Eschaton 0.8.2 Release

Halo modding and gaming related applications.
Jrr51
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Re: Eschaton 0.8 Release

Post by Jrr51 » Tue Aug 04, 2009 6:17 pm

Could you somehow manually convert a SP full map to MP with multiple BSP's so that you could swap multiple BSP's into one map?

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Re: Eschaton 0.8 Release

Post by TaxiService » Tue Aug 04, 2009 10:46 pm

HOLY SHITCLES! YOU RELEASED! :D AND YOU ADDED TAG DELETION AND SHIT! HAHAHAHAHA *hugs altimit*


yay ^_^ i'm happy for yew! i'm sorry i could not participate in the last tests though :( :sweating:



anyway, fucking win ;) thanks infinitely.


EDIT: oh lol, you're also using the redux avatar! XD yay! i feel honored.
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Altimit01
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Re: Eschaton 0.8 Release

Post by Altimit01 » Wed Aug 05, 2009 3:41 am

Converting an SP map to play as a MP map has it's own limitations. A lot of this comes down to problems with the scnr tag itself. Various options and settings that if not enabled correctly will cause it to not work.

As for combining multiple BSPs in a modeling program and saving them as a single BSP. Yeah that'd work great. Until you had to calculate the new collision for it since the old collisions were calculated for different models and the way they work you can't exactly add one on to the other.
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Sparky
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Re: Eschaton 0.8 Release

Post by Sparky » Wed Aug 05, 2009 4:00 am

Then copy the bsp collision info to a coll tag.
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Jrr51
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Re: Eschaton 0.8 Release

Post by Jrr51 » Wed Aug 05, 2009 7:52 am

Does anyone know of a CE map that contains 2 BSP's?

Altimit01
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Re: Eschaton 0.8 Release

Post by Altimit01 » Wed Aug 05, 2009 11:31 am

Sparky wrote:Then copy the bsp collision info to a coll tag.
...
...
...
BSPs really really don't work like that.

Re: two BSPs, hugeass has two of them. Although I seem to remember they are identical with the only difference being lighting (toggled by a switch for day time and night time style play).
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Kiyoshi
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Re: Eschaton 0.8 Release

Post by Kiyoshi » Wed Aug 05, 2009 11:38 am

Hey alt, exporting it as an obj, it doesn't have a UV map D:
Image

Jrr51
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Re: Eschaton 0.8 Release

Post by Jrr51 » Wed Aug 05, 2009 5:15 pm

Is there a map with 2 BSP's that can be converted to demo? :roll:

Altimit01
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Re: Eschaton 0.8 Release

Post by Altimit01 » Wed Aug 05, 2009 7:51 pm

No it doesn't. I'm pretty sure I didn't have it export UV coords either. The obj function is old (0.6) and simply useful for people who want the model. It's not useable for anything modding related.

More than likely there is no 2 BSP map that works with demo.
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Re: Eschaton 0.8 Release

Post by Fonzeh » Thu Aug 06, 2009 3:39 am

Image


Looks just like Keosakai's sister. Like it litterally looks just like a cartooned version of her.

weird.

But yeah, the 2 BSP's thing is awesome, but is it really necessary? I think that can wait till 1.0 or whatever. Just focus on Application Stability (code revisions, code cleanup) To make the app run quicker and smoother. And then focus on modding stability. (Making sure changes you make dont crash the game, Crash prevention kinda, like you did with .7 when you made it compatable with halo demo swaps.)
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Jrr51
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Re: Eschaton 0.8 Release

Post by Jrr51 » Thu Aug 06, 2009 7:03 am

It isn't necessary, I was just thinking of trying to make a island + shaft mod, which apparently isn't possible.

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Re: Eschaton 0.8 Release

Post by TaxiService » Fri Aug 07, 2009 12:31 am

Fonzie: it's a comic! Questionable Content!
that girl is named Hannelore, and has an obsessive-compulsive-disorder about... cleaning and germs and... bawghr. anyway. this is the comic i got her from, and this is the sequel. XD
i probably should put a link in the picture or something... ¬_¬ blawgh.


anyway.
Altimit01 wrote:As for combining multiple BSPs in a modeling program and saving them as a single BSP. Yeah that'd work great. Until you had to calculate the new collision for it since the old collisions were calculated for different models and the way they work you can't exactly add one on to the other.
what? really? o_O even with CE programs?
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Altimit01
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Re: Eschaton 0.8 Release

Post by Altimit01 » Fri Aug 07, 2009 5:37 am

Well that is what CE programs do. You have to run tool which does all of those calculations. It's not the simplest of processes. SBSPs are some of the most involved and annoying tags out there to work with. They have all the model and collision data stored in them as well as meta data. All of their data uses a different magic value. The entire "tag" doesn't exist with the rest of the meta data but in it's own section between the header and the model raw data. And then there's the issues with how they're referenced by the scnr tag so that they're actually used.
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Re: Eschaton 0.8 Release

Post by Smythe » Fri Aug 07, 2009 3:15 pm

TaxiService wrote:Fonzie: it's a comic! Questionable Content!
that girl is named Hannelore, and has an obsessive-compulsive-disorder about... cleaning and germs and... bawghr. anyway. this is the comic i got her from, and this is the sequel. XD
i probably should put a link in the picture or something... ¬_¬ blawgh.
Thats weird i started reading that about 2 days ago. already read 200 strips.
Would it be possible to... actually never mind i will try this myself first
Image

TaxiService
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Re: Eschaton 0.8 Release

Post by TaxiService » Fri Aug 07, 2009 3:58 pm

olly12345: to what? it took me three days to read them all! :D

or was it five? D: probably problem sleuth took three days and this one five... or... the contrary.... bawhgrgh... <_>

...anyway read problem sleuth too. o_o it's fucking trippingly epic.



[/sadlyofftopic] (;_; sorry al.)
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