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tiamat's tags

Posted: Fri Dec 14, 2007 9:02 pm
by EchoRanger449
I believe I heard that tiamat made his tags "open source"- we're allowed to rip them from his map. Does this mean we're allowed to use them in our PC maps?


>>>I'm having trouble with the tags- some of the bitmap files are 0 bytes. I'll post them- please tell me what I'm doing wrong.

one of the 0 byes files is the casing.bitm


http://files.filefront.com/newrar/;9261 ... einfo.html

Posted: Fri Dec 14, 2007 9:15 pm
by Andrew_b
dude...hes like in college or something...your free to have em just give credit. he released them.

Posted: Sat Dec 15, 2007 6:51 am
by EchoRanger449
If so, does anyone know how to convert tiamat's "spelican"?

Posted: Sat Dec 15, 2007 8:39 am
by Pepsi
EchoRanger449 wrote:If so, does anyone know how to convert tiamat's "spelican"?
find a map with in it. convert with harbinger to pc. use the converted map for normal pmi process.

Posted: Sat Dec 15, 2007 9:22 am
by EchoRanger449
well what I did was I used sidewinder to see if the tags would work with it- after compiling it, it showed that they worked. I then converted that map to PC and tried to extract the tags from it...

I'm going to take it directly from coldsnap.

I'm using the "Find all" command in harbinger to see if I can get it to work.

Hopefully...

If not, I'll post a link to the tags I'm having trouble with.

Thanks for the help so far!

I'm planning on making a special intro scene to b30 that can only be done properly with this type of pelican.

Eh, I'll go ahead and tell it:

You start off in b30, Pelicans fly by...off in the distance before them are about 5-10 banshees intercepting. The Pelican on the lower right fires his missles, taking out about half of them, but is shot down in the process. By now the Banshees have made it behind the last pelican and now the upper left pelican's back turret is hammering into the last of them. By the time it goes to first person, MC is looking at a marine finishing off the last couple banshees with the turret.

Awesome? Not nearly as much as "trident" from Halo 3, but hey, it's better than the original.

Posted: Sat Dec 15, 2007 10:39 am
by Philly
You'll need some voices and music for that.

Posted: Sat Dec 15, 2007 11:25 am
by EchoRanger449
I'd have to edit the scenario to make it look even better, but I'm not going that far.

Anyway, I noticed that the only bitmaps that seem to have problems are ones that exist in normal halo pc maps.

I've replaced all the bitmaps...a few hundred possibly. I looked at the sound metas and I saw the same problem.

I doubt it will take that long, but once I get that fixed, I'll post the updated tags, then I'll PMI the spelican. I just hope it works this time.

The only bitmaps I couldn't fix are the ones that don't exist (under the "spelican").

Oh yes, and the references the spelican made to the npelican- I fixed the metas and their xml's to reference the files inside the spelican only. Maybe not a good idea since it leaves open a large opportunity for error. However, this isn't all that much of a problem since it only references the bitmap and shader tags.

>>>All sounds are fixed now. Only the bitmaps for the spelican weren't fixed. They aren't 0 kp's though. I might need to fix them...

Here is the link. Please help me if you can

http://files.filefront.com/new2rar/;926 ... einfo.html

Posted: Sat Dec 15, 2007 11:32 am
by Mr.Brightside
dont do the old fashion way.


Convert with harbinger and then recursively extract the tags.

Posted: Sat Dec 15, 2007 11:45 am
by EchoRanger449
I did that. Harbinger wasn't too nice- it didn't fix the bitmap and sound tags (I used the find all command)

The tags do extract.

All I'm doing is fixing the tags I extracted after the conversion.

Does Harbinger not like me? Must've hurt its feelings :P

>>>I fixed the sounds and bitmaps for the common elements and good news- the map ran! I didn't put the pelican in yet, however.

w00t!!!!!!!!

I think it's pretty simple once I get the bitmaps straightened out

yay!

>>>Had some problems with it, but once I swapped the special spelican shaders, I ran the map...and it works! No exception errors (except for when I started flipping the pelican, while inside it...)


>>>I have one more problem- I don't know how to enable MC to use the pelican seats- how do I add this into the globals or wherever it is (I don't want to use w-driver and gunner because the animation is different)

>>>I've concluded that it's part of the animation trigger.

If so, I need to extract the animation and bipd tags for the "special cyborg"

However, I don't know if he changed the model...I'll see.

>>>Alright, all i had to do was swap the animation trigger, thankfully.
The only problem is that the animation trigger does not include banshee animations. I might want to find out how to...

Posted: Sat Dec 15, 2007 1:48 pm
by Altimit01
Re: bad original bitmaps and sounds
I'm just wondering, is there anything unusual about your index.txt file? Because sounds and bitmaps from original maps are the reason that file exists. As I'm sure you can imagine, bitmaps.map (and sounds.map) for CE is different than for HPC. Bitm (and snd!) tags reference data in the bitmaps.map file. So a working tag from CE might appear to be correct, but if it says go to X location in the CE bitmaps.map and that same image is at Y location in the HPC version there's a problem. Find all reads the list of all those tags and just swaps them for the HPC versions with the correct offset data for HPC bitmaps.map. So I'm just wondering because find all should fix all of that.

I know coldsnap doesn't work as a playable map (no idea why) but it does convert to be readable by editors. Also double checked a coldsnap conversion from the debugger and every tag had data in it (post conversion). This sounds like it'll be a cool mod though. Good luck