[Halo 2] UberLightmapTool

Utilities designed primarily for the xbox version of Halo 2.
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Post by link_36p »

well it depends, if you are a modding genius like tsf all you need is a hex program, but if you are a complete total n00b that needs to ask dumb questions and not do your own research, then there is most likely no progrma you could use that would be any worth to you or anyone else.
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Post by looknbarrel »

tjc2k4 wrote:
looknbarrel wrote:You should talk to tjc2k4 and have this incorporated into Insolence Map Studio also to go along with your UberBitmapTool
Most, if not all, Uber*Tools will be incorporated into Insolence Studio :D
Good to hear.
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Post by shade45 »

tjc2k4 wrote:
looknbarrel wrote:You should talk to tjc2k4 and have this incorporated into Insolence Map Studio also to go along with your UberBitmapTool
Most, if not all, Uber*Tools will be incorporated into Insolence Studio :D
Nice IMS is gonna be sooo sick :D
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Post by P8ntballer24 »

I gotta say it again....OMG I LOVE YOU!!!

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Re: [App] UberLightmapTool

Post by Aequitas »

I was free this morning so I made a little update.. See first post.
Aequitas wrote:EDIT: v1.1
I'm not a big fan of people constantly posting updates with just a few changes to an application.. But there was a nastly little bit of unmanaged code that caused a memory leak. So that's now fixed. A few other small tweaks are thrown in as well. The flicker you may have noticed with the palettes preview is now gone. Also, the map's encryptomatic signature is recalculated based on the changes made to the palettes.. So assuming it was correct to begin with, it should be correctly and instantly adjusted as changes are applied - quite useful for you single player modders. The regular old resign button is still available for the skeptics.
Last edited by Aequitas on Wed Nov 23, 2005 4:52 pm, edited 1 time in total.
TF6
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Post by GH0STce11 »

heh, something i just noticed...

...when you backup the lightmap settings, it saves them as a *.ULT (for UberLightmapTool). And then winamp recognizes it as an associated file type. Lol, pointless i know, just thought I'd post that.
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Post by casuela »

Good job, you got frontpage on X-S!

-cas
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Post by 134 »

I.... I think I am going to cry!

Very awesome! Now I dont have to screw around with bitmaps to make awesome looking maps, nice one!!!
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Post by FooFighter »

Jesus I had quit halo 2 modding for almost 4 months now... Thanks to you I have started again!!!
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Post by KiLMoNsTeR »

Awesome... this is the first time I even bothered to log in to say how awesome someone is.. :shock:
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Post by Zigen »

this must be the best tool to theme a mod...
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Post by The Swamp Fox »

ULTra cool...

Pfft, I know it was a stupid joke, but I couldn't resist saying it...
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Re: [App] UberLightmapTool

Post by Dyer13 »

Aequitas wrote:I was free this morning so I made a little update.. See first post.
Aequitas wrote:EDIT: v1.1
I'm not a big fan of people constantly posting updates with just a few changes to an application.. But there was a nastly little bit of unmanaged code that caused a memory leak. So that's now fixed. A few other small tweaks are thrown in as well. The flicker you may have noticed with the palettes preview is now gone. Also, the map's encryptomatic signature is recalculated based on the changes made to the palettes.. So assuming it was correct to begin with, it should be correctly and instantly adjusted as changes are applied - quite useful for you single player modders. The regular old resign button is still available for the skeptics.
I have an idea that I think you should consider. You run this proram and you have a general idea of the colors that the map will be, but you really don't know until you run the game. I don't think it should be that hard.
My idea is that when you open a map, the preview of that map comes up, and when you change the hue/saturation,etc it changes both the lightmaps and it changes the colors of the preview so you actually KNOW what it will look like....
Image Image Image
Last edited by Dyer13 on Thu Nov 24, 2005 6:50 pm, edited 2 times in total.
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Image
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Post by Ketchup_Bomb »

Awesome job Aequitas. Tool looks awesome, and I'm sure it works great.
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Post by casuela »

Dyer13 that does seem like a good idea, but this tool is 'Uber' enough as it is! Great job once again.

-cas
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Post by Dyer13 »

Well if anyone wants the map previews, I took the time to export them from every map.
Attachments
Map previews.rar
Map Previews
(1.23 MiB) Downloaded 38 times
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Image
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Re: [App] UberLightmapTool

Post by The Swamp Fox »

Dyer13 wrote:
Aequitas wrote:I was free this morning so I made a little update.. See first post.
Aequitas wrote:EDIT: v1.1
I'm not a big fan of people constantly posting updates with just a few changes to an application.. But there was a nastly little bit of unmanaged code that caused a memory leak. So that's now fixed. A few other small tweaks are thrown in as well. The flicker you may have noticed with the palettes preview is now gone. Also, the map's encryptomatic signature is recalculated based on the changes made to the palettes.. So assuming it was correct to begin with, it should be correctly and instantly adjusted as changes are applied - quite useful for you single player modders. The regular old resign button is still available for the skeptics.
I have an idea that I think you should consider. You run this proram and you have a general idea of the colors that the map will be, but you really don't know until you run the game. I don't think it should be that hard.
My idea is that when you open a map, the preview of that map comes up, and when you change the hue/saturation,etc it changes both the lightmaps and it changes the colors of the preview so you actually KNOW what it will look like....
Image Image Image
Hmm, that would be much much much MUCH MUCH more work than it's worth. The lightmap coordinates, subtexture indices, along with color table indices are all stored in the structure bsp, and to get an accurate render of what the final product would look like would require a full-texture lightmapped render of the sbsp. Doesn't sound like much fun for Aequitas...
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Post by Liquiddeath »

make this for halo pc that would rock!
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Re: [App] UberLightmapTool

Post by Dyer13 »

The Swamp Fox wrote:
Dyer13 wrote:
Aequitas wrote:I was free this morning so I made a little update.. See first post.
Aequitas wrote:EDIT: v1.1
I'm not a big fan of people constantly posting updates with just a few changes to an application.. But there was a nastly little bit of unmanaged code that caused a memory leak. So that's now fixed. A few other small tweaks are thrown in as well. The flicker you may have noticed with the palettes preview is now gone. Also, the map's encryptomatic signature is recalculated based on the changes made to the palettes.. So assuming it was correct to begin with, it should be correctly and instantly adjusted as changes are applied - quite useful for you single player modders. The regular old resign button is still available for the skeptics.
Hmm, that would be much much much MUCH MUCH more work than it's worth. The lightmap coordinates, subtexture indices, along with color table indices are all stored in the structure bsp, and to get an accurate render of what the final product would look like would require a full-texture lightmapped render of the sbsp. Doesn't sound like much fun for Aequitas...
I think it would give people a general idea, better than a lot of little box's with a couple of stripes with different colors on them...
Image
Image
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Post by Blackout360 »

Wow! Thats a very nice program! I'm Downloading now! Nice job!


Btw: Dyer13, that's a really good Idea! But how am I going to get the preview to show up? I'll download 'em! :)
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