Collision Model Tutorial. . .
Posted: Fri Feb 27, 2004 1:10 pm
After many suggestions to write a tutorial I have decided to. We need something new to build with instead of building log cabins all over bloodgulch. This tutorial will show you how to modify the collision model of the fallen tree trunk in bloodgulch. In Xoranges map he made a new actual scenery but I am not going to do that, I am just going to show you how to stretch the tree's collision model.. So no more fallen tree's after this, I don't think you'll miss them.
First things first, open up your hex editor and load bloodgulch. We will need to go to the end of the fallen tree's meta and I have that offset for you. Go to offset 8FEBD4, here you will see 8 packets of numbers, these numbers are the coordiantes of the collision models verticies.

The first packet of numbers is: 9AEBACBF CA6B9DBE 62F58F3E0 4000000
as Xorange said the first three are the x, y, and z coordinates and the last packet of numbers is the vertice that it coresponds to Dont worry the points are not in order in the text. So what we will need to do is multiply the y coordinte 5 times it's original size. So the value CA6B9DBE becomes ---> BCC6C4BF. You will need to do this for all the points 0 through 7 (8 in all). But through the magic of the internet I have done this for you. This is a picture same as the above but with the y coordinates changed as necarry in the red box. Just change the hexadecimal floats from the values in the first picture to the values of the second.

Ok now that almost works, but there are two more points you have to change for some reason, they have something to do with the frame of the logs collision model.
I will just tell you what offset to go to and what to change the value to. First of all go to offset: 8FE9D8 you should see the value: D0C1 933E, you need to also multiply that value by 5 and change it, but I have done it for you so replace it with: 44B2 B83F. Ok one more and then your done with hex. Go to offset 8FE9E8 (right below the last one). You should see: 649C 8C3E change this value to: 7DC3 AF3F.
Ok now your collision model is modified. But you arn't done. Now you have a longer collision model, but the same regular model. Im not going to walk you through stretching the actual model, thats easy, export it using HMT v3, stretch it along the y-axis and then import back into the map using HMT v3.
With my mod I actually made the model look like a platform instead of a stretched log. Do what ever you want. I hope this helps you guys out, If you dont want to do all of this I will be releasing my mod soon, and then you can just use that to build whatever you want. Yeah it will be a ppf soon. Let me play around with it a little bit.
Again, I didn't discover all of this, thank Xorange, and I guess me a little bit for staring at hex for 6 hours. (Ha). Have fun.
First things first, open up your hex editor and load bloodgulch. We will need to go to the end of the fallen tree's meta and I have that offset for you. Go to offset 8FEBD4, here you will see 8 packets of numbers, these numbers are the coordiantes of the collision models verticies.

The first packet of numbers is: 9AEBACBF CA6B9DBE 62F58F3E0 4000000
as Xorange said the first three are the x, y, and z coordinates and the last packet of numbers is the vertice that it coresponds to Dont worry the points are not in order in the text. So what we will need to do is multiply the y coordinte 5 times it's original size. So the value CA6B9DBE becomes ---> BCC6C4BF. You will need to do this for all the points 0 through 7 (8 in all). But through the magic of the internet I have done this for you. This is a picture same as the above but with the y coordinates changed as necarry in the red box. Just change the hexadecimal floats from the values in the first picture to the values of the second.

Ok now that almost works, but there are two more points you have to change for some reason, they have something to do with the frame of the logs collision model.
I will just tell you what offset to go to and what to change the value to. First of all go to offset: 8FE9D8 you should see the value: D0C1 933E, you need to also multiply that value by 5 and change it, but I have done it for you so replace it with: 44B2 B83F. Ok one more and then your done with hex. Go to offset 8FE9E8 (right below the last one). You should see: 649C 8C3E change this value to: 7DC3 AF3F.
Ok now your collision model is modified. But you arn't done. Now you have a longer collision model, but the same regular model. Im not going to walk you through stretching the actual model, thats easy, export it using HMT v3, stretch it along the y-axis and then import back into the map using HMT v3.
With my mod I actually made the model look like a platform instead of a stretched log. Do what ever you want. I hope this helps you guys out, If you dont want to do all of this I will be releasing my mod soon, and then you can just use that to build whatever you want. Yeah it will be a ppf soon. Let me play around with it a little bit.
Again, I didn't discover all of this, thank Xorange, and I guess me a little bit for staring at hex for 6 hours. (Ha). Have fun.