
adolif2
Joined: Apr 27, 2011
Karma changes people.
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Posted: Aug 24, 2011 02:20 AM
Msg. 1 of 31
Hello all. Before I get started, I just wanted to apologize to the Halomaps modding community. I haven't been pleasant to deal with in the past, so everyone, including Dennis....I'm sorry. Here is my latest project. It is a modified tool.exe, coupled with a new "bsp_fixer.exe," to add a feature to HEK that was only before in Halo 2 Vista's map editor. This...mod, I guess you could call it, allows you to compile JMS data files into structure bsps even when holes are found in the geometry, and even when polygons overlap. Here is the catch: the bsps don't work right out of the box after they are compiled...you must run lightmaps on them and then drag them onto bsp_fixer.exe. It fixes null (-1) surface and edge references in order to prevent Sapien and Halo crashes. It works. I tested everything. Here is a Youtube video of it: http://www.youtube.com/watch?v=EN2uZfZoysU And here is the download link: http://www.mediafire.com/file/ljcnme8jt46eff6/BSP_HACKZ_HALOMAPS.zip The tool.exe was modded by me in assembler language, and the bsp_fixer.exe was programmed by me in Visual C++. Enjoy. I wish from now on to be a more productive member of Halomaps.org.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Aug 24, 2011 09:04 AM
Msg. 2 of 31
Thanks! This tool could prove to be useful to other members.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Aug 24, 2011 11:30 AM
Msg. 3 of 31
No, not at all. It would be better to just make it right in the first place. This is just as bad as that other tool that was modified to ignore all errors. Errors are meant to be fixed, not bypassed.
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adolif2
Joined: Apr 27, 2011
Karma changes people.
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Posted: Aug 24, 2011 12:57 PM
Msg. 4 of 31
Well...when using this tool.exe, you're not supposed to just compile and go. The bsp_fixer.exe actually fixes the errors.
Tool was designed to error-out upon open edges, etc, because they create null references...that is, references to edge -1, surface -1, etc, which obviously don't exist. My program resolves the null references, and in theory, fixes all errors even in an open bsp.
It doesn't crash Halo or anything....but you must run lightmaps on the bsp and process it with bsp_fixer before the bsp is actually error-free. Edited by adolif2 on Aug 24, 2011 at 01:01 PM
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Aug 24, 2011 02:15 PM
Msg. 5 of 31
That's not the point. You shouldn't have errors in the first place.
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d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
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Posted: Aug 24, 2011 03:59 PM
Msg. 6 of 31
The problem is that tool likes to create unfixable errors for edges that don't exist most of the time, for me at least, which is why I don't do bsp's anymore, because a simple box with textures applied gives me degenerate triangles and no-collision.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 24, 2011 06:59 PM
Msg. 7 of 31
Yeah, er... that would be just you. Tool doesn't create errors, errors are made by the modeler. And degenerate triangles prevent lightmaps from running, anyway... even with a hack you wouldn't get lightmaps.
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adolif2
Joined: Apr 27, 2011
Karma changes people.
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Posted: Aug 24, 2011 07:44 PM
Msg. 8 of 31
Actually, it does work with lightmaps. ;D
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d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
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Posted: Aug 24, 2011 08:02 PM
Msg. 9 of 31
Quote: --- Original message by: SlappyThePirate Yeah, er... that would be just you. Tool doesn't create errors, errors are made by the modeler. And degenerate triangles prevent lightmaps from running, anyway... even with a hack you wouldn't get lightmaps. Don't really know how creating a simple cube with no modifications except for converting to mesh is me causing a no collision error.
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Aug 24, 2011 10:03 PM
Msg. 10 of 31
Thanks Adolif for the app... I curious how far it's error fixing abilities stretch. For those agaisn't it, I would point out if it's not ''ignoring the error'' and doing what you would have wasted valuable workflow doing by fixing it, then it is indeed a Plus-Value for the community. I know the other tool error bypasses caused exception, now is time to see if this is able to help.
@Adolif: Does it also set up material IDs to be ''1'' or ''Sky'' by default? I know if you create a map without a skybox it'll end up pretty dark so I'm just wondering what's making the sky render anyway?
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adolif2
Joined: Apr 27, 2011
Karma changes people.
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Posted: Aug 25, 2011 02:28 AM
Msg. 11 of 31
Tell you the truth...for the map in the video, I put a box above the map (with the normals facing out instead of in) and applied the +sky material to that instead. That helps lightmaps. As for the sky model itself, it actually is rendered anyways as long as the scenario is referencing a sky tag and the clusters in the bsp are not set to sky index -1. It doesn't fix -1 material references, but as you can see from the video, it doesn't really affect anything. As for how to use the apps: They are both to be run from command prompt. I personally just copy cmd.exe from my system32 folder to my Halo Custom Edition folder. Tool.exe, you use like normal. You can find the commands elsewhere on the web, or use this: tool structure <insert folder name here> <insert bsp name here> for example: tool structure levels\test\bsp bsp As for bsp_fixer, you can use the command line as so: bsp_fixer <path to your bsp file> bsp_fixer requires that the bsp has lightmaps already (because of the way it finds the file offset to the edge data) and also requires a file extension. I personally just drag and drop the bsp files onto the app, and it works automatically without the command line. EDIT: Without Bsp_fixer, the maps crash...ALOT. If the player or any other object with collision/physics touches a hole in the level geometry, it instantly crashes Halo. The program addresses *why* it does that, so now you can pretty much walk off of the edge of a map and fall to your death. No errors. And I just had to throw this in here....lol. Edited by adolif2 on Aug 25, 2011 at 04:17 AM
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Aug 25, 2011 12:20 PM
Msg. 12 of 31
I seem to be confused here. When you pass your JMS through your tool, is it supposed to create a scenario_structure_bsp file? As it is now, I simply get the same results I got from standard tool. In your video, it found errors, but it still compiled the file.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Aug 25, 2011 12:24 PM
Msg. 13 of 31
I just remembered that tool will not even compile a bsp structure file if it has open edges. It only compiles with warnings.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Aug 25, 2011 12:39 PM
Msg. 14 of 31
I report 8 errors in my map. Now I have no clue how well this will work in game, but I feel these remaining 8 errors (haven't had a chance to look at them yet, though) will be easy to fix. Since the remaining 165 errors that were supposedly 'genuine' but appeared to be pure bogus, incurred from a pass through stock tool, I surmise, and hope, that the 'errors' do not interfere with gameplay or just downright disappear.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Aug 25, 2011 02:42 PM
Msg. 15 of 31
Stop using tools that bypass errors. Overall it won't help in the end.
On another note: If you really want to make useful apps, why don't u make a phantom BSP remover? That would be useful.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Aug 25, 2011 02:49 PM
Msg. 16 of 31
The idea is NOT to release a map with errors, bogus or not. The idea is to get the map into Halo's engine so that I may begin to evaluate it for shading, mapping, and other appearances. I would not and will not release a map with errors contained within it. Do not mistake my desire to conduct evaluations as laziness.
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adolif2
Joined: Apr 27, 2011
Karma changes people.
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Posted: Aug 25, 2011 04:10 PM
Msg. 17 of 31
@CAG Gonzo
The modified tool.exe bypasses errors related to edges. which make up 99% of bsp errors. It's possible that you encountered some other kind of errors.
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Oct 7, 2014 03:43 AM
Msg. 18 of 31
does anyone know where I can get a copy of adolif2's hacked tool? I'm trying to compile some halo 2 and three maps I ripped which of course have lots of errors and I was wondering if anyone had a copy of this tool so that I could bypass them.
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Wolf_
Joined: May 16, 2006
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Posted: Oct 7, 2014 04:21 AM
Msg. 19 of 31
You should just go ahead and fix them instead of bypassing them. Compiling with errors in bsps usually leads to some nasty errors in game. Such as falling through bsps, The ghost getting stuck in the mesh etc etc.
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Oct 7, 2014 02:31 PM
Msg. 20 of 31
I'm aware of that, but seeing as these BSP's were made by Bungie I believe its safe to assume this map would still work reasonably well.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Oct 7, 2014 05:40 PM
Msg. 21 of 31
I see huuuge amounts of utility in being able to force a map to ingame-status.
I could use something like this to see if something looks good or ugly in game:
Then decide from there if the errors I skipped were worth fixing in the first place. if you hadn't taken it down Edited by OrangeJuice on Oct 7, 2014 at 05:41 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Oct 7, 2014 09:21 PM
Msg. 22 of 31
It was probably toolio
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Oct 7, 2014 10:28 PM
Msg. 23 of 31
The problem with toolio was that if you went in-game and let your character -touch- an open edge or other error, the game would exception
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Oct 7, 2014 11:52 PM
Msg. 24 of 31
so does anyone know where I could get my hands on a copy of toolio? and the servers it used to be on are down. Edited by Jobalisk on Oct 7, 2014 at 11:54 PM
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Wolf_
Joined: May 16, 2006
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Posted: Oct 8, 2014 07:22 AM
Msg. 25 of 31
Quote: --- Original message by: Jobalisk I'm aware of that, but seeing as these BSP's were made by Bungie I believe its safe to assume this map would still work reasonably well. But then you are also wrong to assume that. The issues are most likely a side effect from ripping and conversion. Not because bungie got lazy.
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Oct 8, 2014 08:21 AM
Msg. 26 of 31
It's like taking a Windows 8 app's source and attempting to find a compiler for 95 that will ignore any errors. After all, they're both Windows, so it should work 'reasonably well', right?
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Oct 8, 2014 02:45 PM
Msg. 27 of 31
*sigh... yess, your right about that, however, I still want to try it anyway, Ive seen where the errors are in the map and the majority of them are in places where the player model wouldn't be able to touch them anyway.
this is not a thread to tell me of the reasons for why you would not to this, this is a thread about im going to do it anyway just to see what happens does anyone have a link. compiling the map to find that it crashes is not the end of the world, I just want to find out what happens. now please, does anyone have a copy of toolio? Edited by Jobalisk on Oct 8, 2014 at 02:49 PM
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The_Purrminator
Joined: May 30, 2014
(SBB) Michelle
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Posted: Oct 9, 2014 10:23 AM
Msg. 28 of 31
Quote: --- Original message by: Jobalisk I'm aware of that, but seeing as these BSP's were made by Bungie I believe its safe to assume this map would still work reasonably well. Tool since halo 2 fixes errors and closes off the bsp, and a lot of triangles were removed by bungie if you were never supposed to see them, and they still remain in the collision bsp, the problem with ripping maps using adjutant is that you're only ripping the render bsp, not the collision bsp with the fixed errors.
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Oct 9, 2014 02:23 PM
Msg. 29 of 31
this is a halo 2 map, I used entity, not adjutant to rip, it works quite differently.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Oct 10, 2014 05:48 AM
Msg. 30 of 31
Quote: --- Original message by: Jobalisk this is a halo 2 map, I used entity, not adjutant to rip, it works quite differently. Sparky has toolio in his giant halo modding starter kit thingy, unfortunately I am at loss to remember what his website is. Galaxy something or other? Anyway i'm sure he will respond. And if he doesn't I will upload it for you on the weekend if I am not too busy. Edited by SS Flanker on Oct 11, 2014 at 06:31 AM
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Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: Oct 10, 2014 02:46 PM
Msg. 31 of 31
THANK YOU!! FINALLY! SOMEONE ACTUALLY GAVE ME A USEFUL ANSWER!!!
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