i am primarily a mapper, and most likely will stay that way, but i have been playng arond with HMT3 just to see what's possible at this point....
the latest thing i was trying to do was to see if it was possible to have custom load screens for individual maps (so i can create cool splash screen for each of my maps when they are finally released).
so basically what i tried was to open bloodgulch.map, and inject a custom background.dds into the map... ui/shell/bitmaps/background.dds
however, this change affects the Bitmaps.Maps file, thus changing the splash screen for every map, and not just the map i injected the DDS file into. bummer, it's not that easy
my question is, is there a way to hex edit, or other method to tell the map to reference a different dds file, not in the bitmap.map file. or is it possible to add a dds to the bitmap.map file, and swap it in the desired map file much like rebuilding a map with, let's say, a wraith model....
Bitmap.Map and DDS referencing
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well...
im sure w/ hex editing, almost nething is possible, but it sounds extremely hard becuz all textures r meant to be taken from the bitmaps.map file. however, u could do a rebuild w/ 2 different loading screen textures, and then sumhow edit one so that the other remains the same and sumhow have bg reference 2 the screen u changed
im sure w/ hex editing, almost nething is possible, but it sounds extremely hard becuz all textures r meant to be taken from the bitmaps.map file. however, u could do a rebuild w/ 2 different loading screen textures, and then sumhow edit one so that the other remains the same and sumhow have bg reference 2 the screen u changed
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