I think that I know why the a30_a&b levels wont work:

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mattp001





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I think that I know why the a30_a&b levels wont work:

Post by mattp001 »

I think that it has to do with the sky or the ocean
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Post by PRiMoiCoN »

:? could be.....
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Post by th3phantom »

ive gotten A30 to open in sparkedit im just having some problems with a vehicle i put in there
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MasterNeoChief




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Post by MasterNeoChief »

Why would it be the sky or ocean?
The problem was already solved though...
Mono said it once.
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HunterXI





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Post by HunterXI »

no, it isn't. the reason you can't do anything other than _a BSPs is quite simple... read on.

the header of every map file is exactly 800 (hex) bytes long, so the first bsp of an sp level or the only bsp of an mp level always start at 0x800.

the scnr file is the file looked at first because it says where the bsps of a level are.

HMT forgets to correct (a slight mistake by Mono) this info when it corrects info in the scnr file (it does this when you extract an individual bsp, remember how it asks for the scnr.meta file?), so if you're doing an _a bsp, you should be fine because it already says to look at location 0x800, but if not, it would still say something like 0xE47890, which the bsp doesn't exist at, thus giving you the "seek failed" problem.

the way to correct this is quite simple. open up carousel extract\levels\test\carousel\carousel.scnr.meta (or whichever map you're doing) in a hex editor, and look down to the bottom of the file. there in the text body, you should see "psbs" (and sometimes with another letter, like "psbse"). go to the beginning of that, and then count back 16 bytes (a byte is two letters or numbers in the hex area, or one symbol in the text area) from that. now just for fun, open up the sp map in HMT, and select extract individual bsp again. then look at the next 4 bytes in the hex editor, and write that down, reverse endianing it. that number should be the same thing as the offset to the bsp you extracted in HMT, which you can see in the "extract individual bsp" window. funny, huh? to fix the problem, just look at those 4 bytes again in the hex editor, and replace them with 0008 0000 (which is 00000800, or 800, reverse endianed), and follow the rest of the tut perfectly. it should work just fine (but sometimes it has a problem or two, if the level's bitmaps are replaced with something else, just redo it, it shouldn't take that long again)! congratz! you now have a working non_a bsp!!!
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{G}H0g-Jump4h




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Post by {G}H0g-Jump4h »

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Pwn4g3




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Post by Pwn4g3 »

you know, hex terms and priniples are not in my scope right now, could you show an example? like a screen of the part of the file you have to change? For us hex noobs lol
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Post by mattp001 »

okay, my map is openable, i knew that changing hex thing for quite a while BTW. It is pretty easy to notice :P. so i manage to get it to load in SE and it looks fine. it looks just like it would if you had opened up the map itself. Image
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MasterNeoChief




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Post by MasterNeoChief »

I can do that too...
.But when I move spawn points into the BSP I get exception.
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Post by blink 182 »

same here! i move everything above ground and fat mr. e comes along
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Burnination





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Post by Burnination »

on a30_a, i can start it in the bridge room but i get an exception when i walk outside
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Post by Templar »

I've gotten A30_B to open in SE, except there are no spawn points...wtf?

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Post by Zenith »

You need to get to camera location 0 0 0 then you'll see all the spawn points. Turn up the draw distance in options as well to make it easier to find.
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Post by Templar »

Found them...
mattp001





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Post by mattp001 »

like i said, it has something to with the outside's terrain or sky. i am pretty sure that it is the water
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Post by Templar »

It might be that the second part of the level is dependent on the first part? (The water)

I'm working on converting it. I hope what I'm about to try works...
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Post by {G}H0g-Jump4h »

Burnination wrote:on a30_a, i can start it in the bridge room but i get an exception when i walk outside
thats good, i'm doing a bridge room mod. AND YOUR NOT! SO BACK OFF! *ahem*... sorry. but, ya im doing bridge room mod. i gotta try to make the bridge work....
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