Community Project: H2V to H2X Conversions
- newbymodder
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im good at just messing around in the hex and parts and finding new things or making new things happen the only part is i just can't remember how half the time i think i get the basic understanding of what your doing here so ya if i have time off work i'll give it a try
Join Halo 2.5, Can't stop never stop modding halo 2 http://www.halo25.co.nr/
Ok well what you want to do then is extract the raw data of the h2v conversion in the first post and extract its raw data with entity. Then in hex workshop(or any hex editor) do a search for the string "crsr" (no quotes) and compare the resource blocks(the data between each "crsr" string ) to those of h2x's raw data. What we need to know is which blocks match or a similar in structure and which ones are missing.newbymodder wrote:im good at just messing around in the hex and parts and finding new things or making new things happen the only part is i just can't remember how half the time i think i get the basic understanding of what your doing here so ya if i have time off work i'll give it a try
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i remember a while back i was messing with a app called bsp tools or something like that i was extracting the model and editing it every time i made a edit it loaded without collision but it was all messed up and looked like it connected every possible vertice to each other then i started to mess with the collision part of the app i made the map flat in a model and flattend the collision and the map loaded and it was flat and there was collision but there was places i fell through too so i thought big whoop i fall then i tried to inject a model of a map i made before and injected it with entity and opened the bsp viewer in entity and i seen my model with beavercreeks textures nd shaders added too it then i ftped it and it didnt even load so i think if you guys use that app and mess around with the collision model we wont need H2V to H2X but whatever way we go we must use the best working method
- newbymodder
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so basically u made the map flat though? if you could get hills ect into it then we wouldn't need to make it so h2v would be able to converge with h2xsupermodder911 wrote:i remember a while back i was messing with a app called bsp tools or something like that i was extracting the model and editing it every time i made a edit it loaded without collision but it was all messed up and looked like it connected every possible vertice to each other then i started to mess with the collision part of the app i made the map flat in a model and flattend the collision and the map loaded and it was flat and there was collision but there was places i fell through too so i thought big whoop i fall then i tried to inject a model of a map i made before and injected it with entity and opened the bsp viewer in entity and i seen my model with beavercreeks textures nd shaders added too it then i ftped it and it didnt even load so i think if you guys use that app and mess around with the collision model we wont need H2V to H2X but whatever way we go we must use the best working method
Join Halo 2.5, Can't stop never stop modding halo 2 http://www.halo25.co.nr/
- newbymodder
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- Joined: Fri Nov 24, 2006 4:43 pm
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oh ic haha so technically then converging h2v to h2x is way better
Join Halo 2.5, Can't stop never stop modding halo 2 http://www.halo25.co.nr/
The reason that would happen after you edited the bsp collision with bsp tools is because it only edited one of the 8 bsp collision reflexes which in turn broke the other seven.
But yeah any form of bsp editing would definatly breath new life into the halo 2 modding community.
Anyways i'll post a app in a little bit that will extract any h2v bsp to entity meta format this way we will be able to study alot more bsp's.
But yeah any form of bsp editing would definatly breath new life into the halo 2 modding community.
Anyways i'll post a app in a little bit that will extract any h2v bsp to entity meta format this way we will be able to study alot more bsp's.
- xheadshotmastax
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Ok this is what I've got. I compared the h2x and h2v versions of coagulation and found that the meta is 100% identical other than some "CDCD" padding added to some of the reflexives. And the raw data is also identical other than one rsrc block which in h2v is about 3 times as large as it is in h2x. If you replace this block with its h2x block the raw chunk will work in h2x.
So I think that the only thing we need to do is figure out how to rebuild that resource block and the bsp's should load.
So I think that the only thing we need to do is figure out how to rebuild that resource block and the bsp's should load.
Alright. Care to get on AIM or MSN now?shade45 wrote:Ok this is what I've got. I compared the h2x and h2v versions of coagulation and found that the meta is 100% identical other than some "CDCD" padding added to some of the reflexives. And the raw data is also identical other than one rsrc block which in h2v is about 3 times as large as it is in h2x. If you replace this block with its h2x block the raw chunk will work in h2x.
So I think that the only thing we need to do is figure out how to rebuild that resource block and the bsp's should load.
what kinda resource block was it?shade45 wrote:Ok this is what I've got. I compared the h2x and h2v versions of coagulation and found that the meta is 100% identical other than some "CDCD" padding added to some of the reflexives. And the raw data is also identical other than one rsrc block which in h2v is about 3 times as large as it is in h2x. If you replace this block with its h2x block the raw chunk will work in h2x.
So I think that the only thing we need to do is figure out how to rebuild that resource block and the bsp's should load.
I have to check again but im pretty sure it was the last oneAnthony wrote:what kinda resource block was it?shade45 wrote:Ok this is what I've got. I compared the h2x and h2v versions of coagulation and found that the meta is 100% identical other than some "CDCD" padding added to some of the reflexives. And the raw data is also identical other than one rsrc block which in h2v is about 3 times as large as it is in h2x. If you replace this block with its h2x block the raw chunk will work in h2x.
So I think that the only thing we need to do is figure out how to rebuild that resource block and the bsp's should load.
Yeah neodos means that sometimes the data isnt actually unused, and something needs to be relinked(ident/sid/reflex) that breaks it. It happened to him before, same with myself.shade45 wrote:I didnt get what you meant for a second but I got it now lolneodos wrote:Don't forget the unused values while building with .ent Shade
@Detox
I was on but you weren't. We sure have bad timing when it comes to msn lmao. Hopefully I can catch you online soon
and shade. Maybe today haha. I bought H2V so i'll look into it. When you say the last Resource block, you mean the last resource block in the BSP Raw Type 1 right? And could you do me a favor and give me the meta for both a xbox and H2V map that is the same map(coag or lockout) and give me both of the last raws that you say are different?
Since I know fuck all about H2V
I just had a crazy idea so bare with me.
If we could jsut rename the map to say midship.map (any map is fine) and just replace that map on our XBOX's, wouldn't it load? There is nothing stopping it. The mainmenu works the same, it just launches the map. We don't need to do a bsp conversion to get a custom map on XBOX going.
But that is IMO.
If we could jsut rename the map to say midship.map (any map is fine) and just replace that map on our XBOX's, wouldn't it load? There is nothing stopping it. The mainmenu works the same, it just launches the map. We don't need to do a bsp conversion to get a custom map on XBOX going.
But that is IMO.