Modding Dictionary
Modding Dictionary
Hey everyone!
I had an idea, and if it's not a GOOD idea, I expect to get flamed. (In otherwords, tell me if its bad!) I thought we should have a 'MODDING DICTIONARY', to help anyone (noobies and pro's alike) and everyone that has anything to do with modding. We all know what a dictionary is, so I won't explain that one. Anyone that has idea's for words and definitition's, just post them here, and I will keep editing the original post. So, I will get the dictionary started, with a few posts. Remember, I'm not looking for true, accurate definations. I'm looking for definations that apply to modding.
Bitmap = 2 dimensional image, used for skinning your maps.
Bump map = 3 dimensional 'sheet' over which a 2 dimensional bitmap is applyed, to give the image 3 dimensions.
Dependancy = Found in the meta of most tags; these are tags that the tag whose meta they were found in, depends on. They normally follow the format of 'reversed tagtype' which is followed by 'ident of tag'.
FTP = to send and recieve files between your xbox and pc.
Ident/ID/Identity = A unique number in which every tag contains. Each Ident is 65537 integers apart.
Int/Integer = A whole number.
Meta = Each tag has meta, it simply means 'defining qualities' - so for an smg you would expect to find firing rate, the amount of bullets that the clip can hold, etc.
Model = 3 dimensional drawing of any weapon, vehicle, object, etc, which can be altered or replaced.
PPF/SPPF/Serenity patch = to minimize the amount of byte transfer between users sharing map files, the modding community has created a 'patch' system, where the modded map is compared to a virgin map, and differences are noted, and stored in a much smaller file size, allowing users to apply the patch file, thus recreating the orignal 'modded map'.
Parsed = Means to interpret data raw data in order to make it visually easier to edit/read/use.
Raw = Referring to data that has not been interpretated in any way.
Reflexive = These folow the format of 'chunk count' followed by 'raw offset' - Once the secondary magic of the map has been subtracted from the raw offset, the resulting offset is the start of the reflexives first chunk. The size of each chunk is normally stored within the tags plugin, (although that can be worked out manually as well). Once the size is known, it is simply a matter of cycling through the chunks using the 'chunk count' and reading the content of each chunk. Some chunks contain reflexives, which seems to be known as nested reflexives, or inter reflexives.
Resign = To give your .map file the correct 'signature', allowing it to load in the Halo 2 game engine.
SBSP/BSP = Structure binary space partioning, or the map's playing field, and everything that has to do with it.
Thanks go out to; TH2MODSoULMBoCOM, Demonicsandwich, Prey, ?????
I had an idea, and if it's not a GOOD idea, I expect to get flamed. (In otherwords, tell me if its bad!) I thought we should have a 'MODDING DICTIONARY', to help anyone (noobies and pro's alike) and everyone that has anything to do with modding. We all know what a dictionary is, so I won't explain that one. Anyone that has idea's for words and definitition's, just post them here, and I will keep editing the original post. So, I will get the dictionary started, with a few posts. Remember, I'm not looking for true, accurate definations. I'm looking for definations that apply to modding.
Bitmap = 2 dimensional image, used for skinning your maps.
Bump map = 3 dimensional 'sheet' over which a 2 dimensional bitmap is applyed, to give the image 3 dimensions.
Dependancy = Found in the meta of most tags; these are tags that the tag whose meta they were found in, depends on. They normally follow the format of 'reversed tagtype' which is followed by 'ident of tag'.
FTP = to send and recieve files between your xbox and pc.
Ident/ID/Identity = A unique number in which every tag contains. Each Ident is 65537 integers apart.
Int/Integer = A whole number.
Meta = Each tag has meta, it simply means 'defining qualities' - so for an smg you would expect to find firing rate, the amount of bullets that the clip can hold, etc.
Model = 3 dimensional drawing of any weapon, vehicle, object, etc, which can be altered or replaced.
PPF/SPPF/Serenity patch = to minimize the amount of byte transfer between users sharing map files, the modding community has created a 'patch' system, where the modded map is compared to a virgin map, and differences are noted, and stored in a much smaller file size, allowing users to apply the patch file, thus recreating the orignal 'modded map'.
Parsed = Means to interpret data raw data in order to make it visually easier to edit/read/use.
Raw = Referring to data that has not been interpretated in any way.
Reflexive = These folow the format of 'chunk count' followed by 'raw offset' - Once the secondary magic of the map has been subtracted from the raw offset, the resulting offset is the start of the reflexives first chunk. The size of each chunk is normally stored within the tags plugin, (although that can be worked out manually as well). Once the size is known, it is simply a matter of cycling through the chunks using the 'chunk count' and reading the content of each chunk. Some chunks contain reflexives, which seems to be known as nested reflexives, or inter reflexives.
Resign = To give your .map file the correct 'signature', allowing it to load in the Halo 2 game engine.
SBSP/BSP = Structure binary space partioning, or the map's playing field, and everything that has to do with it.
Thanks go out to; TH2MODSoULMBoCOM, Demonicsandwich, Prey, ?????
Last edited by eternal on Mon Mar 26, 2007 5:11 am, edited 5 times in total.
- Th2mods
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i was thinking about doing this about structures and everything else. cuz i dont believe everyone knows what they are accualy doing... they don't know the real thing behind the tags.
for example how many people know what a BSP is? how many people know what it stands for? i can tell you one thing.... i do
FTP: means "File transfer prodical" is the the act of transferring files from one access point to another
for example how many people know what a BSP is? how many people know what it stands for? i can tell you one thing.... i do
FTP: means "File transfer prodical" is the the act of transferring files from one access point to another
Last edited by Th2mods on Sat Mar 24, 2007 1:50 pm, edited 1 time in total.
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SBSP - Structure Binary space partitioningTH2MODSoULMBoCOM wrote:BSP - Binary space partitioningeternal wrote:post your defination for bsp then
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
TH2MODSoULMBoCOM wrote:FTP: means "File transfer prodical" is the the act of transferring files from one access point to another

FTP = File Transfer Protocol, learn to spell

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Re: Modding Dictionary
The problem with this community is that they throw together names for things at will without thought. Then when the correct terminally comes along, they just ignore it and continue to live in their wrong little worlds.
This definition is wrong. There are many models used by the halo2 engine, the one your referring to is a render_model.eternal wrote: Model = 3 dimensional drawing of any weapon, vehicle, object, etc, which can be altered or replaced.
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Re: Modding Dictionary
Then you post the correct definitions, for render_model, and model, and I will fix it.kornman00 wrote: This definition is wrong. There are many models used by the halo2 engine, the one your referring to is a render_model.
supermodder911: Yes, i am talking about just descriptions for modding, and how they appy to modding.
newbymodder wrote:the bickering of halomods have to love them
- Th2mods
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thats what i said... its the act of transferring files from one assess point to another,supermodder911 wrote:file transfer protocool is not just fo xbox to pc transfering more and more downloads on the internet go on a ftp server so watch your definitions unlessy ou were talkin halo 2 moddin wise than that is a good decription
and sry for the typo
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Ident/ID/Identity - A unique number in which every tag contains. Each Ident is 65537 integers apart i believe.
Int/Integer - A whole number.
Raw - Means data that has not been interpretated in any way.
Parsed - Means interpretating raw data in order to make it visually easier to edit/etc.
Meta - Each tag has meta, it simply means 'defining qualities' - so for an SMG you would expect to find firing rate, amount of bullets tht can be held at any 1 time etc.
Dependency - Found in the meta of most tags; these are tags that the tag whose meta they were found in, depends on. they normally follow the format of 'reversed tagtype' which is followed by 'ident of tag'.
LoneID - Same as above although more likely to be found within reflexives i think. These follow the format of just 'ident of tag' - hence LoneID.
Reflexive - These follow the format of 'chunk count' followed by 'raw offset' - Once the secondaryMagic of the map has been subtracted from the raw offset, the resulting offset is the start of the reflexives first chunk. The size of each chunk is norm stored within the tags plugin (althou there is a way of working it out manually too..). Once the size is known, it is simply a matter of cycling through the chunks using the 'chunk count' and reading the content of each chunk. Some chunks may also contain reflexives, which seem to be known as nested reflexives or inter reflexives.
I believe the majority of that is correct, feel free to argue with me if it is not..
Int/Integer - A whole number.
Raw - Means data that has not been interpretated in any way.
Parsed - Means interpretating raw data in order to make it visually easier to edit/etc.
Meta - Each tag has meta, it simply means 'defining qualities' - so for an SMG you would expect to find firing rate, amount of bullets tht can be held at any 1 time etc.
Dependency - Found in the meta of most tags; these are tags that the tag whose meta they were found in, depends on. they normally follow the format of 'reversed tagtype' which is followed by 'ident of tag'.
LoneID - Same as above although more likely to be found within reflexives i think. These follow the format of just 'ident of tag' - hence LoneID.
Reflexive - These follow the format of 'chunk count' followed by 'raw offset' - Once the secondaryMagic of the map has been subtracted from the raw offset, the resulting offset is the start of the reflexives first chunk. The size of each chunk is norm stored within the tags plugin (althou there is a way of working it out manually too..). Once the size is known, it is simply a matter of cycling through the chunks using the 'chunk count' and reading the content of each chunk. Some chunks may also contain reflexives, which seem to be known as nested reflexives or inter reflexives.
I believe the majority of that is correct, feel free to argue with me if it is not..
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