[mod]Punks hole on Coag *small BSP edit*
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yep prolly so. Numbers and letters mixed together scare me. I am attempting to learn hex if that means anything.Infection4389 wrote:oh and btw only 10-20 ppl will be able to do this. Requiring hex editing.
I know it has a 16 base number system and is based from binary which is made of only 1's and 0's
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- deathbysn00sn00
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haha thats a great idea i love the hole but i do have one question lol why.... i like it and all and im glad that u did it but what was ur modivation to spend 10 hours researching how to do it lol. tiz very nice though *downloads now*deathbysn00sn00 wrote:ok so put a hole on each side near the base then put the giant soccerball in and make some sort of grande ol soccer golf game. or else.
1f y0[_] (4|\| R34|) 7|-|15..... (0|\|(_,r47[_]|_4710|\|5. 13375|D34|< r[_]|_35!!!
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and the occassional 2 lol, no one answered my question, can you fakk in? or is it like Flat Map where it appeats but collision modek wont let youJuniorman030790 wrote:yep prolly so. Numbers and letters mixed together scare me. I am attempting to learn hex if that means anything.Infection4389 wrote:oh and btw only 10-20 ppl will be able to do this. Requiring hex editing.
I know it has a 16 base number system and is based from binary which is made of only 1's and 0's
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- ninja modder
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hmm if both the sbsp collision and visual meshes are the same coordinates you could just do a replace search by changing the visual, checking to see what changes, find the original values and then search for those. If there are 2 or more cases just replace them with the edited meta but of course I like to assume too much
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I believe they are the same, but the collision mesh seems to be set up differently, or maybe that's just me. The collision mesh's hex isn't very similar to the visual mesh, but yet it somehow has the right coordinates. I am still working on completely understanding it, by the time I do, someone will have already made an app to do it .
Jefff and I have been fooling with the BSP models for a while now with varied results, here're a few things we've found (with a ton of help from SwampFox) :
The collision bsp model has some of the same vertices as the visual mesh, but is much lower poly/vert count.
Changing just the collision bsp's vertices results in lots of holes, i.e. you falling through the map near the change.
The collision bsp doesn't have an indices/triangle list, instead it has an edge list.
After changing the collision mesh, your grenades/bullets/rockets still stop at the visual mesh, but MC falls through.
And a few other things that I can't think of right now, nothing too interesting, except that you can't just move the vertices of the collision mesh, there's more to it. SwampFox says he thinks it's something related to clustering? I have no idea.
If anyone would like to look into it, I can upload the hacked up version of IMS that extracts/injects visual/collision bsps, it's rather straight foreward. It also lists a bit of information about the sbsp offsets when it extracts a model, so that it can save a bit of hexing to get to the bsp locations, etc. I suppose we could start a thread in the user's forums about figuring this out..
I've been working with foundation, beaver creek, & single player shared, because they were the simplest for me to edit. I tried making the creek in beaver creek deeper, I tried making it inverted (stick up intead of drop down), both resulted in lots of holes. In foundation I tried messing with the platform in the middle of the map, where the sword is, making it higher, lower, making it pointy, everything made holes. I've recently started using the SPS bsp because it is very simple.
The collision bsp model has some of the same vertices as the visual mesh, but is much lower poly/vert count.
Changing just the collision bsp's vertices results in lots of holes, i.e. you falling through the map near the change.
The collision bsp doesn't have an indices/triangle list, instead it has an edge list.
After changing the collision mesh, your grenades/bullets/rockets still stop at the visual mesh, but MC falls through.
And a few other things that I can't think of right now, nothing too interesting, except that you can't just move the vertices of the collision mesh, there's more to it. SwampFox says he thinks it's something related to clustering? I have no idea.
If anyone would like to look into it, I can upload the hacked up version of IMS that extracts/injects visual/collision bsps, it's rather straight foreward. It also lists a bit of information about the sbsp offsets when it extracts a model, so that it can save a bit of hexing to get to the bsp locations, etc. I suppose we could start a thread in the user's forums about figuring this out..
I've been working with foundation, beaver creek, & single player shared, because they were the simplest for me to edit. I tried making the creek in beaver creek deeper, I tried making it inverted (stick up intead of drop down), both resulted in lots of holes. In foundation I tried messing with the platform in the middle of the map, where the sword is, making it higher, lower, making it pointy, everything made holes. I've recently started using the SPS bsp because it is very simple.
Blah blah blah
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I would love to try that out, and hopefully figure a few things out. And your explanation of the collision is somewhat what I was thinking, which would explain why the hex looks a lot different, and why the ghost falls into the hole from far away. But what if you injected a higher poly count collision model? Would that work?
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