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 Reference: Tag Hierarchies 
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Post Reference: Tag Hierarchies
I know this will come in very handy for all of us. This is a list of tag hierarchies, meaning the order of tag references.

(To be continued, I'll need more time with this; I also want to place these in some hierarchical order for you. The tags below include all their references, listing the very most references that any given tag will have. Some of these are nulled, and I will incorporate this fact into the final hierarchical list.)

Code:
*Note: snd! references can almost always be swapped with lsnd references. Other tags vary. Special chainspawning tags usually modify an effe tag to include an unusual reference, like projectiles.*

actr
   weap
   proj
   actr
actv
   actr
   bipd
   actv
   weap
   eqip
ant!
   bitm
   pphy
antr
   snd!
   soso
bipd
   mod2
   antr
   coll
   phys
   spla/shdr
   effe
   actv
   jpt!
   foot
   ligh
   bitm
   trak
   unhi
   udlg
   weap
bitm
   (bitmaps/shaders)
coll
   effe
colo
cont
   bitm
   pphy
deca
   deca
   bitm
DeLa
   bitm
   ustr
   font
   snd!
   DeLa
devc
effe
   snd!
   part
   deca
elec
   bitm
eqip
   mod2
   antr
   coll
   phys
   shdr
   effe
   foot
   snd!
   bitm
flag
   schi
   pphy
fog
   bitm
   lsnd
   snde
font
   font
foot
   snd!
   effe
garb
   mod2
   antr
   coll
   phys
   shdr
   effe
   foot
   snd!
   bitm
   (same as eqip tag)
glw!
   bitm
grhi
   bitm
hmt
hud#
   bitm
hudg
   font
   ustr
   bitm
   hmt
   wphi
   snd!
itmc
   weap/eqip
jpt!
   snd!
lens
   bitm
lifi
   mod2
   antr
   coll
   phys
   shdr
   effe
   ligh
   bitm
ligh
   bitm
   lens
lsnd
   cdmg
   snd!
mach
   mod2
   antr
   coll
   phys
   shdr
   effe
   ligh
   lsnd
   bitm
matg
   bipd
   bitm
   colo
   effe
   eqip
   font
   grhi
   hud#
   hudg
   jpt!
   metr
   mod2
   part
   proj
   schi
   snd!
   str#
   trak
   vehi
   weap
metr
   metr
   bitm
mgs2
   bitm
mod2
   (shaders)
part
   bitm
   pphys
   foot
   effe
pctl
   pphy
   bitm
phys
pphy
proj
   antr
   bitm
   coll
   cont
   effe
   jpt!
   lsnd
   mgs2
   mod2
   pctl
   phys
   shdr
   snd!
rain
   pphy
   bitm
sbsp
   senv
   schi
   scex
   sgla
   bitm
   fog
   rain
   wind
   lsnd
   snde
scen
   mod2
   antr
   coll
   phys
   shdr
   effe
   bitm
   soso
   scen
   ligh
   lsnd
scex
   lens
   bitm
schi
   lens
   bitm
scnr
   sbsp
   sky
   ustr
   hmt
   scen
   mach
   bipd
   vehi
   eqip
   weap
   ctrl
   lifi
   dobc
   actv
   antr
   snd!
   lsnd
   ssce
   itmc
   deca
   jpt!
senv
   lens
   bitm
sgla
   bitm
sky
   mod2
   antr
   fog
   lens
smet
   bitm
snd!
   snd!
snde
soso
   bitm
Soul
   DeLa
spla
   bitm
ssce
   mod2
   antr
   coll
   phys
   shdr
   effe
   lsnd
str#
   mod2
swat
   bitm
tagc
   devc
   ustr
   bitm
   tagc
   Soul
trak
udlg
   snd!
unhi
   bitm
   snd!
   lsnd
ustr
vehi
   mod2
   antr
   coll
   phys
   schi/spla
   effe
   actv
   jpt!
   snd!
   foot
   ligh
   bitm
   weap
   trak
   unhi
   cont
   lsnd
weap
   mod2
   antr
   coll
   phys
   shdr
   effe
   foot
   snd!
   jpt!
   actv
   wphi
   proj
   ligh
   flag
   glw!
   bitm
wind
wphi
   wphi
   bitm

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Last edited by Sparky on Tue Mar 03, 2009 9:16 pm, edited 2 times in total.

Tue Mar 03, 2009 8:35 pm
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Post Re: Reference: Tag Hierarchies
Oh, the fog tag, I forgot! Can anyone remind me where that one is referenced - whether the sbsp or the scnr?

EDIT: It's in the sbsp tag.

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Last edited by Sparky on Tue Mar 03, 2009 9:13 pm, edited 1 time in total.

Tue Mar 03, 2009 8:39 pm
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Post Re: Reference: Tag Hierarchies
Now here's something that's super duper secret: there are 11 tags plus all the SBSP tags which nothing else references. If you read those tags in the correct order, and process the dependencies in the order they appear relative to reflexives (not necessarily the order they appear in the tag and processing in a depth-first not a breadth-first manner) you can generate the entire tag list of a halo map file in the correct order. Don't spread it around.

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Tue Mar 03, 2009 8:42 pm
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Post Re: Reference: Tag Hierarchies
Does that include scripts? I think those are referenced in the sbsp or scnr only. If it's the scnr, then I guess not. It wouldn't make sense, anyway, I think. I forgot where Sapien compiles them. I just read a tutorial on that, too!

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Tue Mar 03, 2009 8:55 pm
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Post Re: Reference: Tag Hierarchies
Scripts are just sections of the scnr tag. Conure did some research on it but I don't think posted anything.

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Tue Mar 03, 2009 10:04 pm
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Post Re: Reference: Tag Hierarchies
Now make a correct tree. And by that I mean:

Code:
weap
   mod2
      (shaders)
   antr
      snd!
         snd!
      soso
         bitm
   coll
      effe
         snd!
            snd!
         part
            bitm
               (bitmap/shaders)
            pphy
            foot
               snd!
               effe
            effe
               snd!
               part
               deca
         deca
               deca
               bitm
                  (bitmaps/shaders)
   phys
(...etc)
   shdr
   effe
   foot
   snd!
   jpt!
   actv
   wphi
   proj
   ligh
   flag
   glw!
   bitm


I will be very impressed...

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Thu Mar 05, 2009 1:44 am
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Post Re: Reference: Tag Hierarchies
Quote:
Code:
snd! references can almost always be swapped with lsnd references.

what?! that's not true! D:

i mean... where? can you give me an example? it never worked for me. >.<

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Thu Mar 05, 2009 6:27 am
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Post Re: Reference: Tag Hierarchies
I agree, looping sounds shouldn't work in place of triggered sounds. It crashes when I try.

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Thu Mar 05, 2009 11:49 am
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Post Re: Reference: Tag Hierarchies
Speaking of crashes, apperently you cant null bitmaps, only their higher-ups. Weird.

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Thu Mar 05, 2009 8:21 pm
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Post Re: Reference: Tag Hierarchies
draconic74 wrote:
Speaking of crashes, apperently you cant null bitmaps, only their higher-ups. Weird.

I can't null out shaders, I can only null bitmaps >_>

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Thu Mar 05, 2009 11:35 pm
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Post Re: Reference: Tag Hierarchies
modding became an opinion! D:

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Thu Mar 05, 2009 11:54 pm
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Post Re: Reference: Tag Hierarchies
Rofldonutburger wrote:
draconic74 wrote:
Speaking of crashes, apperently you cant null bitmaps, only their higher-ups. Weird.

I can't null out shaders, I can only null bitmaps >_>


You can easily null shaders. You just change the tag class to "weap" and select "Assault Rifle."

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Fri Mar 06, 2009 1:57 am
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Post Re: Reference: Tag Hierarchies
^ that should not be considered "nulling".

from now on, we will consider that action "killing" a tag. <_< or... someone has a better term to propose?

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Fri Mar 06, 2009 2:05 am
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Post Re: Reference: Tag Hierarchies
Modzy wrote:
Rofldonutburger wrote:
draconic74 wrote:
Speaking of crashes, apperently you cant null bitmaps, only their higher-ups. Weird.

I can't null out shaders, I can only null bitmaps >_>


You can easily null shaders. You just change the tag class to "weap" and select "Assault Rifle."

Thanks, I'll try it.

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Fri Mar 06, 2009 4:43 am
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Post Re: Reference: Tag Hierarchies
TaxiService wrote:
^ that should not be considered "nulling".

from now on, we will consider that action "killing" a tag. <_< or... someone has a better term to propose?

Raping

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