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Author Topic: If you were able to add a function to Guerilla, what would it be? (71 messages, Page 2 of 3)
Moderators: Dennis

bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: May 7, 2015 07:42 PM    Msg. 36 of 71       
Quote: --- Original message by: MosesofEgypt

Quote: --- Original message by: R93_Sniper
...Why GNUrilla? Why not Mosserilla (Moses from MosesOfEgypt and Rilla from Guerilla).

Kinda like Mozzarella


Because I'm not vain. Also I intended for when you SAY it for it to sound like New-rilla, like a newer version of Guerilla.
Edited by MosesofEgypt on Oct 9, 2014 at 09:22 AM


How about gayrilla ?


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: May 7, 2015 07:56 PM    Msg. 37 of 71       
Compiling scripts in Guerilla
Edited by MatthewDratt on May 7, 2015 at 07:57 PM


MosesofEgypt
Joined: Apr 3, 2013


Posted: May 7, 2015 08:40 PM    Msg. 38 of 71       
It's summer now, and I'm done with school until Fall, so until I have to delve into CalcII and Physics I'll be back to working on this crud.

Also, this wont happen until I have all tag types implemented, but how many of you guys would find the ability to move a tag (or folders of tags) from one folder into another while having all references to the moved tags fixed in all tags that reference them. This will go hand in hand with the ability to scan a tags directory and report broken tag references, like missing tags.

Basically, imagine that you want to better organize your tags directory without having to manually move each tag one by one and fixing the reference to those tags in all of the tags that reference them.

Also, compiling scripts shouldn't be hard. From what I can tell, compiled halo scripts are just bytecode. In fact, it would be possible to simply load the bytecode, translate it to plaintext commands, and display it for editing. In-Guerilla script editing.

Btw, can you guys recommend a few ideas for a better name than GNUerilla? I liked it at first, but I really dont want to tie it to the GNU license like that. It's stupid. And no, not Mozzarilla or something like that.
Edited by MosesofEgypt on May 7, 2015 at 08:43 PM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: May 7, 2015 08:46 PM    Msg. 39 of 71       
Guerilla 2


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: May 7, 2015 08:51 PM    Msg. 40 of 71       
The ability to move a tag to a different directory and all the references move with it would be amazing.


S12Spark
Joined: Apr 25, 2015


Posted: May 7, 2015 08:54 PM    Msg. 41 of 71       
Yes, that would be absolutely amazing.


Ubermaniac
Joined: Dec 22, 2014

Bleach. Y'know what I mean?


Posted: May 7, 2015 09:01 PM    Msg. 42 of 71       
Godrilla


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 7, 2015 09:23 PM    Msg. 43 of 71       
what if we wanted to go about something like say renaming these tags? I personally wanted to use Eternal lightning to unprotect some maps which I'd love to modify (a lot of the older maps where the quality of the tags themselves were pretty meh).

By this, I mean something along the lines of having a quick rename and auto-fill the references


MosesofEgypt
Joined: Apr 3, 2013


Posted: May 7, 2015 09:32 PM    Msg. 44 of 71       
Yea, that could be done. Also, I must point that out that because the auto-rereference tool would need to scan all tags in the directory, I'd have to have it so it's like, a field for the path or file that exists, and a field for the path or file to rename it to.

This would probably be its own separate tool from GNUerilla and would actually take a few minutes to do its job(or more depending on how large your tags directory is).


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: May 7, 2015 09:32 PM    Msg. 45 of 71       
Quote:
If you were able to add a function to Guerilla, what would it be?
Voice commands.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: May 7, 2015 11:36 PM    Msg. 46 of 71       
Since the editors are named after monkeys, Orangutan wouldn't sound bad. Kinda has a ring to it actually.

@sparky yes sure let's add unnecessary competition over editors wooooo
Edited by MEGASEAN2812 on May 7, 2015 at 11:38 PM


MosesofEgypt
Joined: Apr 3, 2013


Posted: May 7, 2015 11:49 PM    Msg. 47 of 71       
Actually I think Sparky is on to something. I intend this to be something that isn't exclusive to Halo. You'll be able to use it for editing other binary structures(like the kind that other games store their data files as).

I can see Monkey fitting that pretty well since The World English Dictionary gives a nautical definition for monkey as "denoting a small light structure or piece of equipment contrived to suit an immediate purpose: a monkey foresail ; a monkey bridge". Basically, something small that can be quickly modified to work with what you need. I also see it fitting in the sense that we would be "monkeying" with the data.

Good recommendation sparky. Also, I probably exaggerated with the time estimate, but remember that python is fairly slow and I've built my framework for flexibility and versatility, not speed. And also remember that I am building this framework because python has no native support for complicated binary structures. The most it has is the ability to convert data to and from bytes, like integers and floats. Because my framework is all python based it will be slower than a C++ equivalent.


EDIT: Also, just so I can post an update without having to wait for a bump, can someone leave a message after this one? Pretty please with open sauce on top.
Edited by MosesofEgypt on May 8, 2015 at 12:06 AM


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: May 8, 2015 12:35 AM    Msg. 48 of 71       
Quote: --- Original message by: MosesofEgypt
EDIT: Also, just so I can post an update without having to wait for a bump, can someone leave a message after this one? Pretty please with open sauce on top.

:D


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 8, 2015 10:04 AM    Msg. 49 of 71       
Fun fact bungie abandoned guerilla in halo 3 for a new and improved tag editor called "monobo"


MosesofEgypt
Joined: Apr 3, 2013


Posted: May 9, 2015 06:36 PM    Msg. 50 of 71       
Personally I don't hate Zeus, or even dislike it in general. I have no opinion on it because it's not out yet. But Sparky, you're kinda threadjacking and I'd rather not have Zeus hate start to spill onto here, like it already is.
Edited by MosesofEgypt on May 10, 2015 at 03:01 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 13, 2015 06:49 AM    Msg. 51 of 71       
Perhaps an option to view tag dependencies.

For example let's say I want a list of all the tags that are referenced to a specific tag.

This would really help up-loaders include all the files required to make there custom content work.


gruntfromhalo
Joined: Nov 21, 2007

actual loli


Posted: May 13, 2015 01:49 PM    Msg. 52 of 71       
I want it to make toast.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 15, 2015 10:23 AM    Msg. 53 of 71       
Quote: --- Original message by: gruntfromhalo
I want it to make toast.


With butter on 1 side and jam on the other.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 15, 2015 10:26 AM    Msg. 54 of 71       
Quote: --- Original message by: Mootjuh
Quote: --- Original message by: SS Flanker
Fun fact bungie abandoned guerilla in halo 3 for a new and improved tag editor called "monobo"


They replaced HEK as a whole, not just Guerilla.


They kept sapien but gave it a complete overhaul.

E.g apparently you could code AI behaviour inside it


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 15, 2015 05:20 PM    Msg. 55 of 71       
Quote: --- Original message by: SS Flanker
E.g apparently you could code AI behaviour inside it

like most modern day editors


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 16, 2015 11:24 AM    Msg. 56 of 71       
Quote: --- Original message by: R93_Sniper
Quote: --- Original message by: SS Flanker
E.g apparently you could code AI behaviour inside it

like most modern day editors


It looked more complex in the pics compared to craiengyne.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 19, 2015 10:30 AM    Msg. 57 of 71       
Quote: --- Original message by: darkc0de
Quote: --- Original message by: Dennis
Quote:
If you were able to add a function to Guerilla, what would it be?
Voice commands.


It's funny you say that. I've actually got a little tool that made for TwitchPlaysHaloOnline that could easily use Google's Speech API for commands like "Forward, backward, left, right, shoot, jump"... or even "spawn warthog, move warthog to left a little bit, move warthog next to the ghost" Could also use SilentK's Forge DLL to access most of the real time engine functionality....

You've got met thinking........


Voice commands would work but not for the non-english.

You should also add a sign out feature too.
https://www.youtube.com/watch?v=Gui_I9qrh0g


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: May 27, 2015 12:56 PM    Msg. 58 of 71       
for a new name, consider Vietcong


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: May 30, 2015 05:53 AM    Msg. 59 of 71       
-- Chimpanzilla
-- NudeZilla
-- TouchMyMonkey
-- Coco


Halonimator
Joined: Dec 15, 2014


Posted: May 30, 2015 03:24 PM    Msg. 60 of 71       
Halo needs realtime shader viewer and tesselletion,displacement...
custom c++ scripts


MosesofEgypt
Joined: Apr 3, 2013


Posted: Apr 22, 2016 05:45 PM    Msg. 61 of 71       
Well, at least this isn't over a year old necro posting lol.

There isn't a whole lot of progress to really show, but trust me it's been happening. I feel like I owe it to you guys to show something, even if it won't mean much to many of you.

I've been working on my library in between going to school and other stuff. I've about finished the framework that this halo editing library "Reclaimer" is built on, but it still has a few tweaks I intend to apply before I release it. I'll be releasing it this summer for beta testing, and probably Reclaimer itself not too long afterward. When Reclaimer is released I don't know what programs will come with it, but the ability to load, edit, and resave halo related structures will be there(in command line if nothing else lol).

The Guerilla2 I told you guys about is still in the works, and in fact I've started putting together some framework for it. Right now it's just a little applet that can load a set of definitions and use any of those definitions to load whichever tag you select. It can't edit anything right now because thats going to be the hardest part of designing it, but its been started on. The best part about it though is that it will be able to edit any file that you've defined a structure for.

This is what it looks like right now. I've loaded a flag test tag, printed it, and am showing the set of tag definitions that are currently loaded.


For example, I asked 002 for his halo gametype structure definitions and code for calculating the crc32 checksum that halo uses to verify if the gametype is corrupt or not. I used his definitions to write my own and include some functions for properly calculating the checksum after you edit the gametype and hit "save". In short, this will allow you(once guerilla2 is done) to load and edit gametypes as if they were a tag.
This is a screencap of some of the gametype's structures, the code for calculating and setting the checksums, and a printout of one of the gametypes I was testing with.


If someone wanted to write a set of definitions for halo 2 or 3 tags they could, and this guerilla2 will be able to load and edit them as long as you select the right set of definitions to use.

Also, my structure definition syntax has gotten a lot cleaner and easier to understand.
Btw, the 'S' prefix on most things stands for "signed", which determines whether or not something can be negative(whether or not it can have a sign).

These are the structures for the flag tag.

attachment_point = Struct("attachment point",
SInt16("height to next attachment"),
Pad(18),
StrLatin1("marker name", SIZE=32),
)

flag_body = Struct("Data",
Pad(4),
SEnum16("trailing edge shape",
"flat",
"concave triangular",
"convex triangular",
"trapezoid short top",
"trapezoid short bottom",
),

SInt16("trailing edge shape offset"),
SEnum16("attached edge shape",
"flat",
"concave triangular",
),
Pad(2),
SInt16("width"),
SInt16("height"),

Float("cell width"),
Float("cell height"),

dependency("red flag shader", valid_shaders),
dependency("physics", valid_point_physics),

Float("wind noise"),
Pad(8),
dependency("blue flag shader", valid_shaders),
reflexive("attachment points", attachment_point, 4),
SIZE=96,
)


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 23, 2016 06:10 AM    Msg. 62 of 71       
*Browsing forum as you do*

*refreshes pages*

*sees 4 month+ bump*

*prepares to lay hate*

*sees a bunch of cmd text*

*seems legit*


MosesofEgypt
Joined: Apr 3, 2013


Posted: Nov 26, 2016 07:00 PM    Msg. 63 of 71       
Well, this is the last bit of progress for now a couple weeks or so. Here's a list of feasible things that you guys asked for(and that I came up with), divided into whats completed and incomplete. Anything involving rendering bitmaps may not be feasible to implement in pure python though, so take anything involving those with a grain of salt(graphs are fine though since I can draw shapes on a tkinter canvas!)

Completed:
Ability to hide specific blocks of tags.
Ability to easily create and use templates for tags.
Ability to switch between loading/creating vanilla tags and open sauce tags
Ability to create gametypes as if they were tags
Ability to set where your tags directory is
Ability to select a certain tag and have all its dependencies be added to a zip folder with it
Ability to extract source scripts from scenarios
Ability to extract wav and ogg files from sounds
Tags directory explorer window
Dependency viewer
Broken dependency tag scanner
Undo/redo system

Incomplete:
(Sorted by decreasing priority)
Value search/replace
Ability to move a tag/tags and all tags that reference them are updated

Ability to add/remove open sauce from tags
Ability to rip tags from maps
Ability to convert tags from pc to xbox
Ability to edit maps
Graph preview for functions

Ability to display nested hud tags and visually position them
Ability to display bitmaps
Ability to edit the pivots for an animated texture's rotation
Ability to see and edit bounding boxes for each sprite overlaid onto the sprite bitmap
Something that shows links between regions, permutations and BSP data in collision tags

And here's a screencap of what Mozzarilla looks like right now. I've changed the way a lot of fields are displayed to make things easier to navigate and find.

I might have something for you guys to play with before new years.
Edited by MosesofEgypt on Jan 4, 2017 at 03:31 PM


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Nov 26, 2016 08:31 PM    Msg. 64 of 71       
I like this, this is goodrilla.

Am curious as to how "Ability to move a tag/tags and all tags that reference them are updated" would work. rip


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 26, 2016 09:24 PM    Msg. 65 of 71       
I look forward to a lot of the incomplete goals. Zipping a tag and it's dependencies (folder locations preserved?) would be great.


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Dec 1, 2016 08:12 PM    Msg. 66 of 71       
Quote: --- Original message by: Jesse
I look forward to a lot of the incomplete goals. Zipping a tag and it's dependencies (folder locations preserved?) would be great.


While not quite what you're looking for, this exists now and is pretty close.

I had EternalLightning's source code on an old HDD, needed to organize my tags folder. Rewrote it to improve the deprotect naming and add a function where it can place the tags a directory deeper based on a custom entry. You have to use it on a .map file however.


So you can turn weapons\assault rifle\assault rifle into DeadHamster\weapons\assault rifle\assault rifle , and then extract it with HEK+





Moses I greatly look forward to whatever you get accomplished here, this is pretty great work and I'd love to have an updated editor.


MosesofEgypt
Joined: Apr 3, 2013


Posted: Dec 3, 2016 11:52 PM    Msg. 67 of 71       
Did some more work and managed to get the enumerator widget completed. I've opened a shader_transparent_generic as well as a map to show off what it looks like currently.




Something to mention is that these enumerator boxes expand to guarantee you can see the full text of what's in it. Did it get irritating when guerilla cut off the text and you couldnt read the whole option? NOT ANY MORE!

I've also implemented a config file for saving the last loaded tags, recently opened tags, last directory you were accessing, and the current window style. I also implemented importable/exportable window styles. Window styles give you the ability to change the current color scheme, widget depths, widget padding, hotkeys, the size/position of the windows, and how the window cascading and tiling works.

Expect to see more once I get my calculus 4 final over with on wednesday.

EDIT: Can someone leave a comment so I can update this when I have something new?

EDIT EDIT: Just implemented the ability to set your tags directory. The setting depends on the current tag set, so the open sauce tags directory can be different than the vanilla tags directory. This is because if I were to implement a set of Halo 2 definitions, I'd need to make it use a separate tags directory.


Edited by MosesofEgypt on Dec 4, 2016 at 08:59 PM


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Dec 4, 2016 12:20 AM    Msg. 68 of 71       
Amazing work!!


MosesofEgypt
Joined: Apr 3, 2013


Posted: Dec 8, 2016 07:48 PM    Msg. 69 of 71       
More progress. I've implemented a "Tools" menu, which currently contains a dependency viewer tool and a tag scanner tool.

The dependency viewer will display a hierarchical view of the dependencies of the selected tag. It also gives you the option to put the selected tag in a zip folder with every tag it depends on. The dependency viewer part is incomplete, but the recursive zip works perfectly. You are given the option of where to save the zip file to when you hit the button. If it cant load one of the tags(corrupt or doesn't exist) it'll tell you which one.

The other tool gives you the ability to select a folder within the tags directory and scan all tags in it for broken dependencies, which will be written to a log file. You can choose where the log file is written and which classes of tags to scan.

Here's what it looks like(I ran both at once):


I think the next thing I'll work on is implementing a widget to edit like, 80% of the data in a tag. I've updated the todo list on post 67.
Once again, could someone leave a comment so I can update when I have something new?
Edited by MosesofEgypt on Dec 8, 2016 at 08:03 PM


EtchyaSketch
Joined: Apr 11, 2014

S P I N


Posted: Dec 9, 2016 01:34 AM    Msg. 70 of 71       
yes

 
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