Weather in maps that dont have it.

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Weather in maps that dont have it.

Post by Sentinel »

Yes, this is the third topic made on this but no one has achieved it so i thought i might pick up on the project again. With the recent release of ADI 2.0.1, i thought it might make things a little easyer this time around. Ok, this time what i have done is added the bitmaps of the sentinel hq snow flakes used by the weather and injected the weather tag itself. I did a hex search for taew in the sbsp and scenr and both came back with a refrence to it. The problem is that i have no idea where the refrence begins and ends. If someone could help me out on this, i think we can get this done.

EDIT: Don't post in here just to say "OMG!!!!1one1, snow in coag would be t3h pwnz0rz!!!!11one1!!" If you don't have something good to contribute, dont post.
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Re: Weather in maps that dont have it.

Post by TheTyckoMan »

I beleave sbsp has it's own magic, so you havet to use that for finding what reflexive (and maybe nested reflexive) it's under :wink:
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Post by Aequitas »

I'd try putting new weather in a map that already has weather before trying to add it to a map that doesn't have it at all. Just a suggestion. It'd be alot easier to start off with. ;)
Last edited by Aequitas on Wed Jun 01, 2005 10:25 am, edited 1 time in total.
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Post by modder4321 »

ok what i think u do is first inject or compile the weather in then hex edit and find the nulled out taew in lests say coag and fix it so it matches the hex in lockout. i dont know i think i will try this

i have a .ppf of my theory if anyone wants to try for me because i dont get xbox till thursday im me

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Post by Jefff »

There is a refrence in the bsp for weather but it's not just a dependency. There is something that tells the snow where too fall. Meaning even if you could recreate the dependency, nothing would happen until you were able to find the part of the bsp that deturmined weather location. I'll look at 2 bsp's and compare them (one with weather, and one without) and I'll tell you if I see anything obvious.
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Post by xbox7887 »

yea i injected a weather tag a long time ago and its useless without also modding the bsp, and from what i remember the bsp had 2 separate weather locations....but i honestly havent looked at it in a long time so im probly wrong
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Post by Sentinel »

Well, i realized that Warlock has weather so i did the same search i have been doing in lockout for taew and it came up with something also.

Code: Select all

ir.......m0.Yq......8...rainy...........................taew........................................dniw........
I believe in this section it defines if it is snow or rain and it always has wind in this part. I may try to change in lockouts bsp and scenr where it says

Code: Select all

...............?n.......snow_fallling...................taew..}.....................................dniw........
to

Code: Select all

...............?n.......rain_fallling...................taew..}.....................................dniw........
and see what happens. There is no dependancy in the bsp to the weat tag but there is in the scern and i am sure there are reflexives as well but im not very good with those. Tyco, think you could help find some? I know your good with reflexives. :wink:

EDIT:I changed snow_falling to rain_falling in the sbsp and scenr and now my xbox just freezes :cry:
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Post by tjc2k4 »

Some things to consider:

Weather tags have raw data, like models & bitmaps.

For the mod I just did, Hemorage, I recursively moved the weather tag & all of it's dependencies, along with it's raw data, from Lockout into Coagulation.

There is a reflexive in scnr which is a weather pallet, like the scenery and bloc pallets. In maps with no weather, this reflexive is nulled out (0 count, 0 offset). I added a chunk for weather & fixed/relinked this reflexive. Nothing happened.

I think that it has to be "placed" on the map somewhere. Similar to how you can have scenery in the scenery pallet, but then you have to "place" each instance of it somewhere on the map. This step I didn't do. I also never updated the weather dependency in the sbsp tag.

And by the way.. to comment on a few people's posts here..
The weat & wind dependencies you're finding aren't in the sbsp, they're in the scnr; that's the reflexive chunk I was talking about.
The sbsp does have it's own magic, but it really doesn't matter here.
You can't hex edit to "find the nulled out taew" in coag, because it's not there. The entire chunk doesn't exist, you have to add it.
Jefff's post is similar to what I was talking about "placing" the weather when he said you have to tell the snow where to fall.
xbox7887, injecting only the weather tag won't help much because I don't think ADI handles the raw data for weather.

I know this doesn't help much with maps that don't already have weather, but after reading this thread, I managed to put warlock's rain into Lockout, you have to look closely. Here: 8)

http://img254.echo.cx/img254/1892/rain9um.jpg

Aequitas has pictures of lockout's snow in Warlock he can post here. Later I'll try putting the weather in a no-weather map.

EDIT: Made post more correct after talking to Aequitas & experimenting a little bit... sorry.
Last edited by tjc2k4 on Wed Jun 01, 2005 10:58 am, edited 3 times in total.
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Post by Sentinel »

Well, the reason i figured it was in the bsp is because the snow falls on some places and not others and if you do a heax search for taew, it has a tag refrence to it.
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Post by Jefff »

Yeah, that's also why I thought placement was in the bsp. I assume something in the bsp tells the snow not to fall in lockout indoor's. If you make the weather really big so you can see every individual flake, you will notice that once the flakes touch the indoors, even if they just hit the indoor air, they dissapear. That means something must define "indoors" and seeing as that's the map itself, I was guessing bsp.
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Post by Sentinel »

Yeah, i didnt think that the scenr could define that.
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Post by tjc2k4 »

There is a weather dependency in the sbsp tag, I was wrong. I just never looked there.

I think what defines where it snows/rains is the raw data associated with the weather tag. SwampFox made a render of it one time and it's kind of like a model. We think it's juts like a model which says "Only snow within this model."
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Post by Aequitas »

A start.

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Post by xbox7887 »

or you can just do it the cheap way....inject more itmcs in the scnr tag and spawn artificial weather from the sky. tyckos idea actually worked for once...j/k tycko....actually no im not :wink:
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Post by jkjk »

looks pretty cool Aeq. how about a ppf of that?
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Post by TfAv1228 »

well
if u used itmc;s first u would need to get something that supports the weat raw data or u could just use a downsized model of soemthing but then it would really be weather
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Post by xbox7887 »

TfAv1228 wrote:well
if u used itmc;s first u would need to get something that supports the weat raw data or u could just use a downsized model of soemthing but then it would really be weather
i have no idea what the hell youre talking about lol :roll:. all you need to do is edit the itmc spawn values through the scnr tag....from there you can edit what you want to spawn...you can edit their spawn times, coordinates and a bunch of other stuff so you can spread them all around and make meteor showers or whatever else u want. trust me it is the next best thing to messing with the bsp to make weather
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Post by deadlokIV »

I know it's asking for a freeze fest, but couldn't you potentially, through the scnr tag, make items like fusion coils spawn?!

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Post by Duncan »

deadlokIV wrote:I know it's asking for a freeze fest, but couldn't you potentially, through the scnr tag, make items like fusion coils spawn?!

My lord, i am thinking of things....
I can see it now.... raining fusion cores..... it would be a WW2 bomber map. And the cores would have a new model. And the sky would be reskinned with planes.......... that sounds like a swe33t WWII mod to me.
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Post by xbox7887 »

Copy and paste this coding into your current scnr plugin for BLUE GUERILLA and you can edit everything that i was talking about above...so yes you could easily spawn fusion coils from the sky, just swap its dependencies and edit the z spawn coord and spawn times

Code: Select all

 <struct name="Collections" offset="0x120" size="144" info="Respawning objects.">
  <value class="" name="Collection Type" offset="0x58" type="enum32" info="This determines what type of object will be spawning.">
   <option name="Item" value="1769237859"/>
   <option name="Vehicle" value="1986357347"/></value>
  <value class="" name="Collection" offset="0x58" type="dependency" info=""/>
  <value class="" name="Object Properties" offset="0x0" type="enum16" info="Object Properties">
   <option name="Default?" value="0"/>
   <option name="Suspended" value="1"/>
   <option name="Vehicle?" value="2"/></value>
  <value class="" name="Spawn one at a time" offset="18" type="enum16" info="">
   <option name="No" value="0"/>
   <option name="Yes" value="1"/></value>
  <value class="" name="Respawn Time" offset="0x0e" type="short" info=""/>
  <value class="" name="Disappear Time" offset="0x10" type="short" info=""/>
  <value class="" name="X" offset="0x44" type="float" info=""/>
  <value class="" name="Y" offset="0x48" type="float" info=""/>
  <value class="" name="Z" offset="0x4c" type="float" info=""/>
  <value class="" name="Yaw" offset="0x50" type="float" info=""/>
  <value class="" name="Pitch" offset="0x54" type="float" info=""/>
  <value class="" name="Roll" offset="0x58" type="float" info=""/>
 </struct>
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