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xbox bsp editing
Posted: Tue Mar 23, 2004 12:34 pm
by Talin64
Can you edit the points in the bsp section of the map file?
If you look at the xbox Blood gulch offsets 000D16D0 to 000DBFC0
You will see three numbers for each offset. These three numbers represent a three dimensional point in an x,y,z world.
If you take these point in some sort of mapping program you will see. That the make up the surface of Blood gulch's Ground
I took the point in inserted them into Auto desks Land Development desktop and then built a surface. I would like to edit these points and make hills bigger and shape valleys differently. As well as moving bases. Any ideas
[url]
http://files.halomods.com/viewtopic.php?t=2775[/url

Posted: Fri Apr 02, 2004 8:42 pm
by TeRm
Thats sweet man! where did ya get thoes pics?
Posted: Fri Apr 02, 2004 11:21 pm
by maca_§
term wrote:Thats sweet man! where did ya get thoes pics?
stupid nub
its called sparkedit
Posted: Sat Apr 03, 2004 12:09 am
by cancertree
if either of you read his post you would see he got them by hex editing the bsp and then mapped them out himself in a 3d modeling program. anyways, i am really interested in what happens with this so i hope you try to move around some points on your own and see what happens.
Posted: Sat Apr 03, 2004 12:17 am
by maca_§
cancertree wrote:if either of you read his post you would see he got them by hex editing the bsp and then mapped them out himself in a 3d modeling program. anyways, i am really interested in what happens with this so i hope you try to move around some points on your own and see what happens.
alrighty then
Posted: Sat Apr 03, 2004 1:31 am
by richie178
man u really need to get in tuch with mono or some 1 to help u, I think your on to some thing.
Posted: Wed Apr 14, 2004 9:48 am
by Talin64
I was looking for a little help on this problem
Apparently the offsets range I listed earlier has everything in hex. I need to convert some of the data from hex points to float points does anyone know how to convert these all quickly. I came across a TXT file that had the bsp from blood gulch with the needed hex converted to floats.
Does anyone know how this file was created and what tool was used?
Posted: Thu Apr 15, 2004 12:45 pm
by Talin64
Well with some frustration I have figured out how to move the points around in the bsp. It worked in sparkedit I put a hill next to one of the bases in BG
pictures to come
Posted: Thu Apr 15, 2004 1:04 pm
by Talin64
Here is the new pic

Posted: Fri Apr 16, 2004 9:44 pm
by Owizardo

thats cool, well does it actually work? Is that hill actaully walkable becuase if it is then i could maybe try to help you but i dont know very much but I know that you can extract the model of the whole level of bloodgulch and edit it in 3ds max, milkshape or what you use to model.
Posted: Sat Apr 17, 2004 10:15 pm
by zero_cool
2b7f2943 c77a1cc2 fd128842
9.07E-13 -64028.75 -1.22E+37
43297f2b c21c7ac7 428812fd
169.49675 -39.1199 68.037086
well I decid3ed to give this a go as it seems like it has a whole lot of potential. I looked at what Talin64 said about converting hex points to float points and decided to do a little research. I found a converter online that you have to input each hex value in by hand, so I dont think it would be very useful as it would take hours to do, and thats if youre quick about it. Ne ways, I input just the first line in, first, how it was normally and I got the blue values, all of which are extremelly high or low, but then i swapped them and reinput them (red values) and they seemed like pretty normal numbers. Hope this helps.
EDIT---
lol, almost forgot-
http://www.helixtechnology.com/hexConverter/hex_js.asp
EDIT 2-----
Ok well I have spent quite a few hours working on this, acctually, about 4 hours, and gotten some progress, but not much, if somebody can point us to the file that has all the float converted points. Or someone can tell me how to convert hex to float i can make an attempt at a program to convert it. I have so far managed to send a huge bridge deformed thing halfway across the map, lol, wall to wall, looks like crap. Someone please respond, I dont know if you guys realize this, Talin64 has figuredout how to modify the BSP! this could lead to full out map editing, not the blocks that cause loss of frame rate and whatnot (although they where a great breakthrough XOrange) this is full out map editing. Please help.
Posted: Sun Apr 18, 2004 2:46 am
by alpha112
Just a suggestion but:
Could you use spark edit to extract the mesh as a .obj file (which you can open in notepad and has all the co-ordinates listed - probably the txt file you found) then copy it and edit one copy. Then use a comparison program to find out exactly which points you changed and to what, convert the original points to hex, search for them (if the order in the .obj isnt the same as the order in the map) then convert the new co-ordinates to hex and replace the old ones. I hope thats clear enough, if its not say and Ill try to reword it.
Posted: Sun Apr 18, 2004 7:42 am
by icanttype
if you've mad a bridge or hills release a .ppf man we want to see it!
Posted: Sun Apr 18, 2004 10:25 am
by XBOX War3z
convert hex to float
the way i did is was make a c++ app to do this

much easier
http://users.pandora.be/-_X_-/HexToFloat.rar
if you want to do this manually
take the hex number (eg: 00 00 80 3F)
endian swap it (3F 80 00 00)
split up in bits
0011 1111 1000 0000 0000 0000 0000 0000
3-----F-----8-----0-----0-----0-----0-----0----
the first bit is the sign bit, 0 is positive number, 1 a negative one
you take the next 8 bits to get the uhm thing (0111 1111 = 127)
subtract 128 and we get -1
now to make the number, start with 1. and take the rest of the bits
1.00000...00 x 2^-1
-1 so move the dot 1 place to the left
0.10000...00 x 2 (binairy) so we get 1
Posted: Sun Apr 18, 2004 12:08 pm
by zero_cool
icanttype, i tried that, but the points are different I think, and XW, again, youre my savior, I was goinr to write that myself but didnt know how to do the conversion, thanks!
EDIT---
Im sorry XW i guess im missin sumthin with youre program, how am I supposed to enter the hex?
Posted: Sun Apr 18, 2004 2:12 pm
by d3m0nm00n
Try setting all the BSP's points and collision model to 0 and make a completely flat bloodgultch.
Damn
Posted: Sun Apr 18, 2004 3:46 pm
by Owizardo
Well I dont know what you guys are talking about but this really is getting my attention finally we can mess with the Bsp.
Well keep up the work hopefully you guys will figure it out soon! or later!
Posted: Sun Apr 18, 2004 4:50 pm
by d3m0nm00n
Is the collision the same in that hill, do you just walk over it like normal? or do you really walk up that point? Try working with the BSP's collision model too and BSP and matching up points then changing them.
Posted: Sun Apr 18, 2004 10:48 pm
by XBOX War3z
zero_cool wrote:icanttype, i tried that, but the points are different I think, and XW, again, youre my savior, I was goinr to write that myself but didnt know how to do the conversion, thanks!
EDIT---
Im sorry XW i guess im missin sumthin with youre program, how am I supposed to enter the hex?
sorry forgot to tell it
if you have the hex 00 00 80 3F
then you type it in as 0x0000803F
gonna write an easier tool so you can type in many numbers
maybe if you want it can convert a whole file with hex

lemme know what you want

Posted: Mon Apr 19, 2004 6:18 am
by Talin64
Well I tried out the hill change on xbox it didn't work.
I went right through the hill. I could see the hill but I couldn't feel the hill.
Damn't. I am going to keep on trying to figure this out.
Anyone got any ideas?
Here are the offsets where I changed the Z axis
00009FA0: I believe the first one was the one that let me see it in sparkedit
000d1db0
This one is the same point but, I am not sure how it relates to the bsp
000d1db0 : 000000CD 25.696 -81.822 0.469 ............y...
I changed it to
25.696,-81.822,0.469
to
25.696,-81.822,7.000
Any help would be appreciated
thanks for all the help so far everyone