[mod]Punks hole on Coag *small BSP edit*

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HOCKEY FREAK4





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Post by HOCKEY FREAK4 »

Dude this tight you have to tell me how to do this
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Post by BeastlyHands »

I cant wait for a tut on how to do this *nudge* *nudge* :wink:
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TunesRus90




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Post by TunesRus90 »

He said this took him 10 hours. Don't expect a tutorial anytime soon :cry:
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Juniorman030790





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Post by Juniorman030790 »

you are now 10x's 1337er than i thought you were. :wink:
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Zigen




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Post by Zigen »

oh and btw only 10-20 ppl will be able to do this. Requiring hex editing.
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Post by Juniorman030790 »

Infection4389 wrote:oh and btw only 10-20 ppl will be able to do this. Requiring hex editing.
yep prolly so. Numbers and letters mixed together scare me. I am attempting to learn hex if that means anything.

I know it has a 16 base number system and is based from binary which is made of only 1's and 0's
:oops:
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Post by Bob132465798 »

Nice...again...and actually, it took him 10 hours of research he said; 20 minutes of hexing. But you still need to tell me when you get on tomorrow...I'm waiting for you. O.o
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deathbysn00sn00
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Post by deathbysn00sn00 »

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.
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Post by Grimkill »

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.
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*
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Post by GeneralChurch »

Juniorman030790 wrote:
Infection4389 wrote:oh and btw only 10-20 ppl will be able to do this. Requiring hex editing.
yep prolly so. Numbers and letters mixed together scare me. I am attempting to learn hex if that means anything.

I know it has a 16 base number system and is based from binary which is made of only 1's and 0's
:oops:
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 you
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Post by Dojorkan »

ScottyGEE wrote:put the teleport in the hole and im sold :D
Put the starting teleporter in the botton and the part of the teleporter that lets you out way over head of the hole. So you fall into the ground and sppear in the sky and the whole process repeats over and over.
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Post by MatrixMutation »

nice can u please teach me how to do this right now im makeing a whole new map just like induction Totally different map and im having a few problems so ya
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Post by ninja modder »

GeneralChurch wrote: no one answered my question, can you fakk in? or is it like Flat Map where it appeats but collision modek wont let you
Download the map and check it out for your self i would but my modding computer crashed :cry:
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Punk Rock0905




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Post by Punk Rock0905 »

Well in my post when I say collision, I meant you can fall in, but you die because of the death barrier, and because I didnt feel like chaning the hmlt properties so you dont die.
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Post by xbox7887 »

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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Post by Punk Rock0905 »

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 :wink: .
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Post by tjc2k4 »

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.
Blah blah blah
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Post by Punk Rock0905 »

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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Post by xXxCocoFangxXx »

Awesome!!



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Xero




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Post by Xero »

Nice hole :wink:
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