Entity 1.5 Preview
- StalkingGrunt911
- Posts: 3618
- Joined: Wed May 24, 2006 12:30 pm
- Location: Florida!
- Contact:
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
-
- Posts: 2032
- Joined: Tue May 17, 2005 6:34 pm
- Location: T E X A S
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
I could probably do that, but considering I have never modified or even downloaded an AI mod, I wouldn't know exactly how to get to the Variaition that is spawned in game, but If someone was to help me, it shouldn't be too hard.snakejknight wrote:perhaps make it show the ai squads as they spawn... meaning show the bipd and vehicles they are in... and if possible have options to show individual squad spawns instead of all @ once

No progress in Entity, someone else is making progress on a totally diffrent scale.pyroman31 wrote:Still no progress in the bsp meta way?

Uhh, no. Thats just what visble spawns are open. Playerspawns, Teamspawns, AI/Biped spawns, and the model less objective spawns show as the default MC.GruntLeet wrote:So we get to view the spawns as bitmap MC..?

Actually, any objective location spawn that has a model, spawns with it (I.E. Oddball, Flag, Assault Bomb) however, I guess that we could make some sort of custom shape model like the sounds and camera for each diffrent type.PyroBlizzard wrote: Could the hill points and objective things be different models there models or something different each. Because i find it difficult that on levels like foundation you have about 6 objectives in one spot and they all look like master chiefs.
The first part shouldn't be hard at all, and for the sceneryname thing, it shows the name in the treeview, but I guess it wouldn't hurt to add a new label as well...smacktalker wrote:perhaps you can make the bsp viewer somewhat more optional... for example with the objective locations, you can set something in the bsp viewer, which i think is the bind..
perhaps make it so when you click the scenery chunk, it shows the sceneryname like in entity alpha
perhaps make it when you click a collection in bspviewer, make the spawn time adjustable, and max on map and such.. just some stuff so it makes modding somewhat more easier..
and sound internalizer![]()
![]()
![]()
and the internal sound player!
so far looking very good. best entity so far![]()
For the collections bit, ok, just added it for you.

Making a proper sound internalizer is not worth the effort it would take, considering Entity will import the RAW if you duplicate it, and add it to the map like a new tag. And, it IS diffrent that bitmap internalization...If you open up a map in UberAnalyzeTool, and see where each meta is in the map, you'll see that an insane number to things need to be shifted, including the index, for a sound to be changed. Bitmaps are before the index so they are easier.

And, sound player, has been started.

Formerly known as Limpmybizket.
- WastingBody
- Posts: 195
- Joined: Mon Sep 19, 2005 5:07 pm
- xGhostlySnowx
- Posts: 128
- Joined: Fri Jun 30, 2006 6:15 pm
- Location: Not where you are!
-
- Posts: 552
- Joined: Thu May 12, 2005 4:12 am
-
- Posts: 2032
- Joined: Tue May 17, 2005 6:34 pm
- Location: T E X A S
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Indeed. Bump map extraction was possible back when the latest Ch2r was released.
A long time ago I emailed XIU for the Ch2r source with hopes of a newer version having more bump map stuff, it didn't though.
A long time ago I emailed XIU for the Ch2r source with hopes of a newer version having more bump map stuff, it didn't though.
Edit: Photoshop can open the images.Hey Tural,
I just rarred up all the files from the Ch2r project, it'll probably do
a bit more then WIP3 I couldn't build or test it because I don't have
Visual Studio 2003 installed anymore.
The code you are looking for is in the Ch2r\Bitmap folder. From what I
can remember bumpmap injection was working or at least almost![]()
The only problem that photoshop faces is that it ends up freezing when trying to save the bumpmap... That's what happened to me but it may just be my computer or that my photoshop isn't CS2. Just use the alternate methods for making bumpmaps show up proper (the method itself isn't exatly proper though)...
I use Photoshop CS with this plugin. I can read and write every format of dds file.
thats because Alius Bos is based off static offsets for mapsscynide wrote:Wow! I can wait for the release. Will the String Editor be able to lengthen weapon names and such. If not, you should see what you can do to make it where they can be any length.I can never get Alius Bos to work unless I name the weapons before the map is modified.

I made the unicode string editor read and edit them how it should be so there wont be any problems with that and you will be able to edit even after you map is modded
as for longer string names that requires shifting alot of things in the map which is a pain but since I already wrote the Code to shift data for the Tag Names I can just reuse alot of the code but I still have to add quite a bit
but yea I already had that planned :p
YES! SparkEdit FTW! This is a very good and helpful idea.xGhostlySnowx wrote:it would be cool if in the bsp veiwer you could click on an object or spawn and duplicate it with a button or somthing.. It would make it a lot easier to do a lot of things when making a mach mod and in genral... so yea nice job on the progress so far

its not that easy to make it so you can just click a buttonkibito87 wrote:YES! SparkEdit FTW! This is a very good and helpful idea.xGhostlySnowx wrote:it would be cool if in the bsp veiwer you could click on an object or spawn and duplicate it with a button or somthing.. It would make it a lot easier to do a lot of things when making a mach mod and in genral... so yea nice job on the progress so far
