Halo 3 [Beta] Mod Discussion
- Samusaaron3
- Posts: 311
- Joined: Sun Mar 21, 2004 3:16 pm
- Location: Escondido, California
i thought there were only 3 maps for halo 3 beta? valhalla, high ground, and snowbound. what's with deadlock?
Signature over file size limit of 75kb, please read the rules.
Don't Cry Just Go Die!
Don't Cry Just Go Die!
Andrew Jackson wrote:I have only two regrets: I didn't shoot Henry Clay and I didn't hang John C. Calhoun.
iGeo wrote:Nice, take it you got it working for Vista now.
well kinda.. when I upgraded to vista it wouldent work because of the sanddock
well I think the GUI sucked without Sanddock so I figured out a way to get it ot work with Sanddock
so I changed my display settings I will release a tut with the app when it comes time
OMG you found out that I work for bungie my cover is blown.CDK908 wrote:i thought there were only 3 maps for halo 3 beta? valhalla, high ground, and snowbound. what's with deadlock?
j/k
deadlock.map = High Ground
riverworld.map = Valhalla
snowbound.map = Snowbound
Last edited by Anthony on Thu Jun 07, 2007 8:03 am, edited 1 time in total.
- StalkingGrunt911
- Posts: 3618
- Joined: Wed May 24, 2006 12:30 pm
- Location: Florida!
- Contact:
-
- Posts: 98
- Joined: Tue Feb 21, 2006 7:39 pm
- -Legendary-
- Posts: 2272
- Joined: Mon Aug 02, 2004 8:06 pm
- Location: SC
- Contact:
- TheOperator
- Posts: 13
- Joined: Mon Jun 04, 2007 5:46 pm
- Location: Portland, OR USA
Here actualy im just gona give you the lowdown of what I know so far...
Ok so some models have multiple geometry regions, some don't.
A single region is an array of 24byte structures...
the layout for one of these structures is as follows
wondering how three shorts could represent a vertex position?
Well the answer is simple, sorta...
read in the three shorts and byte swap them (duh!)
for each short do the following...
'newComp' is now your usable float!
now if you try to use this data for something like an import into your modeling app, you will see that the geometry is stretched. To fix this you multiply your positions by that regions bounding-box.
Also... You know all that alphabet text at the end of the models raw data? At first I thought it was useless garbage. But it turns out that it is the vertex indexes for a triangle-strip! Now I'm not going to explain how a triangle strip is different from just a batch of triangles, so if you don't know just google it.
And... I think thats all for now..
have fun!
Ok so some models have multiple geometry regions, some don't.
A single region is an array of 24byte structures...
the layout for one of these structures is as follows
Code: Select all
- short, short, short (X,Y,Z Position)
- 2 Zero bytes (does nothing)
- short, short (U,V I am pretty sure those are the tex coords)
- I'm not sure what the last 12 bytes are yet, but I do know that it is two vectors each using 6 bytes (1 short/component) I think these may be bone weights.
Well the answer is simple, sorta...
read in the three shorts and byte swap them (duh!)
for each short do the following...
Code: Select all
short component;
float newComp;
if( component > 0 )
{
newComp = component/32767.0 - 1.0
}
else
{
newComp = component/32768.0 + 1.0
}
now if you try to use this data for something like an import into your modeling app, you will see that the geometry is stretched. To fix this you multiply your positions by that regions bounding-box.
Also... You know all that alphabet text at the end of the models raw data? At first I thought it was useless garbage. But it turns out that it is the vertex indexes for a triangle-strip! Now I'm not going to explain how a triangle strip is different from just a batch of triangles, so if you don't know just google it.
And... I think thats all for now..
have fun!
Last edited by TheOperator on Thu Jun 07, 2007 11:58 pm, edited 1 time in total.
- -Legendary-
- Posts: 2272
- Joined: Mon Aug 02, 2004 8:06 pm
- Location: SC
- Contact:
Indeed. =)TheOperator wrote:YAY!!!
I'm the coolest n00b on the block
I think Noobraska is a pretty cool state. eh grows corn and doesn't afraid of anythng.
(12:18:11 AM) GTAF: DAMNIT GIR WE ARE ON THE SUBJECT OF VINCE'S DICK.
- TheOperator
- Posts: 13
- Joined: Mon Jun 04, 2007 5:46 pm
- Location: Portland, OR USA
- TheOperator
- Posts: 13
- Joined: Mon Jun 04, 2007 5:46 pm
- Location: Portland, OR USA
ok.
I tried to extract the vertex of the assault rifle.
My obj file looks like this now:
But in milkshape it looks like a quadrat:
I worked with 32 steps:
I did the same with the MC_FP... It shows a quader... again....
But two bottom vertex are missing.
I tried to extract the vertex of the assault rifle.
My obj file looks like this now:
But in milkshape it looks like a quadrat:
I worked with 32 steps:
Code: Select all
for(int i=0;i<5937;i++)
{
BR.BaseStream.Position = offset + i * 32;
}
But two bottom vertex are missing.
Last edited by darvolt on Sat Jun 09, 2007 12:25 am, edited 1 time in total.
So you take the ID from the meta, and then scroll through all raw chunks until you find the correct chunk? Would it not be easier to just take the index like i did..?Anthony wrote:actually its a Int you are just reading the index which in reality it is a ID... so I guess that means your offset should be 224
you get the ID by getting the Salt which is believe is offset 0x16 inside the Raw Data chunk and performing this simple equation
where x is the index of that chunkCode: Select all
int ident = salt; ident <<= 16; ident |= x;
Same. I just read it as a short as it makes no difference anyway.Anthony wrote:Ever map I seem to look at it looks as if its a Int so that means your new offset should be 36
Nice, heres the other maps if anyone wants:Anthony wrote:I took the time to write a function for H3Core (An app thats not yet released) that would output all the raw data offsets and sizes that the map references, combine them, and sort to map out the Shared.map
well here it is
http://halo-forge.net/anthony/rdm2.txt
If there should be any holes in it, it is because that data isn't referenced by any of the maps that Bungie has put out for us in this beta
http://www.homebrewgames.co.uk/xbox/halo3/deadlock.txt
http://www.homebrewgames.co.uk/xbox/hal ... rworld.txt
http://www.homebrewgames.co.uk/xbox/halo3/snowbound.txt
I prefer using professionally made hex editors tbh, only because of the multitude of advanced features really. But good job anyways sol; like the coloursAnthony wrote:we have added a hex editor to the app to help tag mapping, I think SOL did a great job
http://eridanusleague.org/halo-forge/anthony/wow.jpg
Yes i was reading the chunk count as a short back then for some stupid reasonAnthony wrote:I didn't think I would have to correct you again but I guess I was wrong...
its not at offset 38 its at offset 0x24 aka offset 36...
Which can be found at 116 in the modes meta as a reflexive, i think anyhow.xbox7887 wrote:Like stated earlier, you need to factor in the bounding box
--
Obviously good work with the renders, im still mapping out the mode meta Operator; ill talk to you later when your back.
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.