[Halo 2][Water in maps]

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PEACEFUL_JOKER




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[Halo 2][Water in maps]

Post by PEACEFUL_JOKER »

How would I add water to a map? I know I have to use a map that has water in it then get the bsp water reflexive. I dont know what the reflexive is for the water. Couldnt I just inject that into my map I am trying to get water into. I am trying to get water in Coagulation. Any help is much appreciated.
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Post by XxSilencedDeathxX »

pokecancer wrote: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.
If you get the water in and you want to change the level, than go to byte 548 and once there go ahead 132 bytes and that value is the water level.
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Post by StalkingGrunt911 »

XxSilencedDeathxX wrote:
If you get the water in and you want to change the level, than go to byte 548 and once there go ahead 132 bytes and that value is the water level.
Or you could open up Entity and go to the sbsp tag then choose meta editor and scroll down to the bottom and it should say water level then just change it. I don't know if that will work with a map that didn't have water until you add it to the map :?
Last edited by StalkingGrunt911 on Thu Jul 20, 2006 2:06 pm, edited 1 time in total.
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Post by XxSilencedDeathxX »

It needs to have the water reflexive, the 4 chunks, and the raw data all of the water. relinked and referenced properly. There is also a shader and a sbsp reference.
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Post by StalkingGrunt911 »

XxSilencedDeathxX wrote:It needs to have the water reflexive, the 4 chunks, and the raw data all of the water. relinked and referenced properly. There is also a shader and a sbsp reference.
I was talking about raising the water level.
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Post by XxSilencedDeathxX »

StalkingGrunt911 wrote:
XxSilencedDeathxX wrote:It needs to have the water reflexive, the 4 chunks, and the raw data all of the water. relinked and referenced properly. There is also a shader and a sbsp reference.
I was talking about raising the water level.
I know, you can't have a water level without the Water Reflexive. :?

Also to the topic starter, the water Reflexive is at offset 548.
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Post by PEACEFUL_JOKER »

Ok pokecancer's tutorial is a little confusing and don't you have to use hex to do that? Can someone please explain how to do it using only Entity. If it is possible.
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Post by PEACEFUL_JOKER »

PEACEFUL_JOKER wrote:Ok pokecancer's tutorial is a little confusing and don't you have to use hex to do that? Can someone please explain how to do it using only Entity? If it is possible.
EDIT: ANYONE PLEASE HELP PLEASE!!!!!
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Post by XxSilencedDeathxX »

Calm down man, I'll help you. I'm the only other person who's gotten it working (besides shade and them).

Extract your map's (with water, example Zanzibar) scnr tag (not recursive and not parsed). Save it somewhere.

Now open zanzibar[scnr].meta in a hex editor. Go to offset 548(dec) and that is the water refelexive. Follow the reflexive and copy down the data from the chunk it gives you. In that chunk there is another reflexive to be followed. It will look like:

Code: Select all

0300 0000 9CB4 1E80


If you follow that correctly it will take you to 3 chunks, 16 bytes each, totaling 48 bytes. Get the data for them too.

If you get that far, post back here and I will keep going.
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Post by XxD3ATHxX »

You are not the only one who has gotten it to work. I know how to do it. I guess I am too lazy to write an in depth tutorial for it:
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Post by XxSilencedDeathxX »

Yeah but you used Entity, cheater. :P
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Post by -DeToX- »

XxSilencedDeathxX wrote:Yeah but you used Entity, cheater. :P
How do you do it with Entity (if its faster) :D ?
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Post by XxD3ATHxX »

Yes because Entity is so GREAT! Besides that it is proper. I know hex is too but not everyone can hex. Maybe one of us should write an in depth tutorial with pics on how to do it. :)
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Post by XxSilencedDeathxX »

I'll write it once I get everything working.
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