I'm adding some special tags to this which can be used as templates. For example, I'm making a HUD Item Strings List ustr tag which includes name values for every wieldable weapon found in the Halo Encyclopedia. With this tag, you'll have proper weapon names for items which you pick up and for when you pick up ammo for them. There is not a separate ammo item for each weapon, since weapons like the M6 Magnum Pistol Sidearm use the same ammunition among all its variants. I'm leaving the default string list values in the tag and adding more specific names afterwards so that it works seamlessly with existing hud item string index values in your map.
I might release those tags separately also.
Still generating lightmaps...
...lol so guess what? After staying up all night and taking an entire day waiting for this to generate the lightmaps in sapien, the counters finally reach 0 and so I go to save the lightmaps in sapien and it quits on me. Sapien used 400MB of ram generating the lightmaps and then it just crashes on me when I go to save them. So now I'm using tool to generate the lightmaps, which can do so in the background while I do other things (Sapien slowed down a lot when it was put in the background). This should be much faster, perhaps only a few hours.
In the mean time, I'm making more epic tags, including string values for every vehicle and weapon in the halo series (found in the Halo Encyclopedia) and some extra concept entries from archery crossbows to bubbles. Fun stuff that will be useful as a template tag for general modding purposes and also for fixing up HUD string text values for imported and novel weapons, vehicles and powerups. It should give that extra sophisticated usefulness to Bloodgulch Extreme.
Version 1.1 will include volcanic formations with lava and some resources from my bitmaps and sounds collection. I'll also try to fix up the portals which didn't quite make it this time around. 1.0 release once these lightmaps and strings are finished, I fix the sound scenery, convert and test.
...another day of running lightmaps only to be given this error when completed:
Code: Select all
radiosity error: smooth triangle group too big for page levels\b30\shaders\metal panels generator
EAX: 0xFFFFFFFE
EBX: 0x178B9001
ECX: 0x0012F578
EDX: 0x000002CC
EDI: 0x0012F578
ESI: 0x00000000
EBP: 0x0012F450
ESP: 0x0012F440
EIP: 0x7C90E514, C3 8D A4 24 ?????
EXCEPTION halt in \halopc\haloce\source\structures\radiosity\intermediate_radiosity.c,#2305: surface_index==last_material->first_surface_ind
ex+last_material->surface_count
What it's telling me is the lightmaps are too large to be put in a bitmap. I'm trying different levels of quality now in order to see what happens.
This one worked but is only at 0.9 detail, rather than 0.000001 detail:
Code: Select all
C:\Program Files\Microsoft Games\Halo Custom Edition>tool_pro lightmaps levels\test\bloodgulch\bloodgulch_extreme bloodgulch_extreme 1 0.9
Couldn't read map file './toolbeta.map'
i'm going to render final lightmaps for bloodgulch_extreme of levels\test\bloodgulch\bloodgulch_extreme, and i'll stop when red+blue+green =
0.900000.
Hit control-c now if this isn't right.
WARNING: 10 clusters in structure_bsp levels\test\bloodgulch\bloodgulch_extreme have no background sound or sound environment.
start levels\test\bloodgulch\bloodgulch_extreme
0.000000
1.215911
1.172279
1.146012
1.123453
1.103028
1.084261
1.065594
1.048974
1.032921
1.018097
1.004111
0.991323
0.978871
0.966628
0.954745
0.943893
0.932632
0.922561
0.912821
0.902672
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #128x#64, high-color, 16K-bytes
bitmap created: #64x#64, high-color, 8K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #64x#64, high-color, 8K-bytes
bitmap created: #128x#64, high-color, 16K-bytes
bitmap created: #32x#32, high-color, 2K-bytes
bitmap created: #32x#32, high-color, 2K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #128x#256, high-color, 64K-bytes
bitmap created: #128x#128, high-color, 32K-bytes
bitmap created: #64x#64, high-color, 8K-bytes
bitmap created: #64x#32, high-color, 4K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #1024x#1024, high-color, 2048K-bytes
bitmap created: #16x#16, high-color, 0K-bytes
bitmap created: #64x#16, high-color, 2K-bytes
bitmap created: #32x#8, high-color, 0K-bytes
bitmap created: #64x#16, high-color, 2K-bytes
bitmap created: #16x#16, high-color, 0K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #256x#128, high-color, 64K-bytes
bitmap created: #256x#128, high-color, 64K-bytes
bitmap created: #1024x#1024, high-color, 2048K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #64x#16, high-color, 2K-bytes
bitmap created: #32x#16, high-color, 1K-bytes
bitmap created: #128x#64, high-color, 16K-bytes
bitmap created: #32x#16, high-color, 1K-bytes
bitmap created: #1024x#256, high-color, 512K-bytes
bitmap created: #256x#256, high-color, 128K-bytes
bitmap created: #256x#128, high-color, 64K-bytes
bitmap created: #16x#16, high-color, 0K-bytes
bitmap created: #64x#64, high-color, 8K-bytes
bitmap created: #1024x#1024, high-color, 2048K-bytes
bitmap created: #1024x#1024, high-color, 2048K-bytes
finished levels\test\bloodgulch\bloodgulch_extreme
done
It worked but it doesn't look the best. Well, now it's just finishing up adding the vehicles to the unicode string list and then it's change indices and build and convert. Probably will put out version 1.0 tonight, within an hour or so from now.
EDIT: Release in about 15 minutes. by 10:30pm EST.