Sparky's To Do List
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Re: Sparky's Summer 2010 To Do List
Sparky, can you send me the original blue prints, I would like to review over them.
Re: Sparky's Summer 2010 To Do List
Sent.Zodiark wrote:Sparky, can you send me the original blue prints, I would like to review over them.
Next up from my To Do List:
1. G[v]N's mod
2. Zodiark's blue-printed mod
3. Eschaton Plugins v2 (includes machine, control and device-related plugins)
4. Scenario Madness Final release
5. Galaxy Wars 1.0 (multiplayer)
6. etc.
EDIT: Sorry, guys, but I'm taking a time out to finish the scnr plugin. It's a breeze, using the starter plugins as a template (thanks, Conure)! Release likely tomorrow. When I'm done, you'll be able to match up machines and devices with their controls and whatnot... basically, you'll be able to customize the machines and everything else, just like in Guerilla. I will release my Scenario Madness Final template along with the scnr plugin that kicks-off the Eschaton Plugins v2 (as v2.1).
So tomorrow, you'll have all the things you'll need to make your very own customized scenario: Scenario Madness Final, and Eschaton Plugins v2. Now we just need SwordEdit to add support for other tag types than vehi, scen, and netgame items, and things will be so much easier...
Oh, this will let you add AI as allies, too.

Either you are groping for answers, or you are asking God and listening to Jesus.
Re: Sparky's Summer 2010 To Do List
Funny thing was, i went to the apple store the next day and found JEDI KNIGHT GOLD PACK and they made everything work on my computer so i got it.
I now own and pwn.
I now own and pwn.
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
Re: Sparky's Summer 2010 To Do List
Who will I give it to now, Amy?
I've made some slight adjustments to the schedule:
First, I need to release the scnr plugin type and my Scnr Madness template, which will allow awesomeness in modding. Next, I need to help Graveen with a small map of his, then I'll get started on Zodiark's. Then Galaxy Wars madness, then more plugin creation and other extraordinary things.

I've made some slight adjustments to the schedule:
First, I need to release the scnr plugin type and my Scnr Madness template, which will allow awesomeness in modding. Next, I need to help Graveen with a small map of his, then I'll get started on Zodiark's. Then Galaxy Wars madness, then more plugin creation and other extraordinary things.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: Sparky's Summer 2010 To Do List
And mah ship... mah ship needs to be shipped...
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
Re: Sparky's Summer 2010 To Do List
Sparky's Eschaton Plugins version 2.0 (actv, actr, bipd, cont, scnr)
Scenario Madness Final (multiplayer) -- 146 MB map file
Q: How do I use a control panel to activate a machine or light?
A: In Eschaton, navigate to the scnr meta data. Choose the control panel you want to use and set its position group with the popup menu to whichever chunk you want. In the same scnr meta area, choose the machine or light that this control will be toggling. Set its position group to the same chunk number. Now they are linked.
Q: What is a power group, and what is a position group?
A: A device group can be used as a power group and/or a position group. The power groups control whether the items in the group have power - whether they are usable. Objects in a position group will activate or toggle open/on/up and locked/off/down any other objects that are in the same position group. So if a switch and a door are in the same position group, toggling the switch will open the door. When an elevator is "off", it is in its lowest position, and when it is "on", it is in its highest position.
Q: How do I add AI (artificially intelligent actors) to my map?
A: Using either the single player or multiplayer template map, use Eschaton to navigate to the scnr tag's meta data. Now go under the Encounters field. An Encounter is just what it sounds like: an overall instance of one or more AI characters within a general area. You can set the team index and respawn rate of the actors in this encounter. Within each encounter (look under reflexives) are squads, platoons, and other settings. The best thing to do is explore these on your own and ask any specific questions here at MGM if you simply cannot figure them out.
Q: Are there any AI's included in scenario madness?
A: There are 64 different AI's included in the scenario tag by default:
Q: Why does it say "waiting for space" when it loads the first time?
A: I have no idea. I tried moving spawn points and whatnot, but to no avail. Just restart the game. I'll try to figure this out in case it has an adverse effect upon using AI.
Scenario Madness Final (multiplayer) -- 146 MB map file

Q: How do I use a control panel to activate a machine or light?
A: In Eschaton, navigate to the scnr meta data. Choose the control panel you want to use and set its position group with the popup menu to whichever chunk you want. In the same scnr meta area, choose the machine or light that this control will be toggling. Set its position group to the same chunk number. Now they are linked.
Q: What is a power group, and what is a position group?
A: A device group can be used as a power group and/or a position group. The power groups control whether the items in the group have power - whether they are usable. Objects in a position group will activate or toggle open/on/up and locked/off/down any other objects that are in the same position group. So if a switch and a door are in the same position group, toggling the switch will open the door. When an elevator is "off", it is in its lowest position, and when it is "on", it is in its highest position.
Q: How do I add AI (artificially intelligent actors) to my map?
A: Using either the single player or multiplayer template map, use Eschaton to navigate to the scnr tag's meta data. Now go under the Encounters field. An Encounter is just what it sounds like: an overall instance of one or more AI characters within a general area. You can set the team index and respawn rate of the actors in this encounter. Within each encounter (look under reflexives) are squads, platoons, and other settings. The best thing to do is explore these on your own and ask any specific questions here at MGM if you simply cannot figure them out.
Q: Are there any AI's included in scenario madness?
A: There are 64 different AI's included in the scenario tag by default:
- arbiter energy sword
arbiter plasma rifle
captain
captain ingame
crewman command
crewman engineer
crewman pilot
crewman pistol
crewman science
crewman security pistol
crewman tech
fred cyborg
linda cyborg
sam cyborg
cyborg armored
cyborg major
elite commander energy sword
elite commander plasma rifle
elite major needler
elite major plasma rifle
elite minor needler
elite minor plasma rifle ranged
elite minor plasma rifle
elite specops needler
elite specops plasma rifle
stealth elite major energy sword
stealth elite major plasma rifle
stealth elite plasma rifle
engineer major plasma pistol
flood infection nopop
flood infection
floodcarier
floodcombat elite unarmed
floodcombat elite stealth unarmed
floodcombat elite assault rifle
floodcombat human assault rifle
floodcombat human unarmed
grunt flee major needler
grunt flee major plasma pistol
grunt flee minor needler
grunt flee minor plasma pistol
grunt major needler
grunt major plasma pistol
grunt minor needler
grunt minor plasma pistol
grunt specops fuel rod airdef
grunt specops fuel rod
grunt specops needler
gunner grunt
h2 spartan
cortana assault rifle
lord hood assault rifle major
lord hood assault rifle
monitor
hellspawn
hunter major
hunter
jackal major plasma pistol
jackal major plasma rifle
jackal minor plasma pisto
jackal minor plasma rifle
marine assault rifle major
marine suicidal
sentinel shielded major
Q: Why does it say "waiting for space" when it loads the first time?
A: I have no idea. I tried moving spawn points and whatnot, but to no avail. Just restart the game. I'll try to figure this out in case it has an adverse effect upon using AI.
Last edited by Sparky on Sat Jul 03, 2010 11:24 am, edited 3 times in total.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: Sparky's Summer 2010 To Do List
*Faps*
This is great sparky! *Steals orphans cookies*

*Gives Cookies*
*Tastes cookies*
*Mud Cookies*
*Gives Anyway*
This is great sparky! *Steals orphans cookies*

*Gives Cookies*
*Tastes cookies*
*Mud Cookies*
*Gives Anyway*

Re: Sparky's Summer 2010 To Do List
where is this "multiplayer template" map?
kiddten, on most things nowadays wrote:no
TaxiService wrote:HERE IS THE GODDAMN WALDO YOU CHEATING DICK
๖ۣۜĐeяP wrote:U MOTHER FUCKER AND U FUCKING PARENTS AND FUCKED OFF ASS HOLES
Re: Sparky's Summer 2010 To Do List
Sorry, I forgot I still needed to make the readme file. I've been writing it and making the template more usable out-of-the-box. I'm updating the previous post in just a moment.Flaming Bunnies wrote:where is this "multiplayer template" map?
Edit: Uploading now.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: Sparky's Summer 2010 To Do List
Seems to be a mistake, there's no file...
Re: Sparky's Summer 2010 To Do List
Well I uploaded it to mediafire, but it doesn't start the download when you click the download link. Stupid ads probably messing it up. I also tried uploading to HDM, but it takes to long. So I'm uploading the file to another directory via sftp. I tried that method overnight, but my comp went to sleep after only 16 megs were uploaded. So now it's uploading again and the HDM link will work soon...
I should tell you now that Eschaton doesn't like Index data types. Whenever you see an <index> type, you will need to copy the offset that Eschaton tells you and go to that offset in the file using HexEdit and change the value manually. It's very easy to figure out:
FF FF = None Selected
00 00 = Chunk 1
01 00 = Chunk 2
...
09 00 = Chunk 10
0A 00 = Chunk 11
...
63 00 = Chunk 100
...you get the idea. If you're not sure which value to use, convert your decimal value to hex (and adjust by 1) using the programmer mode in the calculator application.
Be careful when using the same map file in Hex Edit and Eschaton simultaneously. When HexEdit has the map open, you CANNOT make any changes to the map with Eschaton. Otherwise, Eschaton will crash with an exception error. You can make changes with HexEdit while the map is open in Eschaton. So before you switch back to Eschaton, save and close the map file from HexEdit.
I should tell you now that Eschaton doesn't like Index data types. Whenever you see an <index> type, you will need to copy the offset that Eschaton tells you and go to that offset in the file using HexEdit and change the value manually. It's very easy to figure out:
FF FF = None Selected
00 00 = Chunk 1
01 00 = Chunk 2
...
09 00 = Chunk 10
0A 00 = Chunk 11
...
63 00 = Chunk 100
...you get the idea. If you're not sure which value to use, convert your decimal value to hex (and adjust by 1) using the programmer mode in the calculator application.
Be careful when using the same map file in Hex Edit and Eschaton simultaneously. When HexEdit has the map open, you CANNOT make any changes to the map with Eschaton. Otherwise, Eschaton will crash with an exception error. You can make changes with HexEdit while the map is open in Eschaton. So before you switch back to Eschaton, save and close the map file from HexEdit.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: Sparky's Summer 2010 To Do List
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: Sparky's Summer 2010 To Do List
Graveen's Sphere Map is done, and I'm sending it to him.
From this project, I learned that the halo engine can use spheres as collision models. It doesn't matter what type of sphere you use for the visual model, but the collision models are another story.
With regular spheres, the vertices get closer at the poles. Geospheres have evenly-spaced vertices all around, creating equal triangles all around the object. Since the engine is limited to using spherical collision models with a maximum of 128 faces, the best thing to do is to create GeoSpheres with 3 segments so that the polygon count doesn't reach 128 - it'll give you a bit of a buffer, in case you want to connect the collision model to something else.
If you were to use a regular sphere, you'd have to use a MultiRes(olution) modifier in order to lower the face/polygon count, but that basically ruins the model's consistency. GeoSpheres are much nicer.
Even though the spherical collision models are limited to 128 faces, smoothing doesn't count. So the model can be smooth and still be acceptable to the engine. Also, anything "outside" the sphere, even if it's attached, doesn't count towards that limit.
How does this apply to my own projects? Well, remember how I was planning on making a couple planets? Well, now I know how to give them round collision that you can walk on!
BSP structures may have a few more limitations than scenery or other regular collision model (coll)-using objects. What I was able to do with a regular collision model and apply to scenery, I wasn't able to get the engine to accept as a BSP. From my testing, it seems the limitation is fewer faces on collidable spheres when it comes to BSP structures.
From this project, I learned that the halo engine can use spheres as collision models. It doesn't matter what type of sphere you use for the visual model, but the collision models are another story.
With regular spheres, the vertices get closer at the poles. Geospheres have evenly-spaced vertices all around, creating equal triangles all around the object. Since the engine is limited to using spherical collision models with a maximum of 128 faces, the best thing to do is to create GeoSpheres with 3 segments so that the polygon count doesn't reach 128 - it'll give you a bit of a buffer, in case you want to connect the collision model to something else.
If you were to use a regular sphere, you'd have to use a MultiRes(olution) modifier in order to lower the face/polygon count, but that basically ruins the model's consistency. GeoSpheres are much nicer.
Even though the spherical collision models are limited to 128 faces, smoothing doesn't count. So the model can be smooth and still be acceptable to the engine. Also, anything "outside" the sphere, even if it's attached, doesn't count towards that limit.
How does this apply to my own projects? Well, remember how I was planning on making a couple planets? Well, now I know how to give them round collision that you can walk on!
BSP structures may have a few more limitations than scenery or other regular collision model (coll)-using objects. What I was able to do with a regular collision model and apply to scenery, I wasn't able to get the engine to accept as a BSP. From my testing, it seems the limitation is fewer faces on collidable spheres when it comes to BSP structures.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: Sparky's Summer 2010 To Do List
Thanks again for all your support, folks. I am planning to finish the Eschaton Plugins before continuing with the To Do List. I hope that my efforts will contribute positively to this modding community and be more useful than any mods I might develop. That's why I'm dedicating my time solely to these plugins, because I feel they will inspire the most.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: Sparky's Summer 2010 To Do List
Just asking, are you still up to working on the Oasis Covenant ship model?
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
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