Reference: Tag Hierarchies

Everything about HD, MD, and their mods.

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How will you most likely use this information?

Shelve it.
2
9%
I'll use it to determine which tags to recursively extract using Eschaton.
9
39%
I'll use it to determine which tag I should modify when I'm unsure where to look.
7
30%
I'll hang it up on the wall and gawk at it in amazement.
5
22%
 
Total votes: 23

Sparky
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Reference: Tag Hierarchies

Post by Sparky » Tue Mar 03, 2009 8:35 pm

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: Select all

*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
Last edited by Sparky on Tue Mar 03, 2009 9:16 pm, edited 2 times in total.
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Sparky
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Re: Reference: Tag Hierarchies

Post by Sparky » Tue Mar 03, 2009 8:39 pm

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.
Last edited by Sparky on Tue Mar 03, 2009 9:13 pm, edited 1 time in total.
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Altimit01
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Re: Reference: Tag Hierarchies

Post by Altimit01 » Tue Mar 03, 2009 8:42 pm

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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Sparky
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Re: Reference: Tag Hierarchies

Post by Sparky » Tue Mar 03, 2009 8:55 pm

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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Altimit01
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Re: Reference: Tag Hierarchies

Post by Altimit01 » Tue Mar 03, 2009 10:04 pm

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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draconic74
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Re: Reference: Tag Hierarchies

Post by draconic74 » Thu Mar 05, 2009 1:44 am

Now make a correct tree. And by that I mean:

Code: Select all

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
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TaxiService
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Re: Reference: Tag Hierarchies

Post by TaxiService » Thu Mar 05, 2009 6:27 am

Code: Select all

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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Excend
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Re: Reference: Tag Hierarchies

Post by Excend » Thu Mar 05, 2009 11:49 am

I agree, looping sounds shouldn't work in place of triggered sounds. It crashes when I try.
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draconic74
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Re: Reference: Tag Hierarchies

Post by draconic74 » Thu Mar 05, 2009 8:21 pm

Speaking of crashes, apperently you cant null bitmaps, only their higher-ups. Weird.
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Rofldonutburger
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Re: Reference: Tag Hierarchies

Post by Rofldonutburger » Thu Mar 05, 2009 11:35 pm

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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TaxiService
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Re: Reference: Tag Hierarchies

Post by TaxiService » Thu Mar 05, 2009 11:54 pm

modding became an opinion! D:
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Modzy
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Re: Reference: Tag Hierarchies

Post by Modzy » Fri Mar 06, 2009 1:57 am

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."

TaxiService
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Re: Reference: Tag Hierarchies

Post by TaxiService » Fri Mar 06, 2009 2:05 am

^ 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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Rofldonutburger
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Re: Reference: Tag Hierarchies

Post by Rofldonutburger » Fri Mar 06, 2009 4:43 am

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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Re: Reference: Tag Hierarchies

Post by Fuel » Mon Mar 09, 2009 3:07 pm

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?
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