Water In BeaverCreek In Gemini

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Monkey Terd




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Post by Monkey Terd »

Snaku wrote:He said he got the water from Zanzi.
Hey, does the water stay when you inject a new bsp? Like, would waterworks keep its water? (that's assuming WW even uses the same kind of water as Zanzi or Headlong).
Well, the water is in the bsp, so I'd assume It would go when you remove the bsp. But by looking at thismod, im stumped. :?
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Post by shade45 »

Monkey Terd wrote:
Snaku wrote:He said he got the water from Zanzi.
Hey, does the water stay when you inject a new bsp? Like, would waterworks keep its water? (that's assuming WW even uses the same kind of water as Zanzi or Headlong).
Well, the water is in the bsp, so I'd assume It would go when you remove the bsp. But by looking at thismod, im stumped. :?
To do this you have to add the water raw(bsp raw 3) to your map, in this case poke took it from zanzibar. Then enable the water reflex in the sbsp and relink all the raw data pointers to the water raw. But you will have to convert the bsp to a map like gemini just like poke had to becouse you wont be able to add extra bsp space to the map and gemini has alot.
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Post by __Blaz0__ »

The water is a plane that is linked to the BSP. The Beaver creek water would be fairly tiny and not be able to cover as much area as it does in zanzibar.
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Post by turk645 »

if you use the dev cam you can see the the beaver creek water is only big enough for that lowered area so i can see why he moved stuff from all over the place.
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Post by pokecancer »

First I opened entity and extracted zanzibar. Then i followed the water reflexive(byte 548) and it takes you to a chunk thats 172 bytes. There are 2 idents here to be fixed. There is also a reflexive in this chunk so you need to get its data too. It has 3 chunks each 16 bytes(so 48 bytes)
Then i extract beavercreek(parsed,recursively)
the main chunk already exists in most mp maps(all?), so you can just copy it over from zanzi, add 2 references to idents at the right spot in the meta.xml file.
Now take the nested chunk(48bytes), copy it and paste at the end of the beavercreek sbsp we are using. Not the offset, that is our translation.
So now we go to the offset where the reflexive is and fix it. BSPMagic + BSPOffset + Translation. Then add this reflexive to the xml file as well.
Now we want to pad the bsp, I did an interval of 512 bytes and it worked fine, just make sure the bsp size in hex ends in 00. Then change the bsp size in the xml.

Now we gotta add the raw to the sbspraw file. Go to the end of the file, make note of the offset and size of your raw and paste it.
Open up the rawxml file, and goto the end. Copy one of the lines pointing to bsp raw. Change the pointer offset to the current location of the chunk that is 172 bytes+16 and change the size in the xml(in decimal). Rawdataoffset is the offset in the raw file where the new raw data is so type that in and add like 2 to the pointstooffset variable(as long as its different) .

Now go back to zanzi, save the water_static shader parsed and recursively.

Open gemini(or whatever fits your bsp), Build the water. Then build the beavercreek bsp.

Open up the sbsp tag and change the 2 idents to what they should be, the first one is the water shader for zanzi, and the second points to the sbsp.

Then move spawns and your done.
Last edited by pokecancer on Thu May 11, 2006 11:08 am, edited 1 time in total.
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Post by The Flying Dutchmen »

pokecancer wrote:Then move spawns and your done.
that will take a while... ALL spawns i wouldnt be bothered having water on my map this way moving those spawns will take loads of time only for water :?
one way or the other the map will lack of perfect gameplay since you dont use original map...
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Post by mm-IRONMAN »

You could use similar chunks as the regular Beaver Creek. I think...
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shade45




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Post by shade45 »

Nice tut :D
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Post by Mr. Giggles »

Looks pretty nice!
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Post by pokecancer »

you could probably just throw beavercreeks scnr in and then fix the bsp reflexive by updating to the current offset and throwing the magic reflexive in there and fix size.
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Post by GametagAeonFlux »

Whoa, how'd I miss this one? lol

Nice job poke.
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Post by Shalted »

Nice tutorial, but rounding a hex number to 0x100 rounds it to 256 and halo 2 offsets need to be padded 512 bytes. (Although you already know this, I thought it was important because people may attempt to end an offset with 00 and have it actually rounded to 256Bytes.
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Post by r0tten »

hmmm, this is awesome, i would love to see what else you can do with this, maybe add water on lockout around the middle level then move the death barrier or something. well i am definetly impressed keep up the good work.
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Post by dreidz »

I have a question... How you raise the water??? I try with the WATER LEVEL CHANGER but dont have different when I test the map
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Post by Th3 BeaR »

If your talking about the Water Level Changer from This site is banned due to a leaked application. -Admin censor made by Squ4r3 and Anthony then that will not work. It was made off a plugin that really didn't work. Or, if your just talking about the plugin then it still will not work.
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Post by x088x »

Could you do this for other maps with water, like Warlock, or Coagulation?
Halo 3 ruined everything..
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Post by shade45 »

x088x wrote:Could you do this for other maps with water, like Warlock, or Coagulation?
Yeah it should work.
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Post by x088x »

A flooded Coagulation would be incredible. Does the map need water originally for what you did to work?
Halo 3 ruined everything..
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Post by getlowdogg369 »

Is that it... :lol:
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Post by TunesRus90 »

x088x wrote:A flooded Coagulation would be incredible. Does the map need water originally for what you did to work?
no it can be done on any map.
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