Page 1 of 1

Help with hexing CE maps

Posted: Mon Jan 02, 2006 4:55 pm
by [K
I have heard of ways that you can open hCE mp maps in sparkedit which caught my attention because then it could be opened in hht and hmt as well. I may take a crash course and just try hexing the hCE maps to have the same header as the hPC maps. I want to be able to do this because i am not good at 3d modeling and i have ideas for mods that i could easily make for hPC but wouldnt be the same because the people who join will not see it like they should. This idea also caught my attention because that would also bring skinning into play which would make people with bad graphics like me happy because the graphics would no longer be so bland. Please respond if you can help me with my problem.

Posted: Tue Jan 03, 2006 6:18 pm
by Kurroda
just get the converter

Posted: Tue Jan 03, 2006 11:20 pm
by p0lar_bear
If you hex a CE map, it will not work online. When you start CE, it runs a check on your map files (that's why the long start-up time) and generates checksums for them. When you go to join a game, it compares the server's map's checksum to yours. If they don't match, connection denied.

Posted: Thu Jan 05, 2006 1:31 pm
by [K
yep i know that much. You just hex it back afterwards i think :wink: (ive done something similar to this on halo trial where you hex the header to match the full version one, then it opens in sparkedit, you mod it, then change it back and it runs fine).
Royal wrote:Just get the converter
errrrm...where? can u post a link?

Posted: Fri Jan 06, 2006 2:04 pm
by [K
I found something im gonna test it
knave wrote:Simple hexing (6*** to 0***), = HMT openable

Posted: Sat Jan 07, 2006 7:48 pm
by [K
i found out that in the begining of the hex code, you can just change 6102 to 0700 and it will open in hmt