weather and water request

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Eaton




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Post by Eaton »

Evilsnowflakes wrote:yeah, like eaton said, it is mostly from the rebuilding, but what I don't get is why it messes up the map that it can't be played when being rebuilt.
That is what puzzles me because my rebuild NEVER freeze. If anything, I get messed up jmads and sounds, but this is one of the first times it has actually froze. Must be Coagulation or H2 Core because I'm doing everything right.
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Scoliosis




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Post by Scoliosis »

what version of H2core are you using?
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Post by Evilsnowflakes »

so if I'm reading your tutorial right, you said to not check any boxes, wouldn't most of the map be missing then like the sky and stuff like that.

I don't know how you did it, but I manage to get it to work, the only problem is that some vehicles have their seats disabled, (ex: I can not drive or gun the hog but can hop in the passenger seat.) and some of the gun sounds are wierd.

But thx a lot.
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Scoliosis




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Post by Scoliosis »

Well I suggest going through the map and making a list of everything that doesnt work.

If you have weapons that dont sound correct, go to any clean map, save their metas, and rebuild them into your weather coag with Entity. If you are missing sounds this will readd them. All you have to do is relink them

If some of the seats don't work then check your vehicles in the meta editor. Check for any errors or screw ups. Or even try using the chunk cloner in entity to fix the broken vehicles. If you have any more problems then post back, I will see if I can help you more.
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Post by Evilsnowflakes »

ok thx, I am having a little trouble with the water by following the hex tut because I'm not familiar with hex, I tried the other ways of adding water but because coag already has water in the cave and it can't be adjusted, trying to add another water usually screws it up. I can do it in hex I just need to find exactly where to find the value in hex workshop. In the hex tutorial I don't get how to find something like 0x244 or 0x88.
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Scoliosis




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Post by Scoliosis »

http://forums.halomods.com/viewtopic.ph ... d=39876937

I searched around. Try this.

I have personally never messed with water. I don't know about any other versions of Entity, but 1.3.9 has the "Water Level" option in the sbsp tag. Try changing that and if that doesn't work try the tutorial.
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Post by Evilsnowflakes »

Yeah, thats the tutorial I followed but because coag already has the water, it only messes up the map and yes I did try the plugin, if CPF could post, because he originally at the beginning of this topic posted the tutorial about the hexing of water. He said he got it working.
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Post by kibito87 »

Evilsnowflakes wrote:Yeah, thats the tutorial I followed but because coag already has the water, it only messes up the map.
Coagulation already having water doesn't necessarily mean that's what causes the problem with it freezing. I've successfully injected water and weather into coagulation on many occasions.
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Post by Evilsnowflakes »

so that tutorial should still work if it is modded, I would use h2core 3-7-7 because thats the only one that works and I wouldn't keep spawns, but how would I go about getting around the water in coag then so that I have working water. Or just tell me how to hex the water which I think would probably be the way I want to go.
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Post by CaptainPoopface »

This is the tutorial I followed for hex editing the water. I've only done this on a couple of maps that already had water in them. I've read on occasion that some water "isn't really water," such as possibly the water in Beaver Creek or the little pool in Foundation. My impression is that water is a plane that spans the entire BSP, so if the pool is not located at the lowest point in the map and a plane would result in water being in places it isn't wanted, the water would be "faked" to only span a small area (e.g., In Beaver Creek, if the creek were a plane of water across the BSP, the bases would be flooded). I'm not sure if Coagulation falls into that category, but I'd assume this will not work if that's the case. Try it on Relic or Zanzibar first to make sure you understand the method and can verify the results.

If it doesn't work, just stretch a huge flat model and give it the water shader.

Your hex editor should have an option to "go to offset," where you can enter a decimal or hexadecimal number. That's what you'll need to use. Be sure to start from the beginning of the file (absolute, not relative offset). Once you find the offset in step 5, write it down. Try a few different values until the water is where you want. My hex editor does not display floats at the bottom like Hex Workshop, so I had to do some Endian swapping to get the value.
Deerhake44 wrote: 1. open map in (Entity) and find Structure BSP Offset value (in the scnr). convert to hex.
2. open map in hex editor goto SBSP value + 0x224 (hex mode)
3. value should be 0100 0000 XXXX XXXX
4. open map in bsp calc (shade45's app), for reflex put the XXXXXXXX, hit calculate
5. open map in hex editor goto (sbsp offset + calc'ed value + 0x84) (hex)
6. in hex workshop look for Float (at the bottom) change the -3 to 2 or w\e
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Post by Evilsnowflakes »

if you put it that way then it probably won't work because the cave isn't as low as underneath the bases.
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