XZodia's Plugin's
- grimdoomer
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I have a bunch of updated raw plugins im going to post soon. Lots of stuff labled correctly and some new stuff for ugh.

AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
shit happensDemonicSandwich wrote:Well no, the labels are correct. It's the value sizes and offsets that are wrong. Some of those flags are incorrectly labeled as bitmask8's when all of them should be bitmask16's.DarkShallFall wrote:Hahaha yea the draw and don't draw ones, there all labeled so poorly and incorrect.DemonicSandwich wrote:Like the [Do] and [Don't] bitmasks.DarkShallFall wrote:Theres alot jacked up for HUD >_< had to fix em.

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Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
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Re: XZodia's Plugin's
How messed up are the plugins? Is it just wrong labels and wrong types? If I had a good set of plugins, I might be tempted to start work on something.
Re: XZodia's Plugin's
pokecancer wrote:How messed up are the plugins? Is it just wrong labels and wrong types? If I had a good set of plugins, I might be tempted to start work on something.


Last edited by kibito87 on Mon Mar 02, 2009 2:12 pm, edited 1 time in total.

- JacksonCougAr
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Re: XZodia's Plugin's
I gave up on working with any values other than those that are sure-bets, or as close to that as I can get. By this I mean I just use reflexive offsets and size, and SIDs, Idents, strings, and a few other dependable values. The rest I double check before I implement them into anything hardcoded.pokecancer wrote:How messed up are the plugins? Is it just wrong labels and wrong types? If I had a good set of plugins, I might be tempted to start work on something.
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
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Re: XZodia's Plugin's
I can get you a semi good set, talk to me on aim.

AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
Re: XZodia's Plugin's
pokecancer!!!
Well, there main problems with the plugins are the labels. There will be things like "Label = "Blah"". Just remove the text and the plugin should work.


Last edited by Eaton on Wed Feb 25, 2009 4:36 pm, edited 1 time in total.

Re: XZodia's Plugin's
thats only a problem with the chunk cloner, which doesnt work well anywayEaton wrote:pokecancer!!!![]()
Well, there main problems with the plugins are the labels. There will be things like "Label = "Blah"". Just remove the text and the plugin should work

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
Re: XZodia's Plugin's
Holydogtoffee Poke! damn and people say i go into hiding alot hope your doing ok.pokecancer wrote:How messed up are the plugins? Is it just wrong labels and wrong types? If I had a good set of plugins, I might be tempted to start work on something.
If anyone out there can figuer out the blind spots in the plugins its you.
I simply couldnt agree more.Eaton wrote:There should be a community project to redo all of the plugins correctly. It would take a long time, but it would really make a huge difference in the long run.
Bug Stompers "We Endanger Species"
MrMurder The Magnums Of Justice
Thanks for your time.
MrMurder The Magnums Of Justice
Thanks for your time.
Re: XZodia's Plugin's
It has begun.MrMurder wrote:I simply couldnt agree more.Eaton wrote:There should be a community project to redo all of the plugins correctly. It would take a long time, but it would really make a huge difference in the long run.

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
- TroyMac1ure
- Posts: 29
- Joined: Sun Feb 10, 2008 10:39 am
Re: XZodia's Plugin's
I've been looking through this alot. The fix I did a while ago actually addressed more than I settled on. The offsets for the sbsp and ltmp tags are stored after many other tags even though their offset is the closest to the start of the file. Any clones done before their tag listing was adding extra size to the map (and possibly messing stuff up).xzodia wrote:thats only a problem with the chunk cloner, which doesnt work well anywayEaton wrote:pokecancer!!!![]()
Well, there main problems with the plugins are the labels. There will be things like "Label = "Blah"". Just remove the text and the plugin should work
As for cloning issues with the scnr tag, it is plugin related. I have been going through it and there are sections of the sncr tag that get dropped when cloning because they don't "exist" properly in the tag.
There is a section just before or after the "Weather Palette" section that is missing I know. Lists the sbsp tag and some other info.
Working towards getting a scnr plugin that is correct enough to allow cloning.
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
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Re: XZodia's Plugin's
BSP and Lightmap meta is way before the entire meta table and only needs to be updated when manipulating chunks in those tags. You aslo don't have to shift every reflexive below them. only fix the lightmap offset, along with raw offsets. The scenario is only missing reflexives that don't appear in any map, and since we dont have them in the game, they are said to be unused. I'm working on a complete scnr plugin atm, but I know what the reflexive you speak of, Structure BSPs is there.TroyMac1ure wrote:I've been looking through this alot. The fix I did a while ago actually addressed more than I settled on. The offsets for the sbsp and ltmp tags are stored after many other tags even though their offset is the closest to the start of the file. Any clones done before their tag listing was adding extra size to the map (and possibly messing stuff up).xzodia wrote:thats only a problem with the chunk cloner, which doesnt work well anywayEaton wrote:pokecancer!!!![]()
Well, there main problems with the plugins are the labels. There will be things like "Label = "Blah"". Just remove the text and the plugin should work
As for cloning issues with the scnr tag, it is plugin related. I have been going through it and there are sections of the sncr tag that get dropped when cloning because they don't "exist" properly in the tag.
There is a section just before or after the "Weather Palette" section that is missing I know. Lists the sbsp tag and some other info.
Working towards getting a scnr plugin that is correct enough to allow cloning.

AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- TroyMac1ure
- Posts: 29
- Joined: Sun Feb 10, 2008 10:39 am
Re: XZodia's Plugin's
It's not the Structure BSPs. It's after that. The "Scenario Resources" come next, which were being missed in the cloning as well, but I created a new variable sized string declaration in Entity, and changed the References to a String4 since "*cen" doesn't exist within the tags. There is another section that gets lost just after the "Weather Palette" sections.grimdoomer wrote:BSP and Lightmap meta is way before the entire meta table and only needs to be updated when manipulating chunks in those tags. You aslo don't have to shift every reflexive below them. only fix the lightmap offset, along with raw offsets. The scenario is only missing reflexives that don't appear in any map, and since we dont have them in the game, they are said to be unused. I'm working on a complete scnr plugin atm, but I know what the reflexive you speak of, Structure BSPs is there.TroyMac1ure wrote: As for cloning issues with the scnr tag, it is plugin related. I have been going through it and there are sections of the sncr tag that get dropped when cloning because they don't "exist" properly in the tag.
There is a section just before or after the "Weather Palette" section that is missing I know. Lists the sbsp tag and some other info.
Working towards getting a scnr plugin that is correct enough to allow cloning.
Here is a sample (taken from Ascension):
Code: Select all
06670 BA BA BA BA │ BA BA BA BA │ BA BA BA BA │ 61 73 63 65 ║║║║║║║║║║║║asce
06680 6E 73 69 6F │ 6E 00 00 00 │ 00 00 00 00 │ 00 00 00 00 nsion...........
06690 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 64 6E 73 6C ............dnsl
066A0 E6 06 5B E8 │ FF FF FF FF │ FF FF FF FF │ 00 00 00 00 µ♠[Φ ....
066B0 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ................
066C0 00 00 00 40 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ...@............
066D0 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ................
066E0 63 6C 69 66 │ 66 73 00 00 │ 00 00 00 00 │ 00 00 00 00 cliffs..........
066F0 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ................
06700 65 64 6E 73 │ EC 06 61 E8 │ 00 00 00 40 │ 00 00 00 00 edns∞♠aΦ...@....
06710 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ................
06720 00 00 00 00 │ 00 00 00 00 │ 70 73 62 73 │ FF FF FF FF ........psbs
06730 07 00 00 00 │ F4 2B 1C 80 │ 07 00 00 00 │ F4 2B 1C 80 ....⌠+∟Ç....⌠+∟Ç
06740 0D 07 0F 14 │ 07 00 00 00 │ 10 2C 1C 80 │ 07 00 00 00 ♪.☼¶....►,∟Ç....
06750 64 2C 1C 80 │ 07 00 00 00 │ 64 2C 1C 80 │ 00 00 00 00 d,∟Ç....d,∟Ç....
06760 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ................
06770 00 00 00 00 │ 00 00 00 00 │ 4E 48 52 41 │ 9F 94 52 41 ........NHRAƒöRA
06780 E6 3C 83 C0 │ 00 46 D2 C0 │ C0 B4 00 C1 │ 4C C0 67 C1 µ<â└.F╥└└┤.┴L└g┴
06790 1B AE 9E C1 │ 6A 66 26 C0 │ 00 69 01 BF │ C5 F2 40 C0 ←«₧┴jf&└.i☺┐┼≥@└
067A0 98 52 89 C1 │ 67 C0 D7 C0 │ 4E 48 52 41 │ 66 66 26 C0 ÿRë┴g└╫└NHRAff&└
067B0 6E B0 20 C1 │ C9 F2 40 C0 │ 86 50 52 41 │ FE 80 1C C1 n░ ┴╔≥@└åPRA■Ç∟┴
067C0 B6 5A 40 C0 │ 0C 4A 26 C0 │ 8C 3C 11 C1 │ FF FF 00 00 ╢Z@└♀J&└î<◄┴ ..
067D0 FF FF 00 00 │ FF FF 00 00 │ FF FF 00 00 │ FF FF 00 00 .. .. .. ..
067E0 FF FF 00 00 │ FF FF 00 00 │ 00 00 00 00 │ 00 00 00 00 .. ..........
067F0 00 00 20 C1 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 .. ┴............
I have noticed when a meta is cloned in the SCNR tag, then deleted, the resulting size is less than the original. I know for sure the "Scenario Resources" was being missed (fixed) and this section and I know others are as well because there is still size being lost.
Here is a sample after a clone/delete (Line 67F0h has moved to 6730h):
Code: Select all
06670 BA BA BA BA │ BA BA BA BA │ BA BA BA BA │ 61 73 63 65 ║║║║║║║║║║║║asce
06680 6E 73 69 6F │ 6E 00 00 00 │ 00 00 00 00 │ 00 00 00 00 nsion...........
06690 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 64 6E 73 6C ............dnsl
066A0 E6 06 5B E8 │ FF FF FF FF │ FF FF FF FF │ 00 00 00 00 µ♠[Φ ....
066B0 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ................
066C0 00 00 00 40 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ...@............
066D0 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ................
066E0 63 6C 69 66 │ 66 73 00 00 │ 00 00 00 00 │ 00 00 00 00 cliffs..........
066F0 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ................
06700 65 64 6E 73 │ EC 06 61 E8 │ 00 00 00 40 │ 00 00 00 00 edns∞♠aΦ...@....
06710 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ................
06720 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 ................
06730 00 00 20 C1 │ 00 00 00 00 │ 00 00 00 00 │ 00 00 00 00 .. ┴............
Re: XZodia's Plugin's
I feel like such a noob
I stopped modding for like 4 years for school, then I come back and I can't remember how to do AI, when I do from a tut I get errors...I don't know how, or even what program these plugins are for (I hope dothalo, cuz its the only one I can remember how to use) I can't even apply a patch with serenity
... oh blargh
((((








- Aumaan Anubis
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Re: XZodia's Plugin's
We didn't have AI four years ago.
Released plugins are typically for Entity; I suggest you learn to use it, it is commonly used today, due to supposed superiority over DotHalo.
Released plugins are typically for Entity; I suggest you learn to use it, it is commonly used today, due to supposed superiority over DotHalo.

It is expected, and demanded.Tural wrote:MrMurder, we're going to hold you to that promise.
Re: XZodia's Plugin's
Define Superior...Aumaan Anubis wrote:We didn't have AI four years ago.
Released plugins are typically for Entity; I suggest you learn to use it, it is commonly used today, due to supposed superiority over DotHalo.
- Aumaan Anubis
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Re: XZodia's Plugin's
Note my use of "supposed superiority." I'm not quite sure whether I believe one is better than the other.OwnZ joO wrote:Define Superior...Aumaan Anubis wrote:We didn't have AI four years ago.
Released plugins are typically for Entity; I suggest you learn to use it, it is commonly used today, due to supposed superiority over DotHalo.
But if I had to define it, I'd say that because Entity appears more professional, polished, allows easy placement and lightmap edits through the BSP Viewer; it now has PMI, among probably a few other unmentioned things.
Now, I'm not quite sure if DotHalo has the capability of a Script Editor, or even model injection, as it's been awhile since I've used it, but I'm quite positive that it doesn't have a BSP Viewer.
As well, the "professional, polished," is just from my point of view, but I think that can be mutually agreed upon.

It is expected, and demanded.Tural wrote:MrMurder, we're going to hold you to that promise.
- TroyMac1ure
- Posts: 29
- Joined: Sun Feb 10, 2008 10:39 am
Re: XZodia's Plugin's
Grimdoomer, you said you were working on a SCNR plugin. This is the section I was talking about. It was completely missed in previous SCNR plugins:
There are a few problems with it that need to be fixed from the Entity/editor end for these plugins to work properly.
I have discovered these three issues:
1) SBSP, -1 tags are shown as null, null.
2) In this section Sub1 & Sub2 and Sub4 & Sub5 have the same offsets in some maps (share data). When trying to clone it duplicates these sections.
3) Maps such as backwash, containment, derelict, etc have [Script String Data] and this data needs to be DWord padded I believe. In these maps, the [Script String Data] is a Word short of a DWord alignment, so two <random> bytes are thrown in to pad it.
Code: Select all
<struct name="Unkown" offset="656" size="52">
<tag name="SBSP" offset="0" visible="True" />
<id name="-1" offset="4" visible="True" />
<struct name="sub1" offset="8" size="4">
<int name="Unknown" offset="0" visible="True" />
</struct>
<struct name="sub2" offset="16" size="4">
<int name="Unknown" offset="0" visible="True" />
</struct>
<float name="Unknown" offset="24" visible="True" />
<struct name="sub3" offset="28" size="12">
<float name="Unknown" offset="0" visible="True" />
<float name="Unknown" offset="4" visible="True" />
<float name="Unknown" offset="8" visible="True" />
</struct>
<struct name="sub4" offset="36" size="4">
<int name="Unknown" offset="0" visible="True" />
</struct>
<struct name="sub5" offset="44" size="4">
<int name="Unknown" offset="0" visible="True" />
</struct>
</struct>
I have discovered these three issues:
1) SBSP, -1 tags are shown as null, null.
2) In this section Sub1 & Sub2 and Sub4 & Sub5 have the same offsets in some maps (share data). When trying to clone it duplicates these sections.
3) Maps such as backwash, containment, derelict, etc have [Script String Data] and this data needs to be DWord padded I believe. In these maps, the [Script String Data] is a Word short of a DWord alignment, so two <random> bytes are thrown in to pad it.