[WIP] Zeus: Pre-alpha 1 release

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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Sparky » Tue Sep 28, 2010 8:42 am

Zeus-related File Extensions

Project Files
  • Zeus uses project files with the extension .zprj. (I can't use .zpj, .zpr or .zpf, and even though Eschaton uses .meta, which is already in use, I want to avoid extension conflicts.) Project files include all opened maps, tags, gametypes, savegame files, and anything else you decide to modify in a single Halo modding session. All these files associated with a project are copied to a folder named after your project and the files are all stored into application memory (in Eschaton terms, maps are always expanded). I'll clarify this point in a later paragraph.
Tags
  • Zeus can handle a variety of tag files, including all Halo CE Halo Editing Kit tags (such as .gbxmodel and .projectile), Eschaton .meta / .xml formats, and the Incyclopedia .incy format. It will eventually also support tag types for other versions of Halo, like .crate for Halo 2.
Maps
  • Map files for all the Halo games end with .map. All these files will be supported.
Saved Games, Saved Checkpoints, Player Profiles and Gametypes
Files with the following extensions will also be supported: .sav, .lst, and .bin. These include saved game files, autosaved checkpoints, player profiles, and gametypes.

Zeus Tutorial
Note: While the program is in alpha stages, some of the details presented below may change. I welcome your comments on this interface. I'll provide a new tutorial with each release of Zeus. There will also be a video tutorial available, when the time comes.

The goal of this is to get you acquainted with all of Zeus's main features very quickly.

1. Open Zeus. You will be welcomed as a first-timer if there are no existing preferences available to the application. It will automatically open the Zeus -> Preferences window for you, where you should at least specify locations for your Halo games.

2. Go under Project -> New...

3. A save dialog will come up and ask you where you want to save the project. By default, this is your Documents folder (or wherever you set under Zeus -> Preferences), but you may want to use your Halo game folder, instead. Wherever you decide to save your project, make a new folder and name it after your project. For the purposes of this tutorial, go to your Documents folder and make a folder called "Zeus Projects", then inside this folder, make a folder called "Super Spartans". Now type Super Spartans into the project name and save it into the "Super Spartans" folder by clicking Save. The path to the project file is now Documents : Zeus Projects : Super Spartans : Super Spartans.zprj.

4. After you click Save, a project window will be presented. This is where we will do all our modding. I will now continue along the lines of this tutorial so that you can understand what each item does.

5. As I mentioned before, each project file contains all of our modded files (including maps, saved games, etc.). To demonstrate how this works, go under Map -> Open..., then choose an existing Halo Demo map file and click Open. You will see the map file in the project window. Save the project by going under Project -> Save. Now switch out of Zeus into the Finder and take a look at the project in Documents : Zeus Projects : Super Spartans. Inside the project folder, you see a duplicate of the map file that you opened; the original map file you selected in the Map -> Open... dialog window remains untouched. The advantage to this is that you no longer need to make backups of your map files before opening them, but the disadvantage is that you will be using disk space for each item in your project file. The project file itself uses very little space.

6. Now to get to the modding! Click on the existing map file from the list and press the Delete key so that the map we opened before is removed from the project. Now go under Map -> New. In the Map Information area, choose Halo Demo, and Multiplayer. TaDa! You just made a working Halo Demo multiplayer map! Granted, the scenario is empty, but if you were to save the map file right now, it would still load properly - you would only see an area of black void and you would not spawn; it would be like a multiplayer chat room instead of a playable game.

7. We are going to make the scenario for the map now. Click on the Meta Editor tab and choose Scenario. What's interesting here is that you will NOT see a long list of values that you have to sift through, but instead, you'll see a popup menu. Click on the popup menu and choose Player Starting Locations. You will see two columns, one for each team. Notice that by default, there is one spawn point for each team - one for red and one for blue. This and other default values are provided so that the map is playable when the Halo game loads it. Zeus will automatically prevent maps from being corrupted, and will fix any existing corrupted maps that you open in a Zeus project file, to make sure that those map files will not crash the game from any known potential issues. Clicking on a spawn point in the list brings up a preview of the location as it appears in the Zeus scenario viewer in addition to the specific details about that spawn point. You can manually type in the location's coordinates and rotation, but since we have the item selected already, let's close out of the meta editor and click on the Scenario Viewer tab.

8. In the Scenario Viewer, we are taken directly to the spawn point that we have selected in the Meta Editor. (Selections are maintained between editing modes.) Before we do anything further with this editing mode, let me introduce you to the Scenario Viewer controls:
Camera Controls (you can change these in Zeus -> Preferences):

esc - break out of all editing modes (this is your "panic" key until you become familiar with the controls ;) )
space bar - toggle camera / cursor control modes
opt - toggle visual guide mode (while in cursor control mode, hold option and use the left mouse button to make helper shapes)
cmd - object rotation mode (hold command and use the movement controls to rotate a selected object)

delete - delete any selected object
shift - multiple selection
q - de-select all objects

Left-click - in cursor control mode, this selects an object; in camera control mode, this toggles a 4x-scope-zoom-magnifier of the current view; in visual guide mode, this selects a visual guide

Left-click-drag - in cursor control mode, this draws a multiple-selection box; in visual guide mode, this lets you draw visual guides as geometric shapes or lines

Right-click or ctrl-click - nothing

Right-click-drag or ctrl-click-drag - while in camera or cursor control mode, "grab" an object and move it; while in visual guide mode, "grab" a geometric shape or line and move it

e - move forward
d - move backward
s - move left
f - move right
mouse wheel forwards / a - move up
mouse wheel backwards / z - move down

r - replicate (duplicates any selected items, if possible)
w - drop to bsp ground (brings the camera or the selected items straight down until their models collide with a part of the sbsp model)
g - toggle display grid (1 square grid = 1 square world unit)
t - toggle lock adjustments to grid/round to regular values (like 45 degrees and integer numbers)
v - toggle birdseye / perspective view (birdseye view snaps the camera to 1km above the map, facing downwards)

User Guide:
• When the Scenario Viewer viewport is displayed, it is watching your keyboard and mouse movements. If you need to "panic" and revert to regular mouse controls outside the editor, hit the esc key on the keyboard.
• Press the keyboard's space bar to activate the camera. Now when you move the mouse, you rotate the camera view, and when you use the E, D, S and F keys and the mouse wheel (or for users without a mouse wheel or trackpad scrolling support, the A and Z keys), the camera moves around the scenario.
• Press the space bar again to deactivate the camera and activate the mouse cursor. You can click on an item in the scenario and move the item using the same controls, but this time they will affect the selected item(s) rather than the camera.
• Click and drag or shift-click to select multiple items. To select multiple items of the same type only, choose "similar types" instead of "all types" or a specific type from the selection popup menu above the viewport.
• If you want to move the camera and selected objects at the same time, although this isn't usually necessary, hit the space bar until you are in camera mode, then use the standard camera controls and right-click-drag (or ctrl-click-drag) the objects around; moving the mouse with the right mouse button down will move objects rather than rotate the camera.
• To adjust the rotation of an object, hold the cmd key while using the same E, D, S and F keys, or hold the cmd key while right-clicking / ctrl-clicking and dragging the mouse.
• You will also see some options at the top, like those that let you lock selected objects' coordinates or rotation values, and handle all selected objects as either a group or as individual items (so you can rotate objects around their local axes or around the group midpoint axis, and drop each item to its nearest bsp collision or drop it only until another object in the group collides with the bsp). You can create and modify selection groups, and change whether replicated items are added to the previous selected group of items, or created into a new selection group.
• Holding the option key down while in cursor control mode puts you in visual guide mode. You can add geometric shapes and lines in this mode by using the left mouse button: left clicking to select shapes and left dragging to make and adjust them. Visual guides can help you determine general distances between objects and to create geometric guidelines, like when you want to place a large King of the Hill circle on a map. Visual guides are not saved into a map file and will not appear in-game (they are saved in the Zeus project file). To delete a visual guide, option-left click the geometric shape and press the Delete key.
So go ahead and move the spawn points to wherever you want to move them, and make as many as you want by using the (r)eplicate key. By default, replicated objects are not added to any previous group, and they are uniquely selected. So when you select a spawn point and hit R three times, you get only three new spawn points, not an exponential (1 + 1 + 2 + 4) eight spawn points. But you can change this behavior in the options above the viewport.

If you ever totally mess up in the scenario editor or otherwise need to abort, use the "panic" key, the escape key on the keyboard. Then you can select Edit -> Undo or just quit Zeus without saving the project (which will make you lose all your changes since the last project save).

[to be continued and revised]
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Mgalekgolo » Tue Sep 28, 2010 12:53 pm

thats very well thought out (3

will we have to rebuild like eschaton?
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Sparky » Tue Sep 28, 2010 7:53 pm

Yes and No, because Zeus doesn't simply load map files - it duplicates them to the project directory, opens those duplicates, then when you are done making changes, you have to export the map file. Forget what I said before about saving changes; Zeus will save all your changes dynamically, like some other Apple applications. You won't need to save changes, but you will need to export map files to a working copy that can be used with the game. To export the map, go under Map -> Save As... and save it as a bloodgulch.map file for Halo Demo, for example.

So technically, you don't have to wait for it to rebuild unless you are converting the map to another game version, like Halo 1 to Halo 3. Then the conversion process will take a moment to make changes to the map file, attempting to convert existing tags according to your preferences. But after that, you just modify the map as normal, then when you're done, you Save As and the map file is simply copied from the Zeus project folder to the new location under the new name you give it. Technically, there's no rebuilding, but Zeus makes all the changes when it needs to, dynamically, into the map file as you are modding.
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Mgalekgolo » Wed Sep 29, 2010 1:51 pm

you should put a move or copy choice in the prefs
what if we have barely any space and have a 500 mb map (lolwut)
just speculating.
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Sparky » Wed Sep 29, 2010 2:22 pm

[i]Zeus -> Preferences[/i] wrote: Saving

When opening a Halo file, (popup menu: Move / Copy) the file to the project folder.
When saving a Halo file, (popup menu: Move / Copy) the file from the project folder to the new location.
Alternatively, I can have a pair of radio buttons in the Open and Save dialog windows for any type of Halo file.
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Mgalekgolo » Wed Sep 29, 2010 2:43 pm

oh ok sweet!
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Smythe » Thu Sep 30, 2010 3:05 am

Something i think is needed is that everything should have a shortcut key. Cmd-Something, ya dig?
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Sparky » Thu Sep 30, 2010 7:42 pm

olly12345 wrote:Something i think is needed is that everything should have a shortcut key. Cmd-Something, ya dig?
Yep; I'll do that as much as is practical.

The cmd and opt modifiers would only work outside of Scenario Viewer Mode. Also, they would be usurped by any global hotkeys users have configured under System Preferences or in QuicKeys. For example, if I press cmd-1 right now, it sends my screen to Space 1.

However, there is some serious drag-and-drop support and basic arrow key and mousewheel support already planned, so that should help.
Cmd-arrow could switch to the next editing mode, for example, like from Map Information to Meta Editor.

Here's a big question about the interface: do you want separate windows, like you have in SwordEdit: Starlight and Sapien, or do you want everything inside a single windowed area, like the alpha 0.1 version portrayed?
If there are separate windows, then there would be one for each of these:

Navigation - selecting active map files and their tags
Map Information - editing map types and structures via user-friendly text fields and popup menus
Meta Editor - editing tag data via user-friendly numbers, letters, and other interfaces
Viewport, what I've been calling "Scenario Viewer" up until this point - displaying bitmapped models and editing scenarios
Hex Editor - editing tag data "manually" (is it ever really manually when you're using a computer?) with hex values

If you have a large monitor resolution, then multiple windows is no problem. But it may be too claustrophobic even at 1024x768 resolutions. If Zeus has everything inside a single window, then things won't seem to immediately synchronize between editing modes, but you won't need to worry about window management at all. Regarding window management, there will be a Window -> Reset to defaults menu option if there are multiple windows anyway.

What do you prefer?

I'll also have to do something unspecified with the INCY Online...
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by 2310 » Thu Sep 30, 2010 9:29 pm

I vote single windowed area. Might be just me, but I find that multiple constant (non-alert/dialog) windows are bad at any resolution other than really big (like full HD) screens. Probably better to fit them into the same window - if it gets too small they can scroll.

Alternatively, you could have detachable palettes/toolbars like some word processing softwares.

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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)

Post by Sparky » Sat Oct 02, 2010 11:15 am

We need a "constrain to CSS" option in Zeus -> Preferences that only shows fields that will maintain CSS: Yes when edited. I don't see any point in breaking it down to Yes, Semi and No in preferences, do you?
Last edited by Sparky on Thu Oct 07, 2010 8:26 pm, edited 1 time in total.
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Re: [WIP] Zeus

Post by Jopaka » Thu Oct 07, 2010 2:21 pm

yesh is good idea, but I can't wait for this app, it will make me happy.
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Re: [WIP] Zeus

Post by Zanghfei » Thu Oct 07, 2010 5:52 pm

Sparky When you done ZEUS can you make me tiger version for me please?


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Re: [WIP] Zeus

Post by Sparky » Thu Oct 07, 2010 7:32 pm

Zanghfei wrote:Sparky When you done ZEUS can you make me tiger version for me please?
I don't know yet. I might be able to do this easily, if the application is programmed strategically.

- When you open a map, the Viewport will show immediately, like it does with SwordEdit. The camera will automatically be positioned 500 world unit meters above the SBSP ground, facing downwards (where z = 0, so the camera will be at z = 500 in-game meters).

I tested 500 meters with The Island mod, using the Pelican to fly up to that height in a game of CTF. I also tested it with A-Wing Testing Grounds in CTF mode. It seems that 500 game world unit meters is the most helpful starting location to begin above the map... so when you open a map with Zeus, you will first see the fully-populated scenario for you to edit. This means I'm rearranging the edit mode order to include the Viewport with the Scenario first. I figure most people will want to see the map before messing with other "manual" metadata details like game physics and map type, or messing with the map's structure.
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Re: [WIP] Zeus

Post by Mgalekgolo » Fri Oct 08, 2010 11:04 am

kinda offtopic but i seem to find swordedit a little better than sapien in a few ways.
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Re: [WIP] Zeus

Post by Sparky » Fri Oct 08, 2010 3:42 pm

Mgalekgolo wrote:kinda offtopic but i seem to find swordedit a little better than sapien in a few ways, such as...
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