Bitmap.Map and DDS referencing
Posted: Sun Nov 30, 2003 8:40 pm
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....
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....