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{{Modding}}
{{Modding}}
'''Tags''' are the fundamental units of the internal content and resource management systems used by [[Bungie]] in the Halo games. Various pieces of data including objects and textures are represented using tags. They are effectively the Halo implementation of Microsoft Windows [[Wikipedia:Resource (Windows)|program resources]], and can also be compared to [[Wikipedia:computer files|computer files]] in a [[Wikipedia:file system|file system]] and tags in an [[Wikipedia:XML|XML]] document.
'''Tags''' are the fundamental units of the internal content and resource management systems used by [[Bungie]] in the ''Halo'' games. Various pieces of data including objects and textures are represented using tags. They are effectively the ''Halo'' implementation of [[wikipedia:Microsoft Windows|Windows]] [[wikipedia:Resource (Windows)|program resources]], and can also be compared to [[wikipedia:computer files|computer files]] in a [[wikipedia:file system|file system]] and tags in an [[wikipedia:XML|XML]] document.


== Technical Explanation ==
== Technical explanation ==
When coding the games in the [[Halo]] trilogy, Bungie needed a way to organize and access their content at run-time. They decided to use a system of tags and tag groups, storing game resources as tags and sorting them into groups by type.<ref>http://hce.halomaps.org/?nid=416</ref>
When coding the games in the ''Halo'' trilogy, Bungie needed a way to organize and access their content at run-time. They decided to use a system of tags and tag groups, storing game resources as tags and sorting them into groups by type.<ref name="bungietags">[http://hce.halomaps.org/?nid=416 '''halomaps.org''': ''How Tags Work - A technical Abstract - by Bungie Studios'']</ref>


When a component of the game needs to use a resource, it is given a reference to the tag instead of a direct reference to the resource. This makes it easier to transform the tag at run-time (e.x. distorting a sound if the game camera is underwater). Also, by defining most game assets as tags, Bungie compartmentalized their code, separating the process of ''loading'' the tags and the process of ''using'' the tags, thus making it easier and simpler to load a tag.
When a component of the game needs to use a resource, it is given a reference to the tag instead of a direct reference to the resource. This makes it easier to transform the tag at run-time (e.x. distorting a sound if the game camera is underwater). Also, by defining most game assets as tags, Bungie compartmentalized their code, separating the process of ''loading'' the tags and the process of ''using'' the tags, thus making it easier and simpler to load a tag.
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Because the parts of the game that ''use'' the tags (things like the physics engine) are separate from the parts of the game that ''load'' the tags (the tag manager), it is possible to optimize the loading of tags without having to modify the parts of the program that use them. This allows features like tag caching to be added and modified while leaving other core parts of the game engine untouched.
Because the parts of the game that ''use'' the tags (things like the physics engine) are separate from the parts of the game that ''load'' the tags (the tag manager), it is possible to optimize the loading of tags without having to modify the parts of the program that use them. This allows features like tag caching to be added and modified while leaving other core parts of the game engine untouched.


== Role in Modding ==
== Role in modding ==
[[File:HMT Sarge.png|thumb|right|200px|A screenshot of [[Halo Map Tools]], viewing the tag that is used to render [[Sergeant]] [[Avery Junior Johnson|Johnson]]'s face.]]
[[File:HMT Sarge.png|thumb|right|200px|A screenshot of Halo Map Tools, viewing the tag that is used to render [[Avery Junior Johnson|Sergeant Johnson]]'s face.]]
Tags are very important when [[modding]] ''[[Halo: Combat Evolved]]'', ''[[Halo: Custom Edition]]'', and ''[[Halo 2]]''. Most mods involve altering models, AIs, items, textures, and map geometry, all of which are implemented in the form of tags; a basic understanding of tags and their usage is necessary when modding.
Tags are very important when [[modding]] ''[[Halo: Combat Evolved]]'', ''[[Halo: Custom Edition]]'', and ''[[Halo 2]]''. Most mods involve altering models, AIs, items, textures, and map geometry, all of which are implemented in the form of tags; a basic understanding of tags and their usage is necessary when modding.


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Modified versions of the kit's programs, as well as extensive libraries of custom tags, can be found on various websites and used to create entirely new maps, vehicles, bipeds, AIs, and textures.
Modified versions of the kit's programs, as well as extensive libraries of custom tags, can be found on various websites and used to create entirely new maps, vehicles, bipeds, AIs, and textures.
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== Related Pages ==
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*[[Halomaps.org]]
*[[Halo Cache Editor]]
*[[Halo: Combat Evolved]]
*[[Halo: Custom Edition]]
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*[[Halo Editing Kit]]
*[[Halo Map Tools]]
*[[Halo PC]]
*[[Modding]]
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== Sources ==
== Sources ==
<references/>
<references/>
== See also ==
*[[Halo Editing Kit]]
[[Category:Development]]
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