Tags: Updates
With a special update breaking the bi-monthly rule, today we bring you the rest of the answers to questions asked around the announcement of Prometheus. We've also got a new team member and five new screenshots. Be sure to read all of the questions before asking anything and any new questions you may have should be directed at the new forums.
So before we get to all of the questions, I would like to introduce our newest team member to you all. Talin64 joined the team about a week ago and gets the extreme fun of working as a "tag researcher." So what does that mean exactly? Well, he gets to figure out what all the values in every tag for Halo 2 means - basically, he will have gone insane by the time Prometheus is released.
As you will see while reading, there are also 5 new screenshots for your viewing pleasure. I'm a bit worried about bandwidth for the next few days because it's near the limit, but with just these 5 screens it should be fine.
1. This should be the ALL in one tool for map making, like movie dev, and all that pimpedness.
That sounds like a great idea! Now just find a way to slow the Earth’s rotation so that we have 72 hours in a day; make sure it doesn’t have any environmental effects; then, make a drug that can safely keep the human body running that long before needing sleep. Oh and when you’re all done there make sure the corporations of America won’t take advantage of it.
You handle all of that and give us a call when you do. I promise we will add anything you want once you’ve achieved everything listed above.
2. Will this app let us build levels from the ground up using 3dsmax?
Can you use 3DSMax to create models, BSPs, and animations? Yes, you can. We will give you the ability to export your 3DSMax content into a format that can be compiled into Halo games / other games we support in the future.
Now, if you were asking if you could you place everything and add scenery and all that in 3DSMax, then no you cannot do that. For object placement you will use Prometheus and it will be a visual process just like with Sapien.
3. Will this app let us edit animations?
Nope. We could let you export animations into 3DSMax format and allow you to export back to the Halo format, but we’re not going to. If you want to make a break-dancing Master Chief, you will have to find another way. However, you will be able to change the animation tags associated with models, so you could make your own animation set from scratch and import it.
4. Can this app help us convert between CE PC Xbox Halo 1 & 2?
With the press of a button? No, it cannot. However, it will aid you in converting between games. You will still have to work hard at conversions so don’t expect to see 100 Halo CE remakes in Halo 2 within a week or two.
5. Could you make a list of planned features?
No, that is not something we want to do. Why give you a list of things that might or might not make it into the end result? It just doesn’t make sense to me, so we’re going to pass on this one.
However, rest assured that there will be tons of features in Prometheus thanks to my ability to pull random ideas out of thin air – sometimes I make the programmers cry when I put forth new ideas. So all in all, good news for you!
6. Any chance you will release any standalone apps related to this project? Such as a SparkEdit 2?
Not happening, there is no point. The whole idea behind this project is that we want something that is all-in-one. You don’t have to use all parts of it but for those who want to it makes life easier.
7. Will this support GMax too?
We will try our best to make it support gmax as we know many budding mappers out there cannot afford a full blown 3DSMax package just yet and the size of their wallets shouldn’t stifle their creativity. However, I cannot yet promise this as it is still being looked at, so keep in mind this is a definite maybe.
8. Using the "Sapien" features of this program, can you guys try to make it so u don't need a video card to see the textures?
Well, by no video card, I assume you mean make it work on integrated graphics chips (IGC). This is something that cannot be promised, as nobody on the team currently has an integrated graphics card. So expect a better answer on this when we get to beta and find some tester who has an IGC (note: this is NOT me asking for a beta tester with an IGC, this is me saying I will find one).
9. What about recursive meta extraction and injection like HHT with CE content?
Lets try this a few times, just in case. Prometheus is a tag-based map creation tool. Prometheus is a tag-based map creation tool. Prometheus is a tag-based map creation tool. Throw out the ideas of the old modding tools you’ve used, this is not what those were. Prometheus is like the H.E.K. in how it creates content.
10. Just wondering... will you make the source code available for entrepreneurs to improve upon it?
Considering that an entrepreneur is a person who takes risk in a business venture, no. Then there are those of you screaming, “We won’t sell it, can we have it?” Nope, sorry, you can’t have it either. So why are we such evil people about our source code? Well, open source applications work well for certain types of programs and Prometheus just isn’t one of those types of programs.
Want to start a debate about it? Well, you can feel free to wear your fingers out all you want, but there is no way that Prometheus will be open source or that the source code will ever be given to any entity outside the group. In the end, we reserve the right to say, “We made it, it’s our time and effort, you can’t have it, go away.”
Also, releasing the source would be quite counter-productive. We have spent a lot of time figuring out and programming ways to protect Bungie's IP (Intellectual Property for you clueless individuals) so that lamers don't rip it and throw it in some other game. If the source were ever released then anybody could by-pass those protection systems – not something we want.
11. What is making me kind of nervous is the fact that this can add custom maps to Halo PC. That would solely destroy the purpose of "Custom Edition" and the whole HEK release...correct?
Well, some people might think that, but we don’t. You cannot run single player maps on Halo CE; it just isn’t going to happen. To allow people the ability of creating new single player content, Prometheus needs to compile to Halo PC.
What we may do is let you compile for Halo PC and if it is a single player map it will be built for Halo PC and if it is a multiplayer map it will be build for Halo CE. That way people won’t have to replace Halo PC MP maps and give the custom maps different names – at the same time single player content will able to be made.
12. How the hell did you guys find the scripting part of the maps? Did you guys find it through HEX values... or did you use a disassembler?
Kornman figured out all the scripting information, he had been working on it for months before he joined the team. It took a lot of research and a very handy brain to pull it off. There are no disassemblers for the Blam scripting language.
13. How much progress have you guys made, ie how much can be done with Prometheus right now?
Well, that’s what the bi-monthly updates are for, to let you know how we’re doing. Of course we’re not going to reveal everything that is done and that’s why we keep the updates a bit behind the latest builds. Now that these Q & A updates are out of the way, you can expect more solid updates.
14. Is this tool for the PC or just Xbox?
Prometheus runs on Windows PCs, but can create content for Xbox titles (Halo, Halo 2).
15. Will this tool be easier for people like me to use? I have groundbreaking ideas for maps, but I need a tool that is easy to use, allowing me to make the maps I've dreamed of. In other words I would like an organized environment that will enable me (with practice) to create a map people will enjoy playing and admire, do you think your tool will offer this?
Well that is our goal, to put tools that can be relatively easily mastered into the hands of creative people so they can do their thing. Keep in mind though, Prometheus isn’t like Unreal Editor in the sense that you can edit the world mesh within it; you still need to have somebody (yourself or otherwise) skilled in using 3DSMax to make your level and custom models.
Submitted by Nick on Wed, 04/13/2005 - 6:22pm.