[SOURCE]:[C] Hydrogen & Oxygen
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[SOURCE]:[C] Hydrogen & Oxygen
--Happy Birthday Halo 2--
Oxygen & Hydrogen:
Halo 2 Tools, in source form,
Hydrogen:
Map Decompiler... sort of....
It recursively extracts all the meta of a certain tag
and writes its Dependencies, LoneIDs, String IDs and
reflexives to a file.
Oxygen:
Map Rebuilder.... also sort of...
While it can inject raw data, I just havn't gotten around
properly implementing it.
Alright, these tools are still WIPs, You can get the fuel rod in, theres one shader problem though that freezes the game. Any way, I hope you can learn a little from this source.
These should compile out of the box on linux machines, and any other *nix based machine. However it might need a little modification for any Doze machine.
Oxygen & Hydrogen:
Halo 2 Tools, in source form,
Hydrogen:
Map Decompiler... sort of....
It recursively extracts all the meta of a certain tag
and writes its Dependencies, LoneIDs, String IDs and
reflexives to a file.
Oxygen:
Map Rebuilder.... also sort of...
While it can inject raw data, I just havn't gotten around
properly implementing it.
Alright, these tools are still WIPs, You can get the fuel rod in, theres one shader problem though that freezes the game. Any way, I hope you can learn a little from this source.
These should compile out of the box on linux machines, and any other *nix based machine. However it might need a little modification for any Doze machine.
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Last edited by Shalted on Wed Nov 09, 2005 4:59 pm, edited 1 time in total.
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well
well it aloows you to build a map like from spconvertion to MP and sp= singel player and mp= multiplaye.Juniorman030790 wrote:even bigger n00b question. What does a map rebuilder allow to happen?
but yeah what do i do with tags i dont know what to do with them but odd job on this. But serouis ly not a lot of people like me know how to make a program or even to know how to make these in exe or program format?.
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shade45 wrote:sorry for the stupid question but i know nothing about programming so how would i compile this to a .exe
this is a linux app, im fairly certin it wont work on windows machines because you have to complie it, thats what makefile does on linux. but you can still view the source with notepad if you need help making your own halo apps. but if your going to make a halo app on windows, just use ch2r and darkmatter.S_Halted wrote:These should compile out of the box on linux machines, and any other *nix based machine. However it might need a little modification for any Doze machine.
Last edited by mrhyperpenguin on Wed Nov 09, 2005 6:07 pm, edited 1 time in total.

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Sorry for the vauge description, I only had a couple of minutes to write it, anyways.
This will easily compile under linux, but under windows, since there's a difference in path slashes (ex Linux: /home/user/tlib Windows C:\folder\folder), you need to modify it a little.
But this doesnt fully rebuild maps, I have gotten it to rebuild a Fuel Rod Cannon into Zanzibar. It keeps all raw data references external, to keep the filesize down, there is a bit of code in there, for importing it, but its untested/incomplete.
Once you do compile it, it should create either
TagDump.exe or SCAMR.exe (The names I used before I decided to call them Hydorgen & Oxygen)
usage:
Tagdump [map] [tag] [class]
SCAMR [Map] [Tag] [class]
PS. A good free compiler would be Dev-C++.
This will easily compile under linux, but under windows, since there's a difference in path slashes (ex Linux: /home/user/tlib Windows C:\folder\folder), you need to modify it a little.
But this doesnt fully rebuild maps, I have gotten it to rebuild a Fuel Rod Cannon into Zanzibar. It keeps all raw data references external, to keep the filesize down, there is a bit of code in there, for importing it, but its untested/incomplete.
Once you do compile it, it should create either
TagDump.exe or SCAMR.exe (The names I used before I decided to call them Hydorgen & Oxygen)
usage:
Tagdump [map] [tag] [class]
SCAMR [Map] [Tag] [class]
PS. A good free compiler would be Dev-C++.
Awaiting connection...
- TunesRus90
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nice job, but i still haven't tried to get it running in Xebian (xbox form of Debian). How would i get the Gnome2 environment running on my xbox? Also, Any update on mac osx incompetance?
Last edited by TunesRus90 on Sun Mar 05, 2006 11:12 am, edited 1 time in total.
First, I love posts like this
, keep it up, you're what makes this 'community' so amusing:
As well as posts like 'what can i do with this' and then the answers by people who haven't actually read what you posted, tried the program, nor know how to try the program, but feel the need to answer.
i.e.
I believe S_halted's purpose for this program (also Incompetence) was more so that *nix/Mac users would have tools to use, I don't think it was aimed for the Windows users. But, given that the windows users seem excited about a map rebuilder that does less than current Windows tools, I'd like to ask a question: why?
Does the feeling that you're doing more (decompiling, moving, recompiling, etc), make you feel like you're doing something harder or more complex? I'd like to know because if more people would rather decompile and recompile maps and such, my next program can have a decompiler and recompiler instead of dragging and dropping (it's the same code, it'd just be split into 2 sections and allow more steps for error and be more complicated to use for the average modder). The original thought process was that the easier something is to do for the user, the better, because then more people will understand how to do it, will do it, and will make better mods. Maybe not?
Please don't misunderstand the question and base your response on the current capabilities of released programs (Insolence, these, Dark Matter, ADI), I just wanted to ask about the interface (de/recompile vs. drag/drop vs. extract/inject). Insolence has many flaws that crash it, but imagine in a perfect world, to do something like a conversion, would you rather decompile a map, move the bsp & recompile a map, or open both maps & drag/drop. Or export the tag to a file, then re-import it. (If you think about it, rebuilding is just like massive extracting/injecting, and drag/drop is temporary extract/inject).. anyway, the possibilities of what you could do with any of the above interfaces are the same, I guess it just boils down to a UI preference.

And I hope you're (S_halted) prepared for your thread to be filled with that type when you make releases like thisbut yeah what do i do with tags i dont know what to do with them but odd job on this. But serouis ly not a lot of people like me know how to make a program or even to know how to make these in exe or program format?.

i.e.
If the person who made the quoted post would've read, the program doesn't do raw quite right for things like the FRG, so a BSP conversion is probably unlikely.well it aloows you to build a map like from spconvertion to MP and sp= singel player and mp= multiplaye.
But on a more serious note, I have a question for the 'community' based on the quoted post above... Map rebuilding has been possible for a long while, but we figured that it'd be easier for people to drag/drop tags. If you think about it, Insolence is decompiling, moving tags, and rebuilding a map for you behind the scenes whenever you drag/drop a tag, and it does it recursively (when it works).GametagAeonFlux wrote:Map rebuilder?! So...many...doors...opened...amazing job.
I believe S_halted's purpose for this program (also Incompetence) was more so that *nix/Mac users would have tools to use, I don't think it was aimed for the Windows users. But, given that the windows users seem excited about a map rebuilder that does less than current Windows tools, I'd like to ask a question: why?
Does the feeling that you're doing more (decompiling, moving, recompiling, etc), make you feel like you're doing something harder or more complex? I'd like to know because if more people would rather decompile and recompile maps and such, my next program can have a decompiler and recompiler instead of dragging and dropping (it's the same code, it'd just be split into 2 sections and allow more steps for error and be more complicated to use for the average modder). The original thought process was that the easier something is to do for the user, the better, because then more people will understand how to do it, will do it, and will make better mods. Maybe not?
Please don't misunderstand the question and base your response on the current capabilities of released programs (Insolence, these, Dark Matter, ADI), I just wanted to ask about the interface (de/recompile vs. drag/drop vs. extract/inject). Insolence has many flaws that crash it, but imagine in a perfect world, to do something like a conversion, would you rather decompile a map, move the bsp & recompile a map, or open both maps & drag/drop. Or export the tag to a file, then re-import it. (If you think about it, rebuilding is just like massive extracting/injecting, and drag/drop is temporary extract/inject).. anyway, the possibilities of what you could do with any of the above interfaces are the same, I guess it just boils down to a UI preference.
Blah blah blah