New Mainmenu
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New Mainmenu
I was interested in this the other day.
If you were to inject a new BSP into the Mainmenu, would the menu scroll around that one?
If you were to inject a new BSP into the Mainmenu, would the menu scroll around that one?
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That is sick.shade45 wrote:Yes it does work
Ex.
That is one of the space bsp's converted(forget which one)
any other bsp you'll most likely need to need to fix the camera angles..
Oh, btw, do you have a working sily tag plugin for Entity? I'm trying to do your "Add weapons to the mainmenu" tutorial but Entity can't open the sily tags for chunk cloning.
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To change the camera angles just edit the XYZ co-ords in the cutscene camera reflex of the scnr tag.TH2MODSoULMBoCOM wrote:cool... how would we change the camera angles?
Yeah heres a working sily pluginLestatfreak wrote: That is sick.
Oh, btw, do you have a working sily tag plugin for Entity? I'm trying to do your "Add weapons to the mainmenu" tutorial but Entity can't open the sily tags for chunk cloning.
Code: Select all
<plugin class="sily" author="shade45" version="1.0" headersize="36">
<revision author="MT" version="1.0">Converted plugin to Entity's Format</revision>
<revision author="Shade45" version="1.0">Completed Tag</revision>
<revision author="Iron_Forge" version="0.1">Added basic layout of plugin...</revision>
<int name="Option Number" offset="0" visible="true" />
<unused offset="4" size="4" />
<tag name="Unicode String Set" offset="8" visible="true" />
<id name="Unicode String Set" offset="12" visible="true" />
<stringid name="Title" offset="16" visible="true" />
<stringid name="Header" offset="20" visible="true" />
<stringid name="Description" offset="24" visible="true" />
<struct name="Settings" offset="28" visible="true" size="12">
<enum name="Default" offset="0" visible="true">
<option name="Yes" value="1" />
<option name="No" value="0" />
</enum>
<short name="Value" offset="4" visible="true" />
<stringid name="Option Name" offset="6" visible="true" />
</struct>
</plugin>
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Should I save it as .ifp2 or .ent?shade45 wrote:To change the camera angles just edit the XYZ co-ords in the cutscene camera reflex of the scnr tag.TH2MODSoULMBoCOM wrote:cool... how would we change the camera angles?
Yeah heres a working sily pluginLestatfreak wrote: That is sick.
Oh, btw, do you have a working sily tag plugin for Entity? I'm trying to do your "Add weapons to the mainmenu" tutorial but Entity can't open the sily tags for chunk cloning.
And TH2MODSoULMBoCOM, I bet all we really would need to do is change those anchor points coordinates. Just get corridnates by placing objects around the BSP in a test level and write down the coordinates.
You should tell XBC-Requim. A conversion mappack should have a converted mainmenu.
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Thanks. I tired your patch and my mainmenu ended up corrupting its shared bitmaps.shade45 wrote:.ent
BTW, something doens't seem right with this plugin. Entity is displaying the strangest strings...
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its not corrupting the shaded bitmaps its corrupting the mainmenu bitmapsLestatfreak wrote:Thanks. I tired your patch and my mainmenu ended up corrupting its shared bitmaps.shade45 wrote:.ent
BTW, something doens't seem right with this plugin. Entity is displaying the strangest strings...

and thats because all your other maps are pointing at its raw offset, you should just go though your MP map and SP map and just fix it by hand >_<
- JacksonCougAr
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i agree with that i will talk to himLestatfreak wrote: Should I save it as .ifp2 or .ent?
And TH2MODSoULMBoCOM, I bet all we really would need to do is change those anchor points coordinates. Just get corridnates by placing objects around the BSP in a test level and write down the coordinates.
You should tell XBC-Requim. A conversion mappack should have a converted mainmenu.
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Look on page 11 of the Conversion Mappack thread for the tutorial links.
Okay, thanks. I'm trying to figure out the FRC and secondary heavy vehicles for him, but I keep corrupting mainmenus. I don't know why...TH2MODSoULMBoCOM wrote:i agree with that i will talk to himLestatfreak wrote: Should I save it as .ifp2 or .ent?
And TH2MODSoULMBoCOM, I bet all we really would need to do is change those anchor points coordinates. Just get corridnates by placing objects around the BSP in a test level and write down the coordinates.
You should tell XBC-Requim. A conversion mappack should have a converted mainmenu.
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- DemonicSandwich
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A converted menu would mean opening every MP you'll use for the mappack and internalizing ALL the menu based bitmaps and sounds. The map sizes will be even larger than what they already are! >.<
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
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Not nessecarily. Did the space mod kill the shared bitmaps from the mainmenu?demonicsandwich wrote:A converted menu would mean opening every MP you'll use for the mappack and internalizing ALL the menu based bitmaps and sounds. The map sizes will be even larger than what they already are! >.<
edit: shade, the strings in the sily look okay for the first couple of chunks. Stuff like carbine, battle_riffle, etc. And then the Value stops being 1 or 2 and the strings become things like "max_player_overhead". Added chunks through Entity and changing the last one to the fuel rod cannon caused the main_menu to freeze when I went to the option. I have been using fresh mainmenus too.
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Nope my space mod didn't kill any bitmaps because everything is added over unused tags, like coll and phmo tags. and the bsp is converted manually(the old school way :p).Lestatfreak wrote: Not nessecarily. Did the space mod kill the shared bitmaps from the mainmenu?
edit: shade, the strings in the sily look okay for the first couple of chunks. Stuff like carbine, battle_riffle, etc. And then the Value stops being 1 or 2 and the strings become things like "max_player_overhead". Added chunks through Entity and changing the last one to the fuel rod cannon caused the main_menu to freeze when I went to the option. I have been using fresh mainmenus too.
I think the string problem is something wrong with entity because the plugin worked fine for me in insolence.
Nope, thanks to pokecancer entity has has the option to update all the raw pointers in the mp maps after a tag has been added to the mainmenu. The reason I've been adding all my tags/chunks manually over unused meta is because I want my main menu to work with all maps without any modification needed. This is a really good feature for making a mainmenu for a map pack though.demonicsandwich wrote:A converted menu would mean opening every MP you'll use for the mappack and internalizing ALL the menu based bitmaps and sounds. The map sizes will be even larger than what they already are! >.<
I lost it a while ago in a hard drive failure. But I restarted it and I still work on it when I can find the time. Adding everything manually is a pain but it will see a release someday.x088x wrote:Sorry for going a bit off topic, but Shade, whatever happened to your Ultimate Mainmenu mod? I was really looking forward to that a while ago.
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Don't worry about the Fuel Rod Cannon and Secondary Heavy Vehicles. Those are not necessary, as far as I know. TH2MODS may say otherwise, but I believe that they will not be needed. I would like to see the FRC, but it's no big deal if it does not work. I'd just like to see a new Main Menu BSP.Lestatfreak wrote:Okay, thanks. I'm trying to figure out the FRC and secondary heavy vehicles for him, but I keep corrupting mainmenus. I don't know why...TH2MODSoULMBoCOM wrote:i agree with that i will talk to himLestatfreak wrote: You should tell XBC-Requim. A conversion mappack should have a converted mainmenu.
