Forge map modding

Discussion about modding Halo 3.
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LuxuriousMeat





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Post by LuxuriousMeat »

miinaturvat wrote:Also, i was reading over your layout thingy when i spotted something that didn't seem right.

Maybe i'm just thick and don't get it, or maybe this is actually incorrect.

The following image has a "Tag_Index_Entry" for 3 mongooses (or is it mongi? :D ) on the pit.

http://img352.imageshack.us/img352/8485/thingy1hs4.png

Please explain :D
That's the hexadecimal digits, you need to read it as a float in big endian,
41 20 00 00 read in big endian as a float produces: 10. Are you sure that's for a mongoose, I'm asking because its coming up as 10, not 60...
And thanks for releasing it, shade.
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mxrider108




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Post by mxrider108 »

This is awesome! Great work everybody!
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miinaturvat
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Post by miinaturvat »

Yep.

Definately 3 mongooses.

Also, when i convert 41 20 00 00 to decimal, i seem to get 65...

Why is this???


EDIT: Ignore me, i know it's wrong, i don't know why i did that :?
Last edited by miinaturvat on Tue May 06, 2008 1:26 pm, edited 1 time in total.
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LuxuriousMeat





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Post by LuxuriousMeat »

miinaturvat wrote:Yep.

Definately 3 mongooses.

Also, when i convert 41 20 00 00 to decimal, i seem to get 65...

Why is this???
Well 0x41 = 65(dec) so your only converting the 1st byte.
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miinaturvat
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Post by miinaturvat »

Good point.

0x41 = 65

0x20 = 32

that makes 16672?

or 1092616192 if you count the 4 zeros at the end...
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Post by LuxuriousMeat »

miinaturvat wrote:Good point.

0x41 = 65

0x20 = 32

that makes 16672?

or 1092616192 if you count the 4 zeros at the end...
You need to read it as a float, not an 32 bit int.
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miinaturvat
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Post by miinaturvat »

umm...

In which case, can you help please? :D
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Post by LuxuriousMeat »

miinaturvat wrote:umm...

In which case, can you help please? :D
I'm using HexWorkshop, so it may be different from your hex editor, but here:
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Post by miinaturvat »

OK...

This is wierd...

Why is it coming up as 10?

Shouldn't it be 60?! :?

or possibly 20?

I think i'll have to look at this part again on other objects too, just to try and understand why it's different from what it should be.

What's 41 in decimal as a float?

Also, how do you work things out as a float?

Do not use excessive line breaks.
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Post by rocket360gs »

41 as a float would be 42240000. I just use the "Base Converter" tool that HexWorkshop comes with...
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But yeah, I have no clue why the cost is listed as 10 for your three mongeese. Unless maybe this is for something else, like grenades or something?
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Post by Supermodder911 »

It's listed as 10 for each mongoose...
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Post by rocket360gs »

Supermodder911 wrote:It's listed as 10 for each mongoose...
Right, but I think he's saying it's showing cost as 10 for all three of them together.
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Post by LuxuriousMeat »

rocket360gs wrote:
Supermodder911 wrote:It's listed as 10 for each mongoose...
Right, but I think he's saying it's showing cost as 10 for all three of them together.
I don't think so, I believe there is a "Tag_Index_Entry" for each object on the map, not one for each type of object. So, logically, the cost would be the cost for that one object.
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Post by rocket360gs »

LuxuriousMeat wrote:
rocket360gs wrote:
Supermodder911 wrote:It's listed as 10 for each mongoose...
Right, but I think he's saying it's showing cost as 10 for all three of them together.
I don't think so, I believe there is a "Tag_Index_Entry" for each object on the map, not one for each type of object. So, logically, the cost would be the cost for that one object.
That does seem to be the most logical, but then why would there even need to be a spot for the "number on map"? I haven't had a chance to look into this since the new info has been released, so does anyone else know?
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Post by Veegie »

rocket360gs wrote:
LuxuriousMeat wrote:
rocket360gs wrote:
Supermodder911 wrote:It's listed as 10 for each mongoose...
Right, but I think he's saying it's showing cost as 10 for all three of them together.
I don't think so, I believe there is a "Tag_Index_Entry" for each object on the map, not one for each type of object. So, logically, the cost would be the cost for that one object.
That does seem to be the most logical, but then why would there even need to be a spot for the "number on map"? I haven't had a chance to look into this since the new info has been released, so does anyone else know?
Because it lists that information in the game?...
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Post by rocket360gs »

Veegie wrote:
rocket360gs wrote:That does seem to be the most logical, but then why would there even need to be a spot for the "number on map"? I haven't had a chance to look into this since the new info has been released, so does anyone else know?
Because it lists that information in the game?...
Right, but why would it need that information in every single instance of that object rather than just once globally? But like I said, I haven't looked so I don't know, just thinking out loud here.
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Post by Supermodder911 »

Because each object may have different properties; Respawn time, etc..
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Post by rocket360gs »

OK, this is probably not worh going on and on about, but what I meant was (and I realize now it was not clear) why would the NUMBER of a given object on the map (say, 3 mongeese) need to be defined every time you have an instance of a mongoose? I know why spawn info, coords, etc would need to be unnique to each one, but this is just a global value.
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Post by CompKronos »

WOW did not realize the whole other page of posting so i gues my information has already been stated before but anyway:




well correct me if i am wrong here, especially because the hex is easier for me to understand then shade whitepaper (sorry shade but nice work anywork way because i can smeel the effort), but 4120 as a decimal number is 16672 but possibly and this is where i am not sure i know the input *space* is 20 so when you take that out you get 65 which is a little closer then 4120. I am trying a little ^.^


edit again:

@rocket i think you are right there is the identifier that defines all these properties of every mongoose that meets these standards...Wow i confused myself with your dilemma. It would make sense to globally define the properties for efficiency but what about spawn time? If i have time tonight i will try some research here to figure it out by testing but interesting conundrum here
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Post by rocket360gs »

CompKronos wrote:WOW did not realize the whole other page of posting so i gues my information has already been stated before but anyway:




well correct me if i am wrong here, especially because the hex is easier for me to understand then shade whitepaper (sorry shade but nice work anywork way because i can smeel the effort), but 4120 as a decimal number is 16672 but possibly and this is where i am not sure i know the input *space* is 20 so when you take that out you get 65 which is a little closer then 4120. I am trying a little ^.^


edit again:

@rocket i think you are right there is the identifier that defines all these properties of every mongoose that meets these standards...Wow i confused myself with your dilemma. It would make sense to globally define the properties for efficiency but what about spawn time? If i have time tonight i will try some research here to figure it out by testing but interesting conundrum here
Uh, the reason for 41200000 equaling 10 in decimal is because it is a float. It would equal 16672 as regular 32 bit int (which it is not in this case).
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