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For Conures Eyes Only....
Posted: Wed Dec 10, 2008 5:03 pm
by Pepsi
I need a program that will let me edit bitmaps in real time. You got 30mins to make me this.
Cheers!
But seriously.. Does anyone know if this is possible yet? I didnt see where the memory editor would let you do it so is there a program like this? I tried to search for one but only came across the memory editor.
Re: For Conures Eyes Only....
Posted: Wed Dec 10, 2008 5:06 pm
by bcnipod
Pepsi wrote:I need a program that will let me edit bitmaps in real time. You got 30mins to make me this.
Cheers!
But seriously.. Does anyone know if this is possible yet? I didnt see where the memory editor would let you do it so is there a program like this? I tried to search for one but only came across the memory editor.
Lawl, only if it involves dds files because he does not want to spend the time to learn image formatting. Also, I don't believe this is possible, if you try to edit the bitmaps when the map is open, I believe it will crash completely.
Posted: Wed Dec 10, 2008 5:07 pm
by DeadHamster
It was done in Halo 2.
Why couldn't the bitmaps.map file be memory edited as well, just like any others.
Posted: Wed Dec 10, 2008 5:40 pm
by Pepsi
*lays on alter cookies and Muddy Waters definitive collection LP's in original studio recording to lure Conure out of hiding to reply to this*
Posted: Wed Dec 10, 2008 10:10 pm
by conure
Pepsi wrote:*lays on alter cookies and Muddy Waters definitive collection LP's in original studio recording to lure Conure out of hiding to reply to this*
Get in line.
Nut man also wants this (and real time SP->MP >...>).
Right now i am working on other aspects of my proggie (map editor, object editor, player editor, server editor, cheat editor), but the base work is there i just need to research.
Quoted from my information file.
///////////////////////
////Dynamic Headers////
///////////////////////
////pc texture////
//Info: pc texture
//pointer location at 0x006AC460
struct pc_texture_header
{
unsigned char TName[32]; // 'pc texture'
unsigned short MaxObjects; // Maximum number of objects - 0x1000(4096)
unsigned short Size; // Size of each object array - 0x10(16 bytes)
unsigned long Unknown0; // always 1?
unsigned char Data[4]; // '@t@d' - translates to 'data'?
unsigned short Unknown1; // Something to do with number of objects
unsigned short Max; // Max number of objects the game has reached (slots maybe?)
unsigned short NextObjectIndex; // Index number of the next object to spawn
unsigned short NextObjectID; // ID number of the next object to spawn
unsigned long FirstObject; // Pointer to the first object in the table
};
struct pc_texture_item
{
unsigned short ObjectID; // unique ID of object
//unexplored for most part
};
////pc texture cache////
//Info: pc texture cache
//pointer location at 0x006AC468, address at this location + 0x3c (60d) is a pointer to start of the header
struct pc_texture_cache_header
{
unsigned char TName[32]; // 'pc texture cache'
unsigned short MaxObjects; // Maximum number of objects - 0x1000(4096)
unsigned short Size; // Size of each object array - 0x1c(28 bytes)
unsigned long Unknown0; // always 1?
unsigned char Data[4]; // '@t@d' - translates to 'data'?
unsigned short Unknown1; // Something to do with number of objects
unsigned short Max; // Max number of objects the game has reached (slots maybe?)
unsigned short NextObjectIndex; // Index number of the next object to spawn
unsigned short NextObjectID; // ID number of the next object to spawn
unsigned long FirstObject; // Pointer to the first object in the table
};
struct pc_texture_cache_item
{
unsigned short ObjectID; // unique ID of object
//unexplored for most part
};
As you can see there is some info (little outdated compared with what i now know), so if i had someone to dedicate the time and resources to this i could probably have it up fairly soon. Maybe.
Edit:
Also pepsi look into the band "the Diplomats of Solid Sound," they are a LOT like Booker T. & the MGs. Jazz, funk, soul, and a bit blues formatting with New Orleans feel and grove thrown in. Amazing shit.