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Collision Model Tutorial. . .

Posted: Fri Feb 27, 2004 1:10 pm
by GlasssJAw
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.

Image

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.

Image

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.

Posted: Fri Feb 27, 2004 1:21 pm
by Master_Makayo
perhaps somebody could create a progy that does that 4 u

Posted: Fri Feb 27, 2004 1:23 pm
by Demonic Spartan
Yeah, like a plugin for SparkEdit that lets you stretch/shrink the collison models. Oh well, that will be a bit into the future.

yes..

Posted: Fri Feb 27, 2004 1:26 pm
by GlasssJAw
This probably wouldn't be too hard at all, Now that we know the offsets and what values to change. But it sure was a B i t c h figuring it all out.

Posted: Fri Feb 27, 2004 1:29 pm
by Master_Makayo
i still dont get it.

Posted: Fri Feb 27, 2004 2:10 pm
by latot
THANK YOU!!!!!

But how did you find what offsets to edit? They aren't in any offset list I've seen? And can you do a tut vor the x and z axis too? that would be handy!

Posted: Fri Feb 27, 2004 2:53 pm
by xecuter
what hex editor did you use?

uhh

Posted: Fri Feb 27, 2004 2:57 pm
by GlasssJAw
I use Hex Workshop it is by far the best. I found out what offsets to use by just looking at the dexadecimal code untill my eyes burned. Xorange said there was a limit on how big you could make platforms so I stuck with his 5, he also said he had trouble doing x, and z, axis. . I dont know you guys can try it. Hope your having fun. Peace

Posted: Fri Feb 27, 2004 2:58 pm
by xecuter
i cant find any of the numbers can you help me out?

Posted: Fri Feb 27, 2004 3:05 pm
by Icetiger
*I was going to provide a tut but glass beat me to it :oops: *
A slightly more detailed tutorial for those of you who are unsure how to do this (in bloodgulch):

Go to the offset 8FEBD4

change CA6B 9DBE to BCC6 C4BF
change 008B 903E TO C0AD B43F
CHANGE EFAE 883E TO ABDA AA3F
CHANGE F0AE 883E TO ACDA AA3F
CHANGE 281F 8ABE TO F2A6 ACBF
CHANGE D26B 9DBE TO C7C6 C4BF
CHANGE 291F 8ABE TO F3A6 ACBF
CHANGE 028B 903E TO C3AD B43F

Go to the offset 8FE9D8
CHANGE D0C1 933E TO 44B2 B83F

Go to the offset 8FE9E8
CHANGE 649C 8C3E TO 7DC3 AF3F

We changed the values like this because they are the hex values of a float that is 5x bigger than the original (a float= 4bytes = 8numbers)

The float value can be found in the data inspection window at the bottom of hex workshop.

The results (after changing the model in milkshape):Image

It took me about 3-4 hours to figure it out, turns out I was looking in the wrong place to begin with... But once I got the hang of it it wasn't that hard. If you have any questions just post them.

Posted: Fri Feb 27, 2004 3:11 pm
by xecuter
are the my green numbers right?

Image

Posted: Fri Feb 27, 2004 3:12 pm
by Icetiger
They are fairly close, I would recommend using my numbers but the result should be negligible.

Posted: Fri Feb 27, 2004 3:13 pm
by Veegie
In what form did you edit it ice?

Posted: Fri Feb 27, 2004 3:15 pm
by xecuter
alirght i have all the numbers that yall said change now what?

how do i edit the model of the log?

you know now that i think of it the program that would do this wouldnt need to be more complicated than a calculator, it justs needs to find the numbers and replace them

Posted: Fri Feb 27, 2004 3:29 pm
by Cool Cow
Dude triple post bad delete your postes and just edit the first one

Posted: Fri Feb 27, 2004 3:32 pm
by richardcypher101
The "EDIT" button is so easy to use....

-Rich

Posted: Sat Feb 28, 2004 12:23 am
by HunterXI
yeah; he used it. what he should have used is Image

Posted: Sat Feb 28, 2004 10:52 am
by Ang88
when ever i try to multiply the numbers by 5, i get a different number then you
example

CA6B9DBE*5=3F41A14B6 but you say that it should be BCC6C4BF, what im a doing wrong?

Posted: Sat Feb 28, 2004 10:56 am
by HunterXI
when I try to use the hex calculator in Hex workshop, it just gives me an overflow message... :?

Posted: Sat Feb 28, 2004 11:20 am
by XeRoWaVe
dont use it then use ur computers calculator