Community Project: H2V to H2X Conversions
- grimdoomer
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I know, but we first have to get the chunks in the map
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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- jackson117
- Posts: 565
- Joined: Fri Mar 09, 2007 1:03 pm
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From what i've been hearing from certain people. It's attainable and is in the works. It's just not completely worked out. That or they are just too lazy to finish off what they think needs to be done.jackson117 wrote:so has anyone know how to do this H2V to H2X conversion or are they just not gonna share it with us
not if you use a sp map >_>grimdoomer wrote:I know, but we first have to get the chunks in the map
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- grimdoomer
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Yea but H2V has the same SP maps, so thats like converting oldmombasa to oldmombasa theres no point. Unless you had a SP map with a converted BSP, but you would still need a lot of fixing up to do.
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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
jackson117 wrote:ok xbox modders once we get this conversion done for you could you help us do a H2X-H2V conversion because we need some AI maps.
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- grimdoomer
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AI is all in the scenario, so how would converting a BSP get you any where? am I missing something here??
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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- grimdoomer
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Yes they are. There is also specific tags for scripts too.....
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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
bRAIN hURTPrey wrote:Er.. not quite Tain7ed and Ant.
Every thing in directx is made up of polygons (triangles), that are in turn each made up of 3 vertices (x, y, z points).
A normal is a perpendicular vector pointing away from the front side of a face (the polygon).
A polygon will only have a normal on its front side, a normal on the other side would be quite pointless because of culling. A normal is used for lighting calculations. Meaning that if you were to view the side with a normal with lighting enabled, it would appear correctly.. whilst the side without a normal would just appear completely black.
You might wonder what the point is in normals, but there is a good reason for them, performance for one, and more advanced things such as normal mapping can be done also.
Culling is the term used for basically not displaying polygons that can't be seen. But how would that be calculated? By the order in which the verts appear of course!
By default, directx only culls counter-clockwise faces, which is referred to as 'back-face culling'. As you can see from the picture, the polygon's verts are currently being drawn clockwise. But now imagine that we are viewing it through a camera, now move the camera so we are viewing the other side; suddenly the verts will be being drawn counter-clockwise relevant to our camera, so we see nothing for the triangle will be culled! Remember the culling is always relevant to our viewing frustum. Another example of this would be if you fell through the map and looked up; you should be looking at the otherside of the floor, but actually you'll just see right through because Bungie never meant for you to get there and so didn't waste polygons on making that side.
Obviously with many many pieces of large complicated geometry being used; culling can be quite a hit on performance because of all the math being done.. but this far out-ways the performance hit by drawing all the geometry instead, and so you would be stupid not to cull.
The Blam engine uses clockwise culling, as well as right-handed Cartesian coordinates, which is normally seen in OpenGL.
- grimdoomer
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That was uncalled for.
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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- jackson117
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- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
The raw data is organized differently. We need to figure out the differences so we can convert it to Halo 2 Xbox raw.neodos wrote:Can some one get me the h2v shared sbsp, meta and raw data please, or at least tell me how can i get the offsets and size of it?
If found the h2v shared sbsp raw but i am not sure of the size, anyway it looks really different from h2x sbsp raw.
Can someone release info about h2x sbsp raw?
Thanks.
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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
I actually found that a very interesting read. Prey really knows how to explain something, perhaps he should write a bookAbias wrote:bRAIN hURTPrey wrote:Er.. not quite Tain7ed and Ant.
Every thing in directx is made up of polygons (triangles), that are in turn each made up of 3 vertices (x, y, z points).
etc... (to save message space)
- grimdoomer
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Re: Community Project: H2V to H2X Conversions
Shade, when you wrote the raw to lockout, did you do it by hand?
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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
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Re: Community Project: H2V to H2X Conversions
so this is possible, we just need more people helping right?
- grimdoomer
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- Joined: Mon Oct 09, 2006 4:36 pm
Re: Community Project: H2V to H2X Conversions
I've been working on this latley so here is what I've got. I've been using the map snave posted. I wrote my own app to build the BSP meta and raw into a xbox map, while preserving the lightmap meta and raw. While looking over shade45s conversion, I noticed problems all over the place, sorry shade but that map will never load. This map has a working lightmap with raw. I noticed after building, my map would look like this:
As Amumaan Anubis told me, he was able to fix it by tweaking the Lightmap Pallet:
I fixed every ident I could, to their xbox counterpart, or a substitute. This map does not load, but there cant be to much wrong with it. If you guys could take a look at try to find anything broken and what not that would be awesome.
As Amumaan Anubis told me, he was able to fix it by tweaking the Lightmap Pallet:
I fixed every ident I could, to their xbox counterpart, or a substitute. This map does not load, but there cant be to much wrong with it. If you guys could take a look at try to find anything broken and what not that would be awesome.
- Attachments
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- Patch.rar
- Patch to Coagulation
- (3.66 MiB) Downloaded 13 times
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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
Re: Community Project: H2V to H2X Conversions
Hi grim, I will take a look at it, Did you try nulling the sound tags? That would cause most maps not to load on xbox.
Also amazing work!
Also amazing work!