[MOD] Environments by Sparky, Volume I

New mod releases.

Moderator: Halo Moderators

What's your favorite environment?

Morning Dew
2
6%
Snow
6
18%
Scary Night
4
12%
Thunderstorm
5
15%
Rainy Night
1
3%
Lava Canyon
7
21%
Clear Night
2
6%
Swamp
1
3%
Desert
2
6%
Rainforest
3
9%
 
Total votes: 33

Sparky
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[MOD] Environments by Sparky, Volume I

Post by Sparky » Thu Nov 13, 2008 8:41 pm

Play in all new environments!

This first volume, already completed, features "Morning Dew," "Snow," and "Scary Night". Future volumes will include "Thunderstorm," "Rainy Night," "Lava Canyon," "Clear Night," "Swamp," "Desert," "Rainforest," "Underwater," and many more!

The series will be published in Volumes and Issues. Each volume will have a different set of maps, and each issue will have updates to one or more of the volume's maps. Volumes are additions and issues are revisions.

Releases (updated regularly) -
Volume I: Morning Dew, Snow, Scary Night
Volume I, Issue 2: Morning Dew, Blizzard, Snowy Night, Scary Night

P.S. How do you use Bitmap Internalizer? Thanks.
Last edited by Sparky on Sat Nov 15, 2008 8:17 am, edited 2 times in total.
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seabeast
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Re: [MOD] Environments by Sparky, Volume I

Post by seabeast » Thu Nov 13, 2008 9:16 pm

You mean whole new bsps/maps of scenery? Kewl! As for the internalizer, you'd have to ask root.

Sparky
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Re: [MOD] Environments by Sparky, Volume I

Post by Sparky » Thu Nov 13, 2008 9:19 pm

Seabees4 wrote:You mean whole new bsps/maps of scenery? Kewl! As for the internalizer, you'd have to ask root.
Sometimes, but for the maps in Volume 1, I didn't make it very complex. Just some simple changes so far, enough to make the environment desired, although I plan to change the snow when I learn how to use the BI.
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Re: [MOD] Environments by Sparky, Volume I

Post by Modzy » Thu Nov 13, 2008 9:37 pm

Looks good!

How to use Bitmaps Internalizer:
1. If you're working with a demo map, hack it to a full version header.
2. Open your map, find the bitmap you want to internalize.
3. Once you click on a bitmap, hit the arrow to your right. That will display all the reflexives, each reflexive is its own .dds file.
4. Select which reflexive you want, normally there is only one though.
5. If the bubble saying "Internalized?" isn't filled in, click it.
6. You should get a message box saying it was successfully internalized.

All done.

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Re: [MOD] Environments by Sparky, Volume I

Post by theone4life692 » Fri Nov 14, 2008 8:08 am

Modzy! If you going to brag about the new swordedit at least make a video. Or give them a nice pic....

ImageImage
-snip-

Dirk Gently
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Re: [MOD] Environments by Sparky, Volume I

Post by Dirk Gently » Fri Nov 14, 2008 8:53 am

Or both of you could stop being noobs and let the real master do some work. I believe that my pictures tops both of yours because I have the source code.

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Re: [MOD] Environments by Sparky, Volume I

Post by Fonzeh » Fri Nov 14, 2008 9:50 am

Since were spamming Sparky's Mod Topic (Which is Beautifull btw, Love it :D, May use it in machinima if I ever get your permission)

I Guess I'll throw out this since its my final version....


Image

And yeah Modzy I know, I was gonna go with the buttons on the top, but i said to hell with it, besides everyones kind of used to the buttons at the bottom anyway. Should I post my Sparkedit Mac Pics next? I should? Oh Ok here...

Image

Im incredibly fond of this one because of its Massive Widescreen. I'd use it moar if it wasnt so damn Buggy and old. And Yeah I know Sparkedit is Fugly, I didn't spend that much time on it, Better the original tho.
G[v]N wrote:HUGE NOTIFICATION
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Image

Dirk

Re: [MOD] Environments by Sparky, Volume I

Post by Dirk » Fri Nov 14, 2008 11:04 am

My post still trumps your post :P

Sparky
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Re: [MOD] Environments by Sparky, Volume I

Post by Sparky » Fri Nov 14, 2008 1:08 pm

Modzy wrote:Looks good!

How to use Bitmaps Internalizer:
1. If you're working with a demo map, hack it to a full version header.
2. Open your map, find the bitmap you want to internalize.
3. Once you click on a bitmap, hit the arrow to your right. That will display all the reflexives, each reflexive is its own .dds file.
4. Select which reflexive you want, normally there is only one though.
5. If the bubble saying "Internalized?" isn't filled in, click it.
6. You should get a message box saying it was successfully internalized.

All done.
I don't mind the "spam" as long as it's useful information.

Thanks, Modzy. I want to use the snow bitmaps from full, for the ground textures and other scenery textures. How would I add and internalize these bitmaps when they are not already in the bitmaps file? Is there a hex way to add to the bitmaps? Something like this was mentioned by Altimit01 and Modzy here:
Modzy wrote:
Altimit01 wrote:The issue relates to importing anything from CE. Consider first that every bitmap and sound tag contains a pointer to a literal address in either the bitmaps.map, sounds.map or elsewhere within the map itself. For this particular case, the battle rifle would have sounds and bitmaps stored in the raw data section of the map it was in. When you recursively export the file, it gets all of the meta data but doesn't actually extract any of the raw data except for models. With normal maps this was acceptable since bitmaps and sounds were always externalized but more recently we've seen more and more internalized and CE content. So what happens is the bitm and snd! tags that were imported point at some position within the map itself that most likely contains either model, BSP or tag index data. When the application reads the data there as bitmaps or sounds it interprets them as "corrupted" data and the harlequin bitmaps, grating sounds are the result. When you "fix" the "corrupt" data by writing to those locations you fix the sound and bitmaps but corrupt the original data which was there. For example, it would corrupt the model as your second picture shows. There are a couple of ways to fix this. The easiest if you have the tools to do it, is to write the bitmap and sound data to the end of the map and fix the bitm and snd! tags to point to those locations. Alternatively you could change the flag in the bitm and snd! tags to make them external and then use the PC EOF trick to import the bitmap and sound data to the end of the bitmaps.map and sounds.map files. In either case it involves understanding the nature of raw data and how bitm and snd! tags are laid out in order to hex them and fix the offending addresses.
Lol, thats more then some of the newer people can handle.
I'm getting my personal pack ready for release.
For that, I just edited the bitmaps tags so that they point out-side the map.
Then people can use apps like Bitmap Internalizer, to re-Internalize the bitmaps data in the correct section of the map. (raw data section)
Just inject the .dds files using your Eschaton .7 (bitmaps demo) and your done.
This method works every time, and does not kill models or other raw data.

That was all I could do with the tools we have.
from viewtopic.php?p=99027#p99027

EDIT: I figured it out! If anyone needs to know, ask.
Last edited by Sparky on Fri Nov 14, 2008 3:39 pm, edited 1 time in total.
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Re: [MOD] Environments by Sparky, Volume I

Post by Mike1122 » Fri Nov 14, 2008 2:42 pm

yes and i am one of the few with the Final swordedit :)
Image

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Re: [MOD] Environments by Sparky, Volume I

Post by Sparky » Wed Dec 24, 2008 3:23 pm

I'm almost finished with the Rainforest environment:

Image
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Re: [MOD] Environments by Sparky, Volume I

Post by Kayar » Wed Dec 24, 2008 3:29 pm

This is all CE?

Blargh. Scen-based maps are still awesome.

Good job though, these look cool, downloading.
Image
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Re: [MOD] Environments by Sparky, Volume I

Post by G[v]N » Wed Dec 24, 2008 5:33 pm

Epicz!!
Image
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Re: [MOD] Environments by Sparky, Volume I

Post by Rofldonutburger » Wed Dec 24, 2008 5:59 pm

EPICZ!!!
Dead. derp

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Re: [MOD] Environments by Sparky, Volume I

Post by Sparky » Fri Dec 26, 2008 9:45 am

Kayar wrote:This is all CE?
None of this is CE, I'm only using our mac modding applications.
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