[WIP] Zeus: Pre-alpha 1 release
Moderator: Halo Moderators
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- Commando
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
i think i speak for everyone when i say we want this app as effective and unlimited as possible
Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
Ill work on this when I get some time. Starlight isn't complete yetEditing scenarios in real-time like a maxed-out SwordEdit / Sapien

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- Commando
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
what i think should be the alpha features:
map opening
tag creating
whatever else you prioritize
map opening
tag creating
whatever else you prioritize
Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
Take it easy, Samucos, this thing isn't as important as life.
I installed Halo 2 Vista and played through it until the Gravemind level. I used the Windows XP "crack" thingy to get it to work using the Bootcamp partition. Anyway, initial analysis of the .map file in HexEdit reveals a similar header and overall structure to Halo 1 map files. Zeus will eventually support Halo 2 and thus, cross-platform content will be possible. So if you want to put some realistic-looking bitmaps into your Xbox Halo 2 game, you'll be able to do this probably by the end of this year. You'll also be able to use Halo 2 content in Halo Demo, and play through Halo 1 as the Arbiter Elite, for example.
I installed Halo 2 Vista and played through it until the Gravemind level. I used the Windows XP "crack" thingy to get it to work using the Bootcamp partition. Anyway, initial analysis of the .map file in HexEdit reveals a similar header and overall structure to Halo 1 map files. Zeus will eventually support Halo 2 and thus, cross-platform content will be possible. So if you want to put some realistic-looking bitmaps into your Xbox Halo 2 game, you'll be able to do this probably by the end of this year. You'll also be able to use Halo 2 content in Halo Demo, and play through Halo 1 as the Arbiter Elite, for example.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
I wish, I'm sure somone is going to come in here and prove you wrong unfortunatly D:Sparky wrote:Take it easy, Samucos, this thing isn't as important as life.
I installed Halo 2 Vista and played through it until the Gravemind level. I used the Windows XP "crack" thingy to get it to work using the Bootcamp partition. Anyway, initial analysis of the .map file in HexEdit reveals a similar header and overall structure to Halo 1 map files. Zeus will eventually support Halo 2 and thus, cross-platform content will be possible. So if you want to put some realistic-looking bitmaps into your Xbox Halo 2 game, you'll be able to do this probably by the end of this year. You'll also be able to use Halo 2 content in Halo Demo, and play through Halo 1 as the Arbiter Elite, for example.
kiddten, on most things nowadays wrote:no
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- Ranger
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Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
This year? I feel like that's wishful thinking, but whatever floats yer boat.Sparky wrote:Take it easy, Samucos, this thing isn't as important as life.
I installed Halo 2 Vista and played through it until the Gravemind level. I used the Windows XP "crack" thingy to get it to work using the Bootcamp partition. Anyway, initial analysis of the .map file in HexEdit reveals a similar header and overall structure to Halo 1 map files. Zeus will eventually support Halo 2 and thus, cross-platform content will be possible. So if you want to put some realistic-looking bitmaps into your Xbox Halo 2 game, you'll be able to do this probably by the end of this year. You'll also be able to use Halo 2 content in Halo Demo, and play through Halo 1 as the Arbiter Elite, for example.
Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
I suppose it helps that Bungie released map editors with Halo 2.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
I just want css scenery, then I'll be happy 
Base builder ftw

Base builder ftw

Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
It'd be cool if it was possible... which it isn't.Samucos wrote:I just want css scenery, then I'll be happy
Base builder ftw

Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
Memory modding template update coming soon... ... 

Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
Sam! You're alive! I thought you said you were working on the CSS Scenery like a month and a half ago?
Darktails the Anti-Hero wrote:Sexual Predators are everywhere 0.o

~Häwk-Eye~Sparky wrote:You should exercise your research bone.
Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
I got snowed under with massive assignments ;(
I just released the memory modding update too
I just released the memory modding update too

Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
It seems to me that an all-inclusive application is most practical, despite what someone said before about it not being efficient. It means using variables more effectively, in more ways.
Speaking of variables, how about a running list of some of the major ones, followed by example data? The different game sequels, like Halo 1, 2 and 3, will have uniquely-named classes. This should allow you to open and mod a halo 1 and halo 2 map at the same time.
.map file parsing variables
Speaking of variables, how about a running list of some of the major ones, followed by example data? The different game sequels, like Halo 1, 2 and 3, will have uniquely-named classes. This should allow you to open and mod a halo 1 and halo 2 map at the same time.
.map file parsing variables
- h1map_header (handles all the header variables)
h1map_version (full / demo_trial / ce / xbox)
h1map_type (ui / singleplayer / muliplayer)
h1map_name (bloodgulch / silent cartographer, etc.)
h1map_build (01.00.00.0576)
h1map_size (0x20B5EEC1)
h1map_primarymagic (0x4BF10028)
h1map_mapmagic (0x2DB53E31)
h1map_metasize (0x27A2CF2)
h1map_tagcount (9839)
h1map_vertexdatasize (0xE4F436EB)
h1map_vertexcount (1901)
h1map_indexdatasize (0x13FF4A)
h1map_indexcount (1901)
...
- h1tag_esch_mapname (dev, bloodgulch, etc.)
h1tag_esch_mapversion (609)
h1tag_esch_mapmagic (0x3F8B29A4)
h1tag_esch_tagclass1 (cmti)
h1tag_esch_tagclass2 (FFFF)
h1tag_esch_tagclass3 (FFFF)
h1tag_esch_tagoffset (0xEA0FD4)
h1tag_esch_filename (item collections\single weapons\assault rifle)
h1tag_esch_reflexivelocation (0x0)
h1tag_esch_reflexivechunkcount (1)
h1tag_esch_reflexivetranslation (0x5C)
h1tag_esch_dependencylocation (0x80)
h1tag_esch_dependencytagclass (paew)
h1tag_esch_dependencyfilename (weapons\assault rifle\assault rifle)
Last edited by Sparky on Thu Oct 07, 2010 8:23 pm, edited 1 time in total.
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: [WIP] Zeus (Release: 0.1 pre-alpha 2)
Get rid of the pic in your sig, too big.klambo123 wrote:awesome!!!!!! i cant wait to try it out
Taxi, please post your sig dimension signature here.
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