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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »How would i go about decompressing halo's tags?

Author Topic: How would i go about decompressing halo's tags? (4 messages, Page 1 of 1)
Moderators: Dennis

JHOW2
Joined: Jun 24, 2009

Don't got one.


Posted: Mar 4, 2010 12:19 PM    Msg. 1 of 4       
I am scrapping my old engine because XNA is based off the 360 way too much. I don't like the way it loads content or the lack of options with it's graphics device class. I got into DirectX and i am going to use it along with C# and make an almost exact copy of halo. The way it should be made. I am wondering how halo's tags are compressed. I am going to make a whole new set of tag types to support the new additions as well as allow it to use the old ones. Most of the data in the tags can be used. An example of what can't be used is the physics tag. I will make a new one. You will have to change your old tags to use the new one but that is no big deal. Any help as too how i would go about this? I am going to use the StreamReader class to read in the data. Bungie put up an article on how tags work so i know what the underlying structure is like. I just can't decompress them yet.


iHalo
Joined: Dec 5, 2009

Modeling ::Royal Carribean's Oasis of the Seas::


Posted: Mar 4, 2010 04:44 PM    Msg. 2 of 4       
Hmm interesting, no clue lol, use a hex editor, view the procces, and map out what does what. Or u can use Echaston's plugins and that can give u an idea. and sick idea. cant wait :D


ghost901
Joined: Mar 4, 2010


Posted: Mar 4, 2010 06:08 PM    Msg. 3 of 4       
http://wiki.modacity.net/wiki/.map_(File_Format)

Don't know what this might help you in, but it it's intresting.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Mar 4, 2010 06:32 PM    Msg. 4 of 4       
You can extract, then open the tags in guerilla.


Then, export them as .txt

 

 
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