Posted 23 February 2012 - 10:06 AM
I need to do some surveying. If the majority of people (ie, developers) have access to non-express versions of VS2010, vs. VS2008, I'll take the time to upgrade the codebase to 2010. We still use 2008 since, at the time of initial release, that was the non-express version that most people had access to. If you already have VS2008 installed, great. If not, you can try uninstalling 2010, then installing 2008, and then 2010 again (since you can have multiple versions SxS, as long installed in incremental order).
I'll be making a thread for OpenSauce for Halo2 in the coming months as I have more on that end to talk about. For now, I'll say this. Using the H2EK is the best way to start towards getting custom everything in H2X. Yes, there are some resource fix-ups that need to be done (bitmaps are zlib compressed by default, animation graph data isn't paged in the "geometry" cache like other resources, H2V has different vertex buffer formats, etc), but compared to all the other problems and maintenance issues it is the best option. The H2EK handles tag editing, tag postprocessing (some tags have fields which are only touched by code and aren't view\editable in the editor, even in "expert mode"), resource importing, scenario editing, etc.
Now, don't fret, just like how I have "Halo1_CheApe" to extend and add to Custom Edition's HEK programs, I also have Halo2_CheApe which does the same for H2V. However, I haven't been working that much on it lately since we've been supporting CE. As it stands, there is already added features for OS_H2Tool that are implemented by Halo2_CheApe. Most notably, these are physics and collision model importing. I've also done some initial work on "re-adding" animation and sound importing, but there is still code left to reverse engineer for these. Render models are an issue. Fucking, render models. There's no importing code for those hidden in H2Tool that I can just use in a new tool command like I did for physics and such. It *may* be possible to take some of the structure-bsp importing code and either reuse or reverse engineer it to recreate a render model importer, or some utility that at least makes the process that much less of a hurdle.
Also, the Halo2_Xbox project in OpenSauce is basically a port of the pure x86 assembly Yelo code from long ago into C++. Testing it is a royal bitch right now, and there's a problem in the Camera related code that I'm trying to debug, so there's still much work to be done.
Hope that answers your questions, feel free to continue to ask about the H2 Stuff here until I get a dedicated thread for it in Projects or the 2nd Gen forums.