Water In BeaverCreek In Gemini
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OMFG! I hex edited!
thanx to Shade 45 for the app
tunesruns90 for the tut and deerhake44's tut
xbox7887 for teaching me a lot about hex and terms
The Tycko Man for showing me a hexing tut
YAY!
I know it was pretty easy but im a stupid kid so it was a challenge for me
thanx to Shade 45 for the app
tunesruns90 for the tut and deerhake44's tut
xbox7887 for teaching me a lot about hex and terms
The Tycko Man for showing me a hexing tut
YAY!
I know it was pretty easy but im a stupid kid so it was a challenge for me
*BKbeaner slaps trepdimeflou around a bit with a large trout
* You were kicked from #TRP by trepdimeflou (trepdimeflou slaps BKbeaner around with a large ban)
- P8ntballer24
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You could ave used the waterlevel app or the plugin to raise it really I don't see the difficulty buy good job on editing the short in hex but it's kinda dead as a map but you never know if you raise the water fog up..
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- LuxuriousMeat
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- P8ntballer24
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It's a short somewhere in the map though I do forget where it is.. I also belive there is a application that does this but it might not work though I think it works.. For the water fog its in some reflexive I'll try and find it and edit it and see what happens..
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Is this with recursively and parsed unchecked?pokecancer wrote:First I opened entity and extracted zanzibar.
Huh? In what? When I extracted without recurse and parsed I got a .sbsp, a .sbsp.xml, a .sbspraw, and a .sbsprawxml files. What does it mean "2 idents to be fixed?" How do you get a reflexive's data? What does that mean?pokecancer wrote: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)
pokecancer wrote: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.
Here you're referring to the .xml that's in the scenarios\multi\beavercreek folder? What does it mean "add 2 references to idents?"
pokecancer wrote:Now take the nested chunk(48bytes), copy it and paste at the end of the beavercreek sbsp we are using.
Which file is this? The .sbsp file?
No idea what that means.pokecancer wrote:Not the offset, that is our translation.
I think I almost understand this one from reading the posts made later in the thread about editing the water level.pokecancer wrote: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.
Once again, no idea what this means.pokecancer wrote: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.
Paste what? The offset and the size of the raw? Paste it where? Like just in some notepad or whatever to use as reference or something?pokecancer wrote: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.
pokecancer wrote:Open up the rawxml file, and goto the end. Copy one of the lines pointing to bsp raw.
I think I could actually handle this part.
Pretty sure I could figure this part out if I ever got that far.pokecancer wrote: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) .
pokecancer wrote: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.
I think I understand this part... maybe.
So..... is there anybody that speaks the language this tut was written in that could explain it in "for Dummies" language?
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I was looking at the map in Entity, and the Beaver Creek BSP seems to fit right about where the original one was, so Player Spawns still work (somewhat). Open it in the BSP viewer, and make sure that your player spawns are within the BSP, and that they are above the deathzones.r0tten wrote:ok i did everything right i think but i can't get the spawns to work, it just sits at the black screen, any suggestions, did you have to do anything special to get the spawns to work on this?
Formerly known as Limpmybizket.
i got rid of the deathzone and all the spawns are in the bsp, i don't get it, i guess i did something wrong. does the auto update effect this mod at all? cause i have only tried it with 1.0 . if thats not it then i guess i might of just messed up somewhere along the line trying to recreate it.
edit: i started over all the way and i got it to work, great job pokecancer, this is awesome.
edit: i started over all the way and i got it to work, great job pokecancer, this is awesome.
- StalkingGrunt911
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