The past and the future of map editing *good read*

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jimmsta





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Joined: Mon Oct 20, 2003 4:21 pm

The past and the future of map editing *good read*

Post by jimmsta »

This is a response to someone's post that I wrote up, and I think it is a great read for people who are wondering about the origin of the map editing project, and all the programs that led up to today's mods.

The map format was decrypted by PfhorSlayer ( http://huge.dyndns.org/halo/ ) a year ago. (May 20th, 2003). Since then, we've been able to decrypt the maps, and all the tags that make up the maps. luckily, Bungie 'told' us that the game had these things called tags, so we actually kinda knew what to look for. In August of last year, the project gained speed, and we were able to get more than 4 tanks into bloodgulch. PfhorSlayer announced in the IRC chat room on August 7th, 2003
"Holy mother of god.... I have 8 tanks in bloodgulch" (as far as I can remember that's what he said). No one believe him. We demanded a screenshot, or rather, a picture. Sure enough, after a few minutes, Pfhor had put up a digital camera picture of the eight tanks in BG. A day later, we had uncovered the flamethrower, and gravity rifle hidden in the map files. As time went on, we went through several different programs.

First, there was HaloMapExpander. This app led the way to finding the offsets of all the tags, and allowing us to 'see' into a map file, and view what the maps contained. The first version of HME only figured out small bits of information, and allowed us to decompress the maps from the halo dvd. (As the maps are compressed using zlib, a very popular compression scheme). The next few versions allowed recompression of edited maps, as well as extraction of all tag information, and other info. (Of which was the driving force behind future programs). Eventually, HME ended its life with a version that allowed model and texture extracting. AFAIK, the project was cancelled around the release of the next program, HaloMapTools.

HaloMapTools was originally created to hear the sound files and view the bitmaps inside the maps.

WinHME was/is a gui that I created for use with both HaloMapExpander, and the next program listed.

Around this time, KornKob released his revolutionary BanshInject program. The program allowed people to inject files into the maps, and by inject, I mean put in brand new files over old files.

Over time, HMT evolved into a universal map editing program. v2 was the most revolutionary version of its time, as it allowed bitmap editing, and injecting. Model injection was still a dream.

In november 2003, we managed to recieve the best version of HMT ever. v3. The app allowed "batch extract" and map rebuilding. From November untill (February?) March '04, we used v3 to modify the tags and bitmaps, and models in the map files, as well as extract all the tags from the map files, and swap parts of one map into other maps.

In March, v3.5 came out, and is still the best editor for xbox Halo map editing. What we need now is a modified tool.exe, which ships with the HEK, for use with xbox maps. If we can make such a tool, (pun not intended), we would be able to use the HEK for building our own xbox maps.

Until the next wave of programs for editing xbox maps comes out, I don't know what is in the future for us xbox users.

I hope this has educated you in the editing of maps, and how it all came to be.

;) jimmsta
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Jubb





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Post by Jubb »

Good post. Very informative.
xorange




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Location: Santa Rosa, CA

Post by xorange »

Yeah, nice timeline jimmsta. :D

Wow, it sure would be nice if we could just get a copy of Bungie's tool.exe for Xbox. :cry:
I, personally, really, really wish that someone there would just leak that shit & get it over with. heh
Perhaps Xbox Guerilla & Xbox Sapien too, seeing as how one, or the other, may not work with H:CE tags.

I was wondering if perhaps the present tool.exe still had the capability to compile Xbox maps, but after a couple hours of poring over the hex I don't believe it does.
There don't appear to be any hidden/unknown command line switches or anything cool like that, afaik.

Hell, I'd be happy just to know what "Xbox Sync" does in Guerilla...'cause it does something. :?
I even went so far as to run a packet sniffer to see if "Xbox Sync" was a network function.....no dice.

Btw, if anyone is interested, I have a lot of the old apps archived right here:
http://www.halofiles.org/files/index.ph ... lications/
Just for the hell of it. :wink:

EDIT: Woah...emoticon overload. :shock: ...doh!
[users]h4xx3d





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Post by [users]h4xx3d »

u have something against hht, is it not good enough for u? :o God i can't wait for the next version. :shock:
xorange




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Location: Santa Rosa, CA

Post by xorange »

h4xx3d wrote:u have something against hht, is it not good enough for u? :o God i can't wait for the next version. :shock:
True dat. I love HHT! :D
jimmsta





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Joined: Mon Oct 20, 2003 4:21 pm

Post by jimmsta »

Ah yes... CLuiS's HHT. I have nothing against it. I did forget about him throughout the post... I should add:

Around the time that the first few mods came out, CLuiS came out with a map text editor, which allowed you to change the messages that the map files gave when you died, or picked up an item. I worked on making an AI editor, but failed... mostly because we hadn't figured out any AI programming at the moment, and I gave up research on the project.

* After the release of HMT v3, CLuiS came out with a great tool that allowed us to swap dependencies that tags require. HHT is still the only program (that I know of) that can swap dependencies on-the-fly. HHT also supports all the TAG plugins that HMT v3/3.5 support.
mtxboxfreak




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Post by mtxboxfreak »

I believe the latest XInject (2.5?) from pokecancer does dependenices as well
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