Halo 3 [Beta] Mod Discussion
had look had the look at the newest H2BE and im sure the meta size must be being read wrongly, i was doing some stuff with the weap plugin and by the position of the magazine, trigger and projectile reflexives i can only conclude there meta size being read is far too big

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Raw size is too big as well.xzodia wrote:had look had the look at the newest H2BE and im sure the meta size must be being read wrongly, i was doing some stuff with the weap plugin and by the position of the magazine, trigger and projectile reflexives i can only conclude there meta size being read is far too big
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- Posts: 50
- Joined: Mon Dec 27, 2004 7:02 am
Here are three plugins I made yesterday while I was bored.
weap.ent
bipd.ent
jpt!.ent
weap.ent
Code: Select all
<plugin class="weap" author="" version="" headersize="">
<revision author="Digital Marine" version="0.3">Added projectile test junk...</revision>
<revision author="Digital Marine" version="0.2">Added clip junk...</revision>
<revision author="Prey" version="0.1">Created the plugin...</revision>
<struct name="Clip" offset="1042" visible="True" size="128">
<short name="Starting Ammo" offset="6" visible="True" />
<short name="Max. Ammo" offset="8" visible="True" />
<short name="Clip Size" offset="10" visible="True" />
<short name="Max Holding Ammo" offset="12" visible="True" />
<short name="Shots Reloaded" offset="20" visible="True" />
</struct>
<struct name="Projectiles - TEST" offset="1066" visible="True" size="292">
<short name="Rounds per Shot" offset="28" visible="True" />
<short name="Ammo Per Shot" offset="42" visible="True" />
<float name="Acceleration Time" offset="12" visible="True" />
<short name="Min. Rounds Loaded" offset="30" visible="True" />
<float name="Max Rounds Per Sec." offset="8" visible="True" />
<float name="Min Rounds Per Sec." offset="4" visible="True" />
</struct>
</plugin>
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<plugin class="bipd" author="" version="" headersize="">
<revision author="Digital Marine" version="0.2"></revision>
<revision author="Prey" version="0.1">Created the plugin...</revision>
<struct name="Blank Node" offset="1074" visible="True" size="1240">
<float name="Throw Distance" offset="648" visible="True" />
<float name="Item Pick up Distance" offset="12" visible="True" />
<float name="Jump Height" offset="800" visible="True" />
</struct>
</plugin>
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<plugin class="jpt!" author="" version="" headersize="">
<revision author="Digital Marine" version="0.2"></revision>
<revision author="Prey" version="0.1">Created the plugin...</revision>
<struct name="Damage" offset="114" visible="True" size="4">
<float name="Force" offset="288" visible="True" />
<float name="Min. Radius" offset="248" visible="True" />
<float name="Max. Radius" offset="252" visible="True" />
<float name="Max Damage" offset="260" visible="True" />
<float name="Min Damage" offset="256" visible="True" />
</struct>
</plugin>
Man, I wish there was a way. I'd modify the game to mess around. It'd be really fun to actually modify the values!Ryu wrote:Is there a way to play the H3b offline or something?
btw i think reflexive pointers are now 12 bytes instead of 8 but i don't know how thats divided up
and since some tag classes have more than 4 letters now how does that effect dependacies etc?
, btw i'll be starting a halo 3 plugin project website when i get a round to it
heres my current weap plugin (yes its for halo 3):
and since some tag classes have more than 4 letters now how does that effect dependacies etc?
is that the best you can doDigital Marine wrote:Here are three plugins I made yesterday while I was bored.
weap.entbipd.entCode: Select all
jpt!.entCode: Select all
Code: Select all

heres my current weap plugin (yes its for halo 3):
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<plugin class="weap" author="XZodia" version="0.2" headersize="0">
<revision author="XZodia" version="0.2">Magzine, Trigger, Projectile Reflexives and other stuff</revision>
<bitmask32 name="Flags" offset="0" visible="True" />
<float name="Bounding Radius" offset="4" visible="True" />
<undefined name="Bounding Offset X" offset="8" visible="True" />
<undefined name="Bounding Offset Y" offset="12" visible="True" />
<undefined name="Bounding Offset Z" offset="16" visible="True" />
<float name="Acceleration Scale" offset="20" visible="True" />
<undefined name="Lightmap Shadow Mode" offset="24" visible="True" />
<undefined name="Sweetener Size" offset="28" visible="True" />
<float name="Dynamic Light Sphere Radius" offset="32" visible="True" />
<undefined name="Dynamic Light Sphere Offset X" offset="36" visible="True" />
<undefined name="Dynamic Light Sphere Offset Y" offset="40" visible="True" />
<undefined name="Dynamic Light Sphere Offset Z" offset="44" visible="True" />
<stringid name="Default Model Variant" offset="48" visible="True" />
<tag name="Model" offset="52" visible="True" />
<id name="Model" offset="56" visible="True" />
<tag name="Crate Object" offset="60" visible="False" />
<id name="Crate Object" offset="64" visible="False" />
<tag name="Modifier Shader" offset="68" visible="False" />
<id name="Modifier Shader" offset="72" visible="False" />
<tag name="Creation Effect" offset="76" visible="False" />
<id name="Creation Effect" offset="80" visible="False" />
<tag name="Material Effects" offset="84" visible="True" />
<id name="Material Effects" offset="88" visible="True" />
<float name="Render Bounding Radius" offset="108" visible="True" />
<short name="Hud Text Message Index" offset="144" visible="True" />
<short name="Forced Shader Permutation Index" offset="146" visible="True" />
<struct name="Magazine" offset="1042" visible="true" size="92" label="">
<bitmask32 name="Flags" offset="0" visible="True">
<option name="Wastes rounds when reloaded" value="1" />
<option name="Every round must be chambered" value="2" />
</bitmask32>
<short name="Rounds Recharged (per second)" offset="4" visible="True" />
<short name="Initial Rounds" offset="6" visible="True" />
<short name="Max Rounds" offset="8" visible="True" />
<short name="Max Rounds Loaded" offset="10" visible="True" />
<short name="Max Rounds Held" offset="12" visible="True" />
<float name="Reload Time(seconds)" offset="16" visible="False" />
<short name="Rounds Reloaded" offset="20" visible="True" />
<float name="Chamber Time(seconds)" offset="24" visible="True" />
<tag name="Reloading Effect" offset="52" visible="True" />
<id name="Reloading Effect" offset="56" visible="True" />
<tag name="Chambering Effect" offset="60" visible="True" />
<id name="Chambering Effect" offset="64" visible="True" />
</struct>
<struct name="Triggers" offset="1054" visible="true" size="64" label="">
<bitmask32 name="Flags" offset="0" visible="True" />
<enum16 name="Button Used" offset="4" visible="True">
<option name="R" value="0" />
<option name="L" value="1" />
<option name="B(SP Only)" value="2" />
<option name="Automated Fire" value="3" />
</enum16>
<enum16 name="Type" offset="6" visible="True">
<option name="Automatic" value="0" />
<option name="Semi Automatic" value="1" />
<option name="1-Semi 2-Charged" value="2" />
<option name="Unknown" value="3" />
<option name="1-Semi W/ROF 2-Semi Zoomed" value="4" />
<option name="1-Semi 2-Lockon" value="5" />
</enum16>
<short name="Proj 1(index)" offset="8" reflexiveoffset="720" reflexivesize="236" itemoffset="144" itemtype="ident" layer="root" visible="True" />
<short name="Proj 2(index)" offset="10" reflexiveoffset="720" reflexivesize="236" itemoffset="144" itemtype="ident" layer="root" visible="True" />
<float name="Charging Time" offset="28" visible="True" />
<float name="Charged Time" offset="32" visible="True" />
<enum32 name="Overcharged Action" offset="36" visible="True">
<option name="None" value="0" />
<option name="Explode" value="1" />
<option name="Discharge" value="2" />
</enum32>
<float name="Charged Illumination" offset="40" visible="True" />
<float name="Spew Time" offset="44" visible="True" />
<tag name="Charging Effect" offset="48" visible="True" />
<id name="Charging Effect" offset="52" visible="True" />
<tag name="Overcharge Damage" offset="56" visible="True" />
<id name="Overcharge Damage" offset="60" visible="True" />
</struct>
<struct name="Projectiles" offset="1066" visible="true" size="236" label="">
<bitmask32 name="Flags" offset="0" visible="False" />
<float name="Rounds per Second (min)" offset="4" visible="True" />
<float name="Rounds per Second (max)" offset="8" visible="True" />
<float name="Acceleration Time (sec)" offset="12" visible="True" />
<float name="Deceleration Time (sec)" offset="16" visible="True" />
<float name="Blurred Rate of Fire" offset="20" visible="True" />
<short name="Rounds per Shot" offset="28" visible="True" />
<short name="Minimum Rounds Loaded" offset="30" visible="True" />
<float name="Chamber Time (sec)" offset="32" visible="True" />
<short name="Magazine(index)" offset="40" reflexiveoffset="704" reflexivesize="92" itemoffset="6" itemtype="short" layer="root" visible="True" />
<short name="Ammo per Shot" offset="42" visible="True" />
<float name="Spawn Offset (x)" offset="124" visible="True" />
<float name="Spawn Offset (y)" offset="128" visible="True" />
<float name="Spawn Offset (z)" offset="132" visible="True" />
</struct>
</plugin>

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Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
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couldn't resist...1st complete halo 3 plugin >_>
Code: Select all
<plugin class="trak" author="XZodia" version="1.0" headersize="264">
<unused offset="0" size="6" />
<struct name="Control Points" offset="6" visible="true" size="28" label="">
<float name="Pos i" offset="0" visible="True" />
<float name="Pos j" offset="4" visible="True" />
<float name="Pos k" offset="8" visible="True" />
<float name="Orientation i" offset="12" visible="True" />
<float name="Orientation j" offset="16" visible="True" />
<float name="Orientation k" offset="20" visible="True" />
<float name="Orientation w" offset="24" visible="True" />
</struct>
</plugin>
i don't need to play to find values >_>Digital Marine wrote:Nice! That beats mine by far! I'm sure you also put more work into yours, ha. I found mine while playing Halo 3 with friends...hehe.
Anyways, nice work, xzodia. Can't wait to see what else you release. Can't wait for your website.I will help you out on your website if you need help...

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
- LuxuriousMeat
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I just noticed a bug in the Ent Editor of Preys app, in it instead of adding the options for bitmask's to the bitmask's node, it adds it after the bitmask node which is blank or it adds the options after the struct it is in.
Last edited by LuxuriousMeat on Mon May 28, 2007 9:35 am, edited 1 time in total.

wtf are you talking about the meta editor doesnt even display bitmasks atm or enums or any other semi complex meta itemLuxuriousMeat wrote:I just noticed a bug in the Ent Editor of Preys app, in it instead of adding the options for bitmask's to the bitmask's node, it adds it after the bitmask node which is blank or it adds the options after the struct it is in. This also is most likely in the meta editor UI because I get an error on any plugin with bitmasks in it when in the meta editor.

edit: oops you mean the plugin editor, sorry...just edit in notepad >_>

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
lawl usin computer on holiday =x
Nice to see lots of people attacking me and my 'sloppy' coding, feel free to say whatever you want though, it has no affect on moi.
Hmm lets see if i can set some people straight here,
@Ant: I do not rush, i did state i was going on holiday and so gave the community everything i had done before i went, why this would anger you i have no idea. As for finding out things by myself; am i some sort of retard now? Amazingly i did figure everything out in my application, the only other thing was poke found out how to get the index offset, and if he wants recognition for that then he can contact me. If we are going back to the loop code that poke pasted into the AIM window, then ill let it be known now that i also told him in the same conversation how deps, reflexives and strings were now structured in the meta. Lets see if he credits me on that
@XZodia: The meta sizes most probably will be wrong, but for good reason. Most of the reflexives now seem to point 'inbetween' metas, and so get included in the sizes when they are calculated. To get absolute correct sizes would take a lot of work.. which is quite unneccessary, as long as we have the headers we are fine. Also reflexives seem to still follow the same struct, but the count is how a short.
@iGeo: I am not trying to compete, i would have actually thought that releasing everything i find almost as soon as i find it would show that i am doing quite the opposite.
@Digital Marine: My program is quite stable, what are these claims of yours based on? Also there is already a search feature built in, it is the box underneath the treeview; just start typing and itll start filtering.
@Crofty: lawl
Nice to see lots of people attacking me and my 'sloppy' coding, feel free to say whatever you want though, it has no affect on moi.
Hmm lets see if i can set some people straight here,
@Ant: I do not rush, i did state i was going on holiday and so gave the community everything i had done before i went, why this would anger you i have no idea. As for finding out things by myself; am i some sort of retard now? Amazingly i did figure everything out in my application, the only other thing was poke found out how to get the index offset, and if he wants recognition for that then he can contact me. If we are going back to the loop code that poke pasted into the AIM window, then ill let it be known now that i also told him in the same conversation how deps, reflexives and strings were now structured in the meta. Lets see if he credits me on that

@XZodia: The meta sizes most probably will be wrong, but for good reason. Most of the reflexives now seem to point 'inbetween' metas, and so get included in the sizes when they are calculated. To get absolute correct sizes would take a lot of work.. which is quite unneccessary, as long as we have the headers we are fine. Also reflexives seem to still follow the same struct, but the count is how a short.
@iGeo: I am not trying to compete, i would have actually thought that releasing everything i find almost as soon as i find it would show that i am doing quite the opposite.
@Digital Marine: My program is quite stable, what are these claims of yours based on? Also there is already a search feature built in, it is the box underneath the treeview; just start typing and itll start filtering.
@Crofty: lawl

Halo 2 Prophet - Skin with ease with the simple 3D point and click interface.
Halo 3 Research Thread - Contribute to the research into Halo 3.
Halo 3 Research Thread - Contribute to the research into Halo 3.
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Reflexives aren't exactly placed "in between" meta. Their grouping is more similar to pooling like reflexives together (ie. SubMap Reflexive is placed with almost all the other SubMap reflexives there are only certain special cases where it's not).
And Anthony, I think you need to credit someone for helping you with the bitmaps.
Also, Prey, I've seen the code to your application, it looks VERY similar to a lot of entity's code, it almost looks like you've taken the code and cleaned it up a little (and modified it to work with Halo 3).
And to everyone who thinks we aren't sharing data, we are unless it's our own research, and we've been told not to, we're sharing it.
Although there is a bit of a pissing contest going on between some people.
And Anthony, I think you need to credit someone for helping you with the bitmaps.
Also, Prey, I've seen the code to your application, it looks VERY similar to a lot of entity's code, it almost looks like you've taken the code and cleaned it up a little (and modified it to work with Halo 3).
And to everyone who thinks we aren't sharing data, we are unless it's our own research, and we've been told not to, we're sharing it.
Although there is a bit of a pissing contest going on between some people.
Awaiting connection...
i would say it was neccessary actually...since:Prey wrote:@XZodia: The meta sizes most probably will be wrong, but for good reason. Most of the reflexives now seem to point 'inbetween' metas, and so get included in the sizes when they are calculated. To get absolute correct sizes would take a lot of work.. which is quite unneccessary, as long as we have the headers we are fine. Also reflexives seem to still follow the same struct, but the count is how a short.
1. ive noticed the scanners reading passed the selected tag into another 1
2. it would help identify reflexives and therefore make it easier to find the structures of tag classes

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
I don't want to flame... just wondering one thing about H3B editor, when i look into the weap tag meta > Idents...
I see for some weapons with 2 hlmt dependencies (the weapon and a bloc( fusion coil)), sounds tags that have nothing to do with the weapon.
Where are the projectiles on the weap tag 0_0 ?
Is the app working correctly or not? or it's normal?
If we start mapping meta plugins but the meta is not correctly read
It's a question, i am not sure about that so i had to ask...
The ui tags have changed a lot compared to halo 2(wgit,wgtz,wgil,skin,unic...)
The are more tags for the ui,it seems that some ui tags that were on halo 2 have been "splitted" to more tags.
No more itmc? i looked at all tags idents and there's any tag which have idents with weapons or vehi, maybe it has something to do with ui tags now,i don't see sily(gametypes) tag too.
But it's a beta...
So i will patiently wait for new apps or updates
Thank you for those awesome apps, peace and love xD
I see for some weapons with 2 hlmt dependencies (the weapon and a bloc( fusion coil)), sounds tags that have nothing to do with the weapon.
Where are the projectiles on the weap tag 0_0 ?
Is the app working correctly or not? or it's normal?
If we start mapping meta plugins but the meta is not correctly read

It's a question, i am not sure about that so i had to ask...
The ui tags have changed a lot compared to halo 2(wgit,wgtz,wgil,skin,unic...)
The are more tags for the ui,it seems that some ui tags that were on halo 2 have been "splitted" to more tags.
No more itmc? i looked at all tags idents and there's any tag which have idents with weapons or vehi, maybe it has something to do with ui tags now,i don't see sily(gametypes) tag too.
But it's a beta...
So i will patiently wait for new apps or updates

The tag blocks are 'grouped' together like that because when tool is building a cache file, it will locate any tag block which is byte for byte the same with another one to reduce disk and memory consumption. It was done in halo 2 as well, just tool didn't stream the specific tag blocks out into their own 'pools' in the tag memory.
And how tag references, tag blocks and string ids are structured in tag data isn't anything new. The only thing that can be considered "new" is that they don't store a halo 2 style id anymore for string ids, its just a index now. Tag references are now again old school structures and tag blocks are still the exact same from halo 2.
To be honest, sloppy coding has been plaguing the scene since its began. But I blame open source in this community. For without that we wouldn't have newbies that rip-off other applications that they don't really know how they work exactly and don't even really understand proper programming. I'm talking mostly about you .NET "coders", at least some of you have actually learned over time
And how tag references, tag blocks and string ids are structured in tag data isn't anything new. The only thing that can be considered "new" is that they don't store a halo 2 style id anymore for string ids, its just a index now. Tag references are now again old school structures and tag blocks are still the exact same from halo 2.
To be honest, sloppy coding has been plaguing the scene since its began. But I blame open source in this community. For without that we wouldn't have newbies that rip-off other applications that they don't really know how they work exactly and don't even really understand proper programming. I'm talking mostly about you .NET "coders", at least some of you have actually learned over time

- LuxuriousMeat
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I guess I agree with you on that, but if nothing was open source it would be rather hard for people just starting to learn. Like with the sources Anthony posted last year, I don't know how many people have asked me just to tell them how to edit and make it do what they wanted and they would usually just give up. But then again there are some people who actually try to learn from what people release.kornman00 wrote: To be honest, sloppy coding has been plaguing the scene since its began. But I blame open source in this community. For without that we wouldn't have newbies that rip-off other applications that they don't really know how they work exactly and don't even really understand proper programming. I'm talking mostly about you .NET "coders", at least some of you have actually learned over time

Here, I'll help stop all the arguing.
We had the Halo 3 map file format, as well as a few tags, figured out before the public beta launched. It's not hard and it doesn't make you special. It was something we did for "kicks" as a little break from work on the application (ah, nostalgia of the "old days").
We win.
Arguments closed.
E-penises away.
Nick
We had the Halo 3 map file format, as well as a few tags, figured out before the public beta launched. It's not hard and it doesn't make you special. It was something we did for "kicks" as a little break from work on the application (ah, nostalgia of the "old days").
We win.
Arguments closed.
E-penises away.
Nick
Digital Marine and I have mapped out the Multiplayer colors for the Spartan, and presumably the Elite (Assuming the Elite uses the same colors) in the matg tag. I've also located the SP color for the masterchief, and Digital Marine is mapping that out right now in the bipd tag. It should be up within a day or so.

=[
why would you not just ask me >_<Darco wrote:Does anybody know how to incorporate an external file into the plugins? Like, Digital Marine and I found the multiplayer colors for the masterchief, but we want to be able to list the names instead of which chunk it is. Once we get that, we will post our updated matg tag.
Didn't notice you were on aim... Anyway, we can figure out the color names later. I have a list in order, Ill go ahead and post that too.
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<plugin class="matg" author="Digital Marine and Darco" version="" headersize="">
<struct name="MP Colors" offset="406" visible="True" size="12">
<float name="R" offset="0" visible="True" />
<float name="G" offset="4" visible="True" />
<float name="B" offset="8" visible="True" />
</struct>
<int name="English String Count" offset="488" visible="True" />
<int name="English String Table Size" offset="492" visible="True" />
<int name="English String Index Offset" offset="496" visible="True" />
<int name="English String Table Offset" offset="500" visible="True" />
<undefined name="Unknown" offset="504" visible="False" />
<unused offset="508" size="8" />
<int name="Japanese String Count" offset="516" visible="True" />
<int name="Japanese String Table Size" offset="520" visible="True" />
<int name="Japanese String Index Offset" offset="524" visible="True" />
<int name="Japanese String Table Offset" offset="528" visible="True" />
<undefined name="Unknown" offset="532" visible="False" />
<unused offset="536" size="8" />
<int name="Dutch String Count" offset="544" visible="True" />
<int name="Dutch String Table Size" offset="548" visible="True" />
<int name="Dutch String Index Offset" offset="552" visible="True" />
<int name="Dutch String Table Offset" offset="556" visible="True" />
<undefined name="Unknown" offset="560" visible="False" />
<unused offset="564" size="8" />
<int name="French String Count" offset="572" visible="True" />
<int name="French String Table Size" offset="576" visible="True" />
<int name="French String Index Offset" offset="580" visible="True" />
<int name="French String Table Offset" offset="584" visible="True" />
<undefined name="Unknown" offset="588" visible="False" />
<unused offset="592" size="8" />
<int name="Spanish String Count" offset="600" visible="True" />
<int name="Spanish String Table Size" offset="604" visible="True" />
<int name="Spanish String Index Offset" offset="608" visible="True" />
<int name="Spanish String Table Offset" offset="612" visible="True" />
<undefined name="Unknown" offset="616" visible="False" />
<unused offset="620" size="8" />
<int name="Italian String Count" offset="628" visible="True" />
<int name="Italian String Table Size" offset="632" visible="True" />
<int name="Italian String Index Offset" offset="636" visible="True" />
<int name="Italian String Table Offset" offset="640" visible="True" />
<undefined name="Unknown" offset="644" visible="False" />
<unused offset="648" size="8" />
<int name="Korean String Count" offset="656" visible="True" />
<int name="Korean String Table Size" offset="660" visible="True" />
<int name="Korean String Index Offset" offset="664" visible="True" />
<int name="Korean String Table Offset" offset="668" visible="True" />
<undefined name="Unknown" offset="672" visible="False" />
<unused offset="676" size="8" />
<int name="Chinese String Count" offset="680" visible="True" />
<int name="Chinese String Table Size" offset="684" visible="True" />
<int name="Chinese String Index Offset" offset="688" visible="True" />
<int name="Chinese String Table Offset" offset="692" visible="True" />
<undefined name="Unknown" offset="696" visible="False" />
<unused offset="700" size="8" />
<int name="Portuguese String Count" offset="708" visible="True" />
<int name="Portuguese String Table Size" offset="712" visible="True" />
<int name="Portuguese String Index Offset" offset="716" visible="True" />
<int name="Portuguese String Table Offset" offset="720" visible="True" />
<undefined name="Unknown" offset="724" visible="False" />
<unused offset="728" size="8" />
</plugin>
Code: Select all
0 Steal
1 Silver
2 White
3 Red
4 Mauve
5 Salmon
6 Orange
7 Coral
8 Peach
9 Gold
10 Yellow
11 Pale
12 Sage
13 Green
14 Olive
15 Teal
16 Aqua
17 Cyan
18 Blue
19 Cobalt
20 Sapphire
21 Violet
22 Orchid
23 Lavender
24 Crimson
25 Rubine
26 Pink
27 Brown
28 Tan
29 Khaki
Code: Select all
<plugin class="bipd" author="Digital Marine and Darco" version="" headersize="">
<struct name="SP Color" offset="190" visible="True" size="12">
<float name="Specular" offset="96" visible="True" />
<float name="R" offset="100" visible="True" />
<float name="G" offset="104" visible="True" />
<float name="B" offset="108" visible="True" />
</struct>
<struct name="Blank Node" offset="1074" visible="True" size="0">
<float name="Throw Distance" offset="648" visible="True" />
<float name="Item Pick up Distance" offset="12" visible="True" />
<float name="Jump Height" offset="800" visible="True" />
</struct>
</plugin>

=[