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Kavawuvi

Deathstar Map Deprotector

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Tiddy-bits:

Slightly. The tag ID of the tag will vary because a map will have a varied number of tags. Pointers will vary, as well as tag IDs inside of the tag data for dependencies. For model tags, it will vary on their data offsets in the model data region of the map.

Okay, yeah. So it's just the pointers and IDs which are different, but the content is the same.

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Late, but minor issue: while trying to deprotect z_sanctuary_h2_pb2 (halo 2 sanctuary by zteam), it.....worked, but it saved the .sky tag as a .bitmap tag, and HEK+ could not extract it. This is fine for me, since I plan on replacing the sky anyway, but it might be something you'd like to look into.

 

I feel the need to include that insofar, this is the only map I've had a single problem with. Deathstar FTW.

 

 

Well I'm going to add that for this map, the extracted zteam BSP seems to give me a very specific issue when recompiling with tool: EXCEPTION halt in \halopc\haloce\source\cseries\cseries.c,#392: destination && source

 

The scenario contains only Revolution tags now, so it wouldn't be a zteam tag issue (which I know are rife when extracted), and I wouldn't know where to begin trying to fix a BSP.

Edited by NeX
WaeV likes this

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Did you check the BSP for any missing references, and did you remove their existing detail object collections? I know they've placed them throughout the map, it'll cause issues if you haven't removed them.

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Did you check the BSP for any missing references, and did you remove their existing detail object collections? I know they've placed them throughout the map, it'll cause issues if you haven't removed them.

There were none that i saw. I changed all references to my own aside from scenery. All zteam weapons and vehicles are gone, i didnt see any detail objects either. I even looked for issues in the cluster palettes. All other maps are fine, and it isnt the scenario; something about the BSP is janky. The sky as a bitmap was an omen :P


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Is the protection on that map limited to name changing of the tags, or is there other sort of garbledgook laced up in as well?

If it's just the name use EL for it and see how it works?

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well Zteam is infamous for extra-protecting their maps. Something to do with confusing the tag classes/making their own "tag classes" so that Halo can still read the data, but it fucks up check and guess map editors like HMT/Eschaton/HEK+


Been having a lot of problems with this lately. I used the CLI version, as well as the most recent GUI, and both gave me the same error. Different map this time, CMT_Coagulation_CE

 

Deprotect, seems to be going well, and then when compiling/opening in sapien, it will give me this error:

07.31.14 22:41:16  a hobo pc 01.01.00.0609 ----------------------------------------------
07.31.14 22:41:16  reference function: _write_to_error_file
07.31.14 22:41:16  reference address: 401b13
07.31.14 22:41:16  Couldn't read map file './a_hobobeta.map'
07.31.14 22:41:16  CreateDevice succeeded with refresh rate = 0
07.31.14 22:41:16  Sound card doesn't meet minimum hardware requirements.  Disabling hardware option.
07.31.14 22:41:16  Increasing sound decompression buffer size to 1048576 bytes
07.31.14 22:41:18  ### ERROR bitmap @245D73B8 (#0x#0) appears to be invalid
07.31.14 22:41:18  EAX: 0x00000000
07.31.14 22:41:18  EBX: 0x261ABC01
07.31.14 22:41:18  ECX: 0x00000000
07.31.14 22:41:18  EDX: 0x00000000
07.31.14 22:41:18  EDI: 0x0018ED10
07.31.14 22:41:18  ESI: 0x00000000
07.31.14 22:41:18  EBP: 0x0018EBE8
07.31.14 22:41:18  ESP: 0x0018EBDC
07.31.14 22:41:18  EIP: 0x77C3E9E4, C2 08 00 90 ?????
07.31.14 22:41:18  EXCEPTION halt in \halopc\haloce\source\bitmaps\bitmaps.c,#906: bitmap_verify(bitmap, FALSE)

I have searched teh interwebz, and have found nothing conclusive to help me with this. All it seems to show is that there is a bitmap, somewhere, that is an issue. I will continue trying to troubleshoot, and post back with any results.


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it's likely to be the bitmaps for gametypes - part of the hud.  I used the cmt hud for pandora swamp and remade the grenade portions of the hud to high def.  I also noticed that when I compiled it, it gave me an error regarding the gametype bitmaps, but completed compiling.  Sapien would also complain that the gametype bitmaps, but would load anyway.  I think the hud in that was made by chocolate thunda (not aware of other aliases for him).

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yes, but with my globals and new player interfaces, the HUD automatically changes to mine upon compile. That's the odd part. I tried with both of Jesse's maps, [h2]_sanctuary and [h2]_coagulation, but both give me an identical error of #3157 shader_transparent_chicago #0 is not a valid reference in block [#0,#0)

 

Weird error, can't figure out what it is. None of the BSP chicago shaders seem to be corrupted, and i've replaced every asset in case it was some janky h2 ammo counter or something. No clue. 


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