Question about the vertex/index offsets in H:CE model meta
Posted: Wed May 26, 2004 7:47 pm
I have been looking at some HaloCE model meta and I have a small problem with the offsets that point to the raw vertices & indices.
I can't seem to find where they point to.
In Xbox maps this is quite easy. For example:
A0AF6880
Swap & subtract magic...simple.
The same offset in H:CE is:
78180500
Now, I thought this was just a raw offset (no +magic)
but when I swap endian & goto, it doesn't appear to be going to the correct spot. (the indices for the ends of tree_leafy_fallentrunk in this case)
Now, HHT will show me magic for the map I'm looking at, & HMT will calc magic too (it just doesn't show it), but if I take this offset, swap endian & subtract magic I end up with a result that is obviously wrong because it points beyond eof.
Has anyone taken a look at these offsets in H:CE meta?...and if so, how should I be translating these offsets.
I'm very interested because I'm working on a project where I need to directly copy all of a scenery objects raw vertices & indices.
...rather than extracting/injecting using HMT, which works fine, but not for this project.
Thanks!
I can't seem to find where they point to.

In Xbox maps this is quite easy. For example:
A0AF6880
Swap & subtract magic...simple.
The same offset in H:CE is:
78180500
Now, I thought this was just a raw offset (no +magic)
but when I swap endian & goto, it doesn't appear to be going to the correct spot. (the indices for the ends of tree_leafy_fallentrunk in this case)
Now, HHT will show me magic for the map I'm looking at, & HMT will calc magic too (it just doesn't show it), but if I take this offset, swap endian & subtract magic I end up with a result that is obviously wrong because it points beyond eof.
Has anyone taken a look at these offsets in H:CE meta?...and if so, how should I be translating these offsets.
I'm very interested because I'm working on a project where I need to directly copy all of a scenery objects raw vertices & indices.
...rather than extracting/injecting using HMT, which works fine, but not for this project.
Thanks!