Sparky's Eschaton Plugins 4.1 (made for Eschaton 0.8.1.1)

Halo modding and gaming related applications.
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aaaaaaa

Re: Sparky's Eschaton Plugins (2.3 Release)

Post by aaaaaaa » Fri Aug 06, 2010 10:33 am

NICE!!! bitmap tags. finally. will look for easter eggs. awesome JOB!!!

Sparky
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Re: Sparky's Eschaton Plugins (2.3 Release)

Post by Sparky » Fri Aug 06, 2010 1:34 pm

Swell. I changed my mind about the 2.4 release. I'll also include any plugins that will be new, like the bitm was. It will give us all a little more time to explore.

So the 2.4 release will include:

itmc
deca
ctrl
mach
lifi - if you can believe it, I actually had to DELETE content from this file, not make it!
dobc - first time so far that I've encountered odd offsets (see the bitmask8 flags, they are at 0x21 and 0x23, and the second one has unknown usage, seemingly a duplicate)
garb
jpt!
proj - this took quite a while.
foot
glw!
Soul - I take it back. THIS was the easiest to do.
ssce
str# - you should be careful with this one!
mod2
udlg
ustr - same thing as str#

I realize this is alot of work; expect a release either Saturday night or Sunday sometime. Wish me luck.

I'm looking forward to completing the milestones matg and sbsp, afterward!

I'll use this post to keep track as I go, just for incentive. If it's green, that means it's done.

EDIT: My progress was hindered by the dobc tag, because the game is rather picky about that type. Problem is solved now, will continue. But that's why I was going so slowly.

EDIT2: I started the dobc tag (yes, yes, I know, it's dobc, not dobj :P ) but decided to hit the sack on time tonight. Well, this will have to continue tomorrow. At this rate, expect the release of 2.4 Saturday afternoon EST.

EDIT3: I'm adding a materials quick reference guide (as bitmask32 flags) as a quick reference when modding the proj tag. These flags don't do anything, really, and in case you are curious, you could set the last one (hunter shield) and it would set what is otherwise a "00" value to "00" still, so that's all. I hope these are useful, and they should make it much easier to modify the material responses without having to switch to the jpt! tag to remind yourself which chunk belongs to which material.

EDIT4: It's around noon now, so I'm gonna take another break. This is turning out to be about 24 hours of humane but otherwise straight work.

EDIT5: Soul is the easiest tag class ever:

Code: Select all

<plugin class="Soul" author="sparky" version="1.0" headersize="Main">

<struct name="UI Widget Definitions" offset="0x00" visible="true" size="16">
	<dependency name="UI Widget Definition" offset="0x00" visible="true"/>
</struct>

</plugin>
EDIT6: I just cut my working time into about a third. I can churn out plugins about three times as fast now! ;)

EDIT7: Apparently, I didn't know to use char instead of short for that odd offset. Well, I fixed that now. Will be included in the real Final version.
Last edited by Sparky on Mon Aug 16, 2010 5:08 pm, edited 17 times in total.
Either you are groping for answers, or you are asking God and listening to Jesus.

bla

Re: Sparky's Eschaton Plugins (2.3 Release)

Post by bla » Sat Aug 07, 2010 2:11 am

est. yay. i think you can complete this ontime now. your movin so fast lol. also, were there broken tags in lifi?

dojb

Re: Sparky's Eschaton Plugins (2.3 Release)

Post by dojb » Sat Aug 07, 2010 2:39 am

i was wondering about the tracks fired proj thing, how do i get this to work. also where is the team thing?

Sparky
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Re: Sparky's Eschaton Plugins (2.3 Release)

Post by Sparky » Sat Aug 07, 2010 5:34 am

Sounds like actv. Tell me again where that flag is located. Or could be weap.

Also, the team for AI will be set most appropriately in the scnr tag. I don't remember having success with my experiments in that area yet. I'll have to go back and verify that it works as expected, or whether for some odd reason CE is required.
Last edited by Sparky on Sat Aug 07, 2010 5:54 am, edited 1 time in total.
Either you are groping for answers, or you are asking God and listening to Jesus.

dojb

Re: Sparky's Eschaton Plugins (2.3 Release)

Post by dojb » Sat Aug 07, 2010 5:44 am

triggers>bitmasks32s>flags. nice comment.

oh yeah in the weap tag

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Re: Sparky's Eschaton Plugins (2.3 Release)

Post by Sparky » Sat Aug 07, 2010 5:58 am

I honestly don't know, but my guess is that, since it's a flag related to the trigger, it will wait until the projectile detonates before firing again, so that the set number of projectiles fired will be the maximum active at once. This is my guess.
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Re: Sparky's Eschaton Plugins (2.3 Release)

Post by TaxiService » Sat Aug 07, 2010 10:57 am

what is Simultron? o:
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Re: Sparky's Eschaton Plugins (2.3 Release)

Post by Sparky » Sat Aug 07, 2010 12:03 pm

TaxiService wrote:what is Simultron? o:
http://sourceforge.net/projects/smultron/
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Re: Sparky's Eschaton Plugins (2.3 Release)

Post by TaxiService » Sat Aug 07, 2010 12:22 pm

aw, i thought it was some kind of "cross-system application runner" along the lines of parallels desktop or something... :-\ meh, thanks anyway! XD
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Re: Sparky's Eschaton Plugins (2.3 Release)

Post by Sparky » Sat Aug 07, 2010 12:54 pm

TaxiService wrote:aw, i thought it was some kind of "cross-system application runner" along the lines of parallels desktop or something... :-\ meh, thanks anyway! XD
I'm using VMware Fusion for this. It has a free trial, and works great with my BootCamp Windows XP partition. :D

Also, I'm on the dreaded mod2 tag now. Wish me luck! :cry:
Either you are groping for answers, or you are asking God and listening to Jesus.

dojb

Re: Sparky's Eschaton Plugins (2.3 Release)

Post by dojb » Sat Aug 07, 2010 12:56 pm

what about the str# tag. where shood we be careful. also i changed some stuff compression ect and sgt jhonsons face turned an awesome unmodeled white. ghost white. nice tags

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Re: Sparky's Eschaton Plugins (2.3 Release)

Post by Sparky » Sat Aug 07, 2010 2:15 pm

dojb wrote:what about the str# tag. where shood we be careful. also i changed some stuff compression ect and sgt jhonsons face turned an awesome unmodeled white. ghost white. nice tags
Each string ends with '00' values in hex code (which appears only as whitespace in the text translation) until it fills the 4-bit size at hand. Since Eschaton doesn't interpret the str# specially, then you will have to be careful to not add more or less to a string than it originally contained. Theoretically, you could, and simply add/subtract from the string's byte length number. But that might move around some other data, and basically make the map crash. So experiment, but be ready to have the map crash if you modify the length of each string entry.

Anyway, I'm going to be quiet now until I finish the remaining tags in the 2.4 release. Hold your questions for later.
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Re: Sparky's Eschaton Plugins (HELP REQUEST)

Post by Sparky » Sat Aug 07, 2010 4:16 pm

Alright. I need help, I'm stuck on the Geometries reflexive, can't figure it out.

Here is as screenshot of the Parts reflexive within the Geometries reflexive in the mod2 tag meta:

Image

and here is the code I'm working with:

Code: Select all

<struct name="Geometries" offset="0xD0" visible="true" size="48">
	<struct name="Parts" offset="0x24" visible="true" size="140">
		<bitmask8 name="Flags" offset="0x00" visible="true">
			<option name="Stripped (Internal)" value="7"/>
			<option name="ZONER" value="6"/>
		</bitmask8>
		
		<index name="Shader Index" offset="0x04" reflexive="main:Shaders" visible="true"/>
		
		<char name="Previous Filthy Part Index" offset="0x06" visible="true"/>
		<char name="Next Filthy Part Index" offset="0x07" visible="true"/>
		
		<short name="Centroid Primary Node" offset="0x08" visible="true"/>
		<short name="Centroid Secondary Node" offset="0x0A" visible="true"/>
		
		<float name="Centroid Primary Weight (0 - 1 only)" offset="0x0C" visible="true"/>
		<float name="Centroid Secondary Weight (0 - 1 only)" offset="0x10" visible="true"/>
		
		<float name="Centroid: x" offset="0x14" visible="true"/>
		<float name="Centroid: y" offset="0x18" visible="true"/>
		<float name="Centroid: z" offset="0x1C" visible="true"/>
		
		<struct name="Uncompressed Vertices" offset="0x44" visible="true" size="32">
			<float name="Position: x" offset="0x00" visible="true"/>
			<float name="Position: y" offset="0x00" visible="true"/>
			<float name="Position: z" offset="0x00" visible="true"/>
			
			<float name="Normal: i (1)" offset="0x00" visible="true"/>
			<float name="Normal: i (2)" offset="0x00" visible="true"/>
			<float name="Normal: k" offset="0x00" visible="true"/>
			
			<float name="Binormal: i (1)" offset="0x00" visible="true"/>
			<float name="Binormal: i (2)" offset="0x00" visible="true"/>
			<float name="Binormal: k" offset="0x00" visible="true"/>
			
			<float name="Tangent: i (1)" offset="0x00" visible="true"/>
			<float name="Tangent: i (2)" offset="0x00" visible="true"/>
			<float name="Tangent: k" offset="0x00" visible="true"/>
			
			<float name="Texture Coordinates: x" offset="0x00" visible="true"/>
			<float name="Texture Coordinates: y" offset="0x00" visible="true"/>
			
			<short name="Node0 Index" offset="0x00" visible="true"/>
			<short name="Node1 Index" offset="0x00" visible="true"/>
			<short name="Node0 Weight" offset="0x00" visible="true"/>
			<short name="Node1 Weight" offset="0x00" visible="true"/>
		</struct>
		
		<struct name="Compressed Vertices" offset="0x54" visible="true" size="32">
			<float name="Position: x" offset="0x00" visible="true"/>
			<float name="Position: y" offset="0x00" visible="true"/>
			<float name="Position: z" offset="0x00" visible="true"/>
			
			<long name="Normal (11.11.10-bit)" offset="0x00" visible="true"/>
			<long name="Binormal (11.11.10-bit)" offset="0x00" visible="true"/>
			<long name="Tangent (11.11.10-bit)" offset="0x00" visible="true"/>
			
			<short name="Texture Coordinate U (16-bit)" offset="0x00" visible="true"/>
			<short name="Texture Coordinate V (16-bit)" offset="0x00" visible="true"/>
			
			<short name="Node0 Index (x3)" offset="0x00" visible="true"/>
			<short name="Node1 Index (x3)" offset="0x00" visible="true"/>
			<short name="Node0 Weight (16-bit)" offset="0x00" visible="true"/>
		</struct>
		
		<struct name="Triangles" offset="0x64" visible="true" size="32">
			<short name="Vertex0 Index" offset="0x00" visible="true"/>
			<short name="Vertex1 Index" offset="0x00" visible="true"/>
			<short name="Vertex2 Index" offset="0x00" visible="true"/>
		</struct>
		
	</struct>
</struct>
What I'm looking for are the offsets for the Uncompressed Vertices, Compressed Vertices and Triangles reflexives. (I even tried looking to see at Conure's tags, but he doesn't have any reflexives for the Geometry Parts.)

The highlighted area in the image is the entire Parts reflexive within Geometries. So it's somewhere within that area, after offset 0x20. Can you find it? I'm having issues...

Thanks in advance. Release might be delayed because of this snafu... but for now I'm going to skip it and move on. Hopefully someone here can help ?? :(
Either you are groping for answers, or you are asking God and listening to Jesus.

dojb

Re: Sparky's Eschaton Plugins (HELP REQUEST)

Post by dojb » Sat Aug 07, 2010 4:28 pm

eh...............................
no idea... but i would reccomend working on the last tags until a response

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