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Thread: A Look Behind the Scenes at H2V Programming

  1. #81
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: A Look Behind the Scenes at H2V Programming

    Quote Originally Posted by [EJ] Bean View Post
    But there were locked parts. Those weren't deleberately locked?
    The locked out parts were locked simply because they were extraneous or useless. You can't use a .unit tag as far as I'm concerned.

    The CE editing kit came with the ability to create a completely custom map. You could have easily tossed everything aside (save for the ui folder, widget definitions were locked ), and built a whole new concept from the ground up.

    The Halo 2 Vista Map Editor only has the ability to create a custom Halo 2 map. No more, and much less.

  2. #82
    Senior Member et_cg's Avatar
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    Re: A Look Behind the Scenes at H2V Programming

    Sex?

  3. #83
    Kid in the Hall Kornman00's Avatar
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    Re: A Look Behind the Scenes at H2V Programming

    Quote Originally Posted by [EJ] Bean View Post
    But there were locked parts. Those weren't deleberately locked?
    Everything except tag_collection, and the ui_widiget_* tag groups where as-is the same bungie used. The fields were locked because alot of them weren't suppose to be edited because it went against how HALO was suppose to run, or they were fields only suppose to be maintained by a programmer. Those 3 tags mentioned where purposely locked out from public use.

  4. #84
    Kid in the Hall Kornman00's Avatar
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    Re: A Look Behind the Scenes at H2V Programming

    I just removed the distance and falling damage effects from my globals tag and the map built just fine. Game could see it as well. And yes, I did play the map ;p

  5. #85
    I R Serious Texra DaneO'Roo's Avatar
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    Re: A Look Behind the Scenes at H2V Programming

    fucking awesome

  6. #86

    Re: A Look Behind the Scenes at H2V Programming

    Quote Originally Posted by Kornman00 View Post
    I just removed the distance and falling damage effects from my globals tag and the map built just fine. Game could see it as well. And yes, I did play the map ;p
    <3 Korn

  7. #87
    a bit of the old in-out Roostervier's Avatar
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    Re: A Look Behind the Scenes at H2V Programming

    Quote Originally Posted by Kornman00 View Post
    I just removed the distance and falling damage effects from my globals tag and the map built just fine. Game could see it as well. And yes, I did play the map ;p
    Masterz? You got some 'splainin to do...

  8. #88
    Senior Member et_cg's Avatar
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    Re: A Look Behind the Scenes at H2V Programming

    Quote Originally Posted by flyinrooster View Post
    Masterz? You got some 'splainin to do...
    More learnin' perhaps?

  9. #89
    "Think Different" Masterz1337's Avatar
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    Re: A Look Behind the Scenes at H2V Programming

    Quote Originally Posted by flyinrooster View Post
    Masterz? You got some 'splainin to do...
    It might be my biped tag that caused the map not to be detected. Also, don't forget I don't use Kornmans Guerilla, so it might be a problem with the editor rather than me. I told kornman I woul investigate once I get my new pc. If I load h2 at high res on this machine, the whole thing goes nuts on me.

  10. #90
    Kid in the Hall Kornman00's Avatar
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    Re: A Look Behind the Scenes at H2V Programming

    I just finished adding a utility that creates a tag database from a given tag (will walk its dependency graph). Well, it creates two rather. The first database lists the source tag and all of its references (and then the reference's references, then then theirs, etc etc), the second database lists each tag that had erroneous dependencies (either missing from the tag set, skipped by the database construction, or for some reason failed to load), along with what those dependencies were.
    When you extract a tag, it will also create a database with all of the extracted tags.

    Besides auto-generating tag archives of a specific tag, I had another idea for usage of these tag databases (which I can really beef up with extra info, but currently I'm only going off the same database format bungie uses). Just not sure if I really want to spend the time implementing the idea as its a type of coding I have never even touched on before :/...

    It wouldn't be trivial to get this working for Halo 1 stuff either, since my code library includes everything I need to interface with them too, and the systems are designed to work without hardly any game dependent data. I know people would kill for some of the utilities I've got setup for Halo 2, to work with Halo 1. We'll see how things turn out

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