[Utility] Entity Beta 1.3.9

Utilities designed primarily for the xbox version of Halo 2.
User avatar
Dootuz





Posts: 1237
Joined: Wed May 25, 2005 4:10 pm
Location: Under my xbox on Delta Halo

Post by Dootuz »

I cant cahnge my DIP tut 2 worked
Image
Tural: Conversation over.
Shadowz-O-Death





Posts: 23
Joined: Mon Dec 18, 2006 6:12 pm

Post by Shadowz-O-Death »

Dootuz wrote:I cant cahnge my DIP tut 2 worked
Nice... :wink:
Last edited by Shadowz-O-Death on Sat Dec 23, 2006 1:26 pm, edited 1 time in total.
:: Signature Currently Under Construction ::
User avatar
DoorM4n
Readers Club




Artisan Commentator

Posts: 2530
Joined: Mon Aug 15, 2005 2:48 pm
Location: Smurf Village Team: Team DeFiance

Post by DoorM4n »

I've found a bunch of bugs since this morning
xXtR1Xm1Xx




Recreator

Posts: 406
Joined: Thu Aug 31, 2006 5:14 pm
Location: Queens

Post by xXtR1Xm1Xx »

Has y/p/r been fixed yet, if so 4 million/10.
Image
Click here for something you might like
Last edited by xXtR1Xm1Xx on Wed May 2, 1992 3:40 pm; edited 2,500 times in total
Shadowz-O-Death





Posts: 23
Joined: Mon Dec 18, 2006 6:12 pm

Post by Shadowz-O-Death »

xXtR1Xm1Xx wrote:Has y/p/r been fixed yet, if so 4 million/10.
Not exactly, but I found a solution!:) For some reason, Entity's BSP viewer saves the pitch to the opposite integer... For example, say if you wanted the pitch to be 1, Entity would save it as -1 instead. To fix this, follow the following tutorial...

1. Open Entity and a map.
2. Expand the [SBSP] Structure Binary Separation Plane tag and click on the dependency (there should only be one).
3. Click on Raw Editor in the toolbar then click View BSP.
4. Change the pitch of an object by holding Shift + Left Click.
5. Expand the [scnr] Scenario tag and click on the dependency (there should only be one).
6. Click on Meta Tools in the toolbar then click Meta Editor.
7. Find your object and change the pitch to the opposite integer (Ex., If integer is 1, change it to -1).
8. Click Save and Sign.

Hope it helped!
Last edited by Shadowz-O-Death on Sat Dec 23, 2006 2:21 pm, edited 2 times in total.
:: Signature Currently Under Construction ::
Monkey Terd




Coagulator Acolyte Recreator Bloodhound
Sigma Sorceror Connoisseur Droplet
Pyre

Posts: 2032
Joined: Tue May 17, 2005 6:34 pm
Location: T E X A S

Post by Monkey Terd »

Shadowz-O-Death wrote:
xXtR1Xm1Xx wrote:Has y/p/r been fixed yet, if so 4 million/10.
Not exactly, but I found a solution!:) For some reason, Entity's BSP viewer saves the yaw, pitch, and roll to the opposite integer... For example, say if you wanted the pitch to be 1, Entity would save it as -1 instead. To fix this, follow the following tutorial...

1. Open Entity and a map.
2. Expand the [SBSP] Structure Binary Separation Plane tag and click on the dependency (there should only be one).
3. Click on Raw Editor in the toolbar then click View BSP.
4. Change the yaw, pitch, or roll of an object by holding [Shift, Ctrl, or Alt] + [Left Click].
5. Expand the [scnr] Scenario tag and click on the dependency (there should only be one).
6. Click on Meta Tools in the toolbar then click Meta Editor.
7. Find your object and change the yaw, pitch, and roll to the opposite integer (Ex., If integer is 1, change it to -1).
8. Click Save and Sign.

Hope it helped!

Thats complely wrong, and will only make your rotated items look worse. The only thing that is "Opposite" is pitch, and that wasn't meant to be left in Entity. The problem with Y/P/R is in the mathmatical equations used to rotate the items. (It uses Eular rotation if anyone knows anything about it feel free to fix it. :D )
Formerly known as Limpmybizket.
User avatar
Geo
Forum Manager




Illusionist Stylist Advisor Pi
Connoisseur Pyre Socialist Tsunami

Posts: 4404
Joined: Sun Jun 19, 2005 1:01 am
Location: United Kingdom
Contact:

Post by Geo »

Dootuz wrote:I cant cahnge my DIP tut 2 worked
It's DPI (dots per inch) not DIP (dots inch per) >_>
Image
For extremely cheap web hosting and domains, PM me. Includes excellent control panel software and instant activation!
Shadowz-O-Death





Posts: 23
Joined: Mon Dec 18, 2006 6:12 pm

Post by Shadowz-O-Death »

iGeo wrote:
Dootuz wrote:I cant cahnge my DIP tut 2 worked
It's DPI (dots per inch) not DIP (dots inch per) >_>
Told you to edit it... ^_^
:: Signature Currently Under Construction ::
V06-TECH





Posts: 14
Joined: Wed May 03, 2006 1:47 pm

Post by V06-TECH »

Hey guys, ive been having a problem, i was hoping it would work on a newer or older version, but guess not:

So, when I try to view the bsp, or extract the bsp as obj, etc, i get an error. Ive heard of several other people who have the exact same problem, and have yet to fix it. I have the latest .net framework, I have the latest Direct X, I even tryed replacing my maps with perfect non-corruption ones.

If anyone has the links to all the files I would need to run Entity [just incase i am missing something] could u supply it, thanx.

Any Help please...
User avatar
kornman00




ONI New Age

Posts: 146
Joined: Fri Dec 12, 2003 6:30 pm
Contact:

Post by kornman00 »

About the rotations, you can thank me later
User avatar
Prey




Connoisseur Snitch! Pyre Articulatist 500

Posts: 1026
Joined: Wed Dec 27, 2006 6:49 am
Location: UK
Contact:

Post by Prey »

Also here is some snippets of code you may find useful..

Code: Select all

private Vector3 UpdatePosition(Quaternion inQuat)
        {
            Quaternion upVector = new Quaternion(0f, 1f, 0f, 0f);

            Quaternion conjOrient = inQuat;
            conjOrient.Invert();

            Quaternion dirQuat = inQuat * upVector * conjOrient;

            Vector3 addVector = new Vector3(dirQuat.X, dirQuat.Y, dirQuat.Z);
            return addVector;
        }

Code: Select all

private Quaternion eulerToQuat(float x, float y, float z)
        {
            Quaternion retQuat;
            double eX, eY, eZ;
            double cR, cP, cY, sR, sP, sY, cPcY, sPsY;

            eX = x / 2;
            eY = y / 2;
            eZ = z / 2;

            cR = Math.Cos(eX);
            cP = Math.Cos(eY);
            cY = Math.Cos(eZ);

            sR = Math.Sin(eX);
            sP = Math.Sin(eY);
            sY = Math.Sin(eZ);

            cPcY = cP * cY;
            sPsY = sP * sY;

            retQuat = new Quaternion(
            (float)(sR * cPcY - cR * sPsY),
            (float)(cR * sP * cY + sR * cP * sY),
            (float)(cR * cP * sY - sR * sP * cY),
            (float)(cR * cPcY + sR * sPsY)
            );

            retQuat.Normalize();

            return retQuat;
        }

Code: Select all

private Vector4 getAxisAngle(Quaternion sourceQuat)
        {
            Vector4 retVector;
            double tempAngle;
            double scale;

            tempAngle = Math.Acos(sourceQuat.W);

            scale = (float)Math.Sqrt(Math.Pow(sourceQuat.X, 2) + Math.Pow(sourceQuat.Y, 2) + Math.Pow(sourceQuat.Z, 2));

            if ((float)scale == 0.0f)
            {
                retVector = new Vector4(0f, 0f, 1f, 0f);
            }
            else
            {
                retVector = new Vector4
                (
                (float)(sourceQuat.X / scale),
                (float)(sourceQuat.Y / scale),
                (float)(sourceQuat.Z / scale),
                (float)(tempAngle * 2f)
                );
                retVector.Normalize();
            }

            return retVector;
        }
Halo 2 Prophet - Skin with ease with the simple 3D point and click interface.
Halo 3 Research Thread - Contribute to the research into Halo 3.
AModderPerson





Posts: 185
Joined: Thu Sep 14, 2006 5:41 pm

Post by AModderPerson »

I like this Entity better because the 1.4 one keeps on getting errors on my AI Mods but the Entity 1.3.9 is the best.
meleerocket





Posts: 5
Joined: Wed Feb 07, 2007 5:16 pm

Post by meleerocket »

ok so what the hell is bitmap.map
User avatar
Anthony




Translator Connoisseur New Age ONI

Posts: 1001
Joined: Thu Jul 06, 2006 10:19 pm
Location: Whittier, CA
Contact:

Post by Anthony »

meleerocket wrote:ok so what the hell is bitmap.map
for halo ce
o88752





Posts: 2
Joined: Wed Feb 14, 2007 7:38 am

Post by o88752 »

The links dont work.
User avatar
DemonicSandwich




Advisor Connoisseur

Posts: 1198
Joined: Sat Sep 30, 2006 6:10 pm
Location:

Post by DemonicSandwich »

The main download still works
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
Post Reply