Water In BeaverCreek In Gemini

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Sniper_Wolf





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Post by Sniper_Wolf »

A flooded coag would kick so much ass.
IM me about modding and I'll hunt you down and suffocate you in your sleep.

:D I'm serious. :D
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Post by BKbeaner »

OMFG! I hex edited! :D
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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 :D
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Post by slayer410 »

That actually looks pretty good. You should make the water a death zone, then release it as a mod. :P
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Post by MacMike »

Looks very cool :lol:
Cant apply it right now because im at a birthday :cry:
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Post by P8ntballer24 »

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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Post by Monkey Terd »

P8ntballer24 wrote:You could ave used the waterlevel app or the plugin to raise it really.
No. You could not. If you could please stop posting if you havn't read through the topic...please refrain from doing so.
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Post by LuxuriousMeat »

the plugin only worked on zanzibar and headlong
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Post by Monkey Terd »

The plugin close--never worked.
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Post by dreidz »

someone know when the plugin is invented
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Post by BreakerOfChaos »

P8ntballer24 wrote: but you never know if you raise the water fog up..
might you be kind enough to explain this to us hex noobs?
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Post by P8ntballer24 »

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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Post by Snaku »

pokecancer wrote:First I opened entity and extracted zanzibar.
Is this with recursively and parsed unchecked?
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)
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 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?
pokecancer wrote:Not the offset, that is our translation.
No idea what that means.
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.
I think I almost understand this one from reading the posts made later in the thread about editing the water level.
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.
Once again, no idea what this means.
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.
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: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.
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) .
Pretty sure I could figure this part out if I ever got that far.
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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r0tten
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Post by r0tten »

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?
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Post by Monkey Terd »

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?
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.
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r0tten
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Post by r0tten »

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.
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Post by StalkingGrunt911 »

so is there anyway to add water to a map like acension its for a upcoming mod of mine and thats the only thing that i have to add now
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Post by Monkey Terd »

StalkingGrunt911 wrote:so is there anyway to add water to a map like acension its for a upcoming mod of mine and thats the only thing that i have to add now
You can do this on Most maps. I am pretty sure Ascension+water will fit into Gemini.
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Post by Skayter »

Ha... Did you not see the tutorial... I have doubts you will do it...
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r0tten
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Post by r0tten »

i am doing ascension next, if you beat me to it then great, but i doubt you will, it's pretty damn difficult.


hey poke cancer, i tried to change the sky now that i am done and it just goes black any suggestions on how ti fix this?
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