the equation before we can utilize new cript commands.

    That's where Kornman00 comes in, because he can address the HEK issues, not the SDK ones that we can. We don't have his code for the HEK; he does.

    Nevertheless, I do understand where you're coming from, Dwood. I agree totally. Yes I do have to wait. Any suggestions on a fix?

    BTW: Thanks so much for stepping up to the plate and helping. I know it seems like i may not be appreciative, but I am quite the opposite. I do appreciate the help because without a programmer, my DTS would suck.

  6. #326
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Dun worry about any of the hek issuez. When I figure this whole adding tags to Open Sauce I'll add it- I'm not 100% sure if I'll be using that section of the Yelo Tag, however, until I understand all that goes on in that area of OS. I may just be adding my own tag, or use a tag_list (hek not handy).

    You're going to have to wait, a while, however. (ie probably at least 3 weeks mang) My priority list has been reshuffled. quite a bit.

  7. #327
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Hey I've waited this long I can wait longer.

  8. #328
    Neanderthal Dwood's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    Run lightmaps in the meantime lol.

  9. #329
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    1) You got that error because you tried building an OS enabled scenario using the stock build-cache-file command. You can't do that (I'm pretty sure I stated this somewhere). You have to remove the reference to the yellow tag, then you may have to hex edit the scenario tag to change the tag reference field to a 'sbsp' instead of 'yelo'.

    2) There's tag data already avaiable in the project yellow tag for filling out lightmap data...just use that. It's just manual work. That's as much support you're going to get from me on this multiple lightmap issue.

  10. #330
    Senior Member Rambo's Avatar
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    Re: OpenSauce Halo CE SDK Update #2 (RC)

    where do you hex edit it? At the BSP side or the Yelo side? I mean... Up top at the bottom?

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