Water In BeaverCreek In Gemini
- TunesRus90
- Posts: 335
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- TunesRus90
- Posts: 335
- Joined: Tue Aug 23, 2005 1:27 pm
dreidz wrote:oh ok... I can raise the water with tag in Entity??? Or im obligated to change hex
TunesRus90 wrote:however once the new Entity comes out it will be able to do it.
In other words, no you cannot do it with the current Entity. There is a plugin in This Topic but i am not sure whether any current modding applications (that read xml plugins) can handle editing sbsp tags using reflexives (as in they are programmed to use the SBSP magic). You can try with ADI or DotHalo though i don't know whether it will work. If not, just use the offsets in the plugin to change the level through a hex editor.
- TunesRus90
- Posts: 335
- Joined: Tue Aug 23, 2005 1:27 pm
okay heres a quick tutorial,
1.) Get the sbsp offset and magic by opening up the scnr tag in insolence and clicking the blue 'Structure SBSP' text. Then copy down the offset and magic.
2.) Open the map in a hex editor and go to the SBSP offset (make sure to select Dec not Hex)
3.) From the start of the sbsp tag go 0x224 into the tag (make sure hex not dec is selected this time)
4) It should read 0100 000 XXXX XXXX (copy down the part where I put the X's)
5.) Okay open up a hex calculator and convert the sbsp magic into hexadecimal. Then paste in the the part I filled in with X's above, and subtract the sbsp magic from that. Copy down the hexadecimal number it gives you.
6.) Go back into the hex editor, and from the beginning of the map go to what the calculator just gave you (make sure hex and 'from beginning of file' are selected)
7.) From that offset go 0x84 more (make sure hex and 'from current position' are selected)
8.) If you are using Hex Workshop, just double click the the number after 'Float:' in the bottom right, enter the desired Z coordinate of the water, and hit enter.
1.) Get the sbsp offset and magic by opening up the scnr tag in insolence and clicking the blue 'Structure SBSP' text. Then copy down the offset and magic.
2.) Open the map in a hex editor and go to the SBSP offset (make sure to select Dec not Hex)
3.) From the start of the sbsp tag go 0x224 into the tag (make sure hex not dec is selected this time)
4) It should read 0100 000 XXXX XXXX (copy down the part where I put the X's)
5.) Okay open up a hex calculator and convert the sbsp magic into hexadecimal. Then paste in the the part I filled in with X's above, and subtract the sbsp magic from that. Copy down the hexadecimal number it gives you.
6.) Go back into the hex editor, and from the beginning of the map go to what the calculator just gave you (make sure hex and 'from beginning of file' are selected)
7.) From that offset go 0x84 more (make sure hex and 'from current position' are selected)
8.) If you are using Hex Workshop, just double click the the number after 'Float:' in the bottom right, enter the desired Z coordinate of the water, and hit enter.
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hmm, nice tut.. but when I tried to do step number six... I guess it couldn't find it... :STunesRus90 wrote:okay heres a quick tutorial,
1.) Get the sbsp offset and magic by opening up the scnr tag in insolence and clicking the blue 'Structure SBSP' text. Then copy down the offset and magic.
2.) Open the map in a hex editor and go to the SBSP offset (make sure to select Dec not Hex)
3.) From the start of the sbsp tag go 0x224 into the tag (make sure hex not dec is selected this time)
4) It should read 0100 000 XXXX XXXX (copy down the part where I put the X's)
5.) Okay open up a hex calculator and convert the sbsp magic into hexadecimal. Then paste in the the part I filled in with X's above, and subtract the sbsp magic from that. Copy down the hexadecimal number it gives you.
6.) Go back into the hex editor, and from the beginning of the map go to what the calculator just gave you (make sure hex and 'from beginning of file' are selected)
7.) From that offset go 0x84 more (make sure hex and 'from current position' are selected)
8.) If you are using Hex Workshop, just double click the the number after 'Float:' in the bottom right, enter the desired Z coordinate of the water, and hit enter.
Code: Select all
Structure BSP Offset 25905152
Primary Magic Meta Offset 2148220928 =(hex)> 800B4000
XXXX XXXX => F0B31E80
F0B31E80
- 800B4000
----------
70A7DE80
(acctualy I tried re-doing this 4 times, everytime same results :S
please help, and thanks again
-Deerhake44
Here Deerhake44 i made this app to help you out
All you have to do is open your map and the app will grab the sbsp magic then just enter the "0100 000 XXXX XXXX" like TunesRus90 told you to do and paste it in to the reflex box and click calculate and it will give you the offset in the bsp that the reflex you entered points to
Now just take the sbsp offset + the offset my app gives + 0x84 and you should be at the float
Heres the app + the source.. hope this helps out
All you have to do is open your map and the app will grab the sbsp magic then just enter the "0100 000 XXXX XXXX" like TunesRus90 told you to do and paste it in to the reflex box and click calculate and it will give you the offset in the bsp that the reflex you entered points to
Now just take the sbsp offset + the offset my app gives + 0x84 and you should be at the float
Heres the app + the source.. hope this helps out
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- bsp calc + source.rar
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shade45 wrote:I take that as it worked?Deerhake44 wrote:O.M.G. I love you !!!shade45 wrote:ownage app details here
-Deerhake44
worked beautifuly, now I'm working on flodding coag :S..
thanks again (both of you)
oh..
I'm so sorry pokecancer, for spamming up your topic <3
-Deerhake44
also if anyone wants a step by step tut follow this (I take no credit all I did was fuse TunesRus90 + shade45's exelent help)
Code: Select all
1. open map in insolence and find Structure BSP Offset value. convert to hex.
2. open map in hex editor goto SBSP value + 0x224 (hex mode)
3. value should be 0100 0000 XXXX XXXX
4. open map in bsp calc, for reflex put the XXXXXXXX, hit calculate
5. open map in hex editor goto (sbsp offset + calc'ed value + 0x84) (hex)
6. in hex workshop look for Float (at the bottom) change the -3 to 2 or w\e
Last edited by Deerhake44 on Wed May 17, 2006 5:00 pm, edited 3 times in total.
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