Bitmap.Map and DDS referencing

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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Molkien





Posts: 29
Joined: Tue Nov 25, 2003 5:57 am

Bitmap.Map and DDS referencing

Post by Molkien »

i am primarily a mapper, and most likely will stay that way, but i have been playng arond with HMT3 just to see what's possible at this point....

the latest thing i was trying to do was to see if it was possible to have custom load screens for individual maps (so i can create cool splash screen for each of my maps when they are finally released).

so basically what i tried was to open bloodgulch.map, and inject a custom background.dds into the map... ui/shell/bitmaps/background.dds

however, this change affects the Bitmaps.Maps file, thus changing the splash screen for every map, and not just the map i injected the DDS file into. bummer, it's not that easy :(

my question is, is there a way to hex edit, or other method to tell the map to reference a different dds file, not in the bitmap.map file. or is it possible to add a dds to the bitmap.map file, and swap it in the desired map file much like rebuilding a map with, let's say, a wraith model....
BlacGrunt55




Wordewatician 250

Posts: 298
Joined: Sun Nov 23, 2003 8:30 am

Post by BlacGrunt55 »

well...

im sure w/ hex editing, almost nething is possible, but it sounds extremely hard becuz all textures r meant to be taken from the bitmaps.map file. however, u could do a rebuild w/ 2 different loading screen textures, and then sumhow edit one so that the other remains the same and sumhow have bg reference 2 the screen u changed
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FormerCide





Posts: 43
Joined: Thu Nov 27, 2003 11:29 am

Post by FormerCide »

I'm not able to check this, but if the index for the metadata of the loading screen texture is located in each map file, you could just change that with some unused/unimportant texture.
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