flooding maps
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flooding maps
i know its possible to flood maps but i dont know how i would do it because i dont really understand the water
how would i take the water from zanzbar and put on a diffrent map and raise the level
if some one would like to exlain it to me by basically telling me where to click becuase i havnt done any hex editing or w/e then that would be highly appreiciated
how would i take the water from zanzbar and put on a diffrent map and raise the level
if some one would like to exlain it to me by basically telling me where to click becuase i havnt done any hex editing or w/e then that would be highly appreiciated
Last edited by Deerhake44 on Mon May 15, 2006 1:48 pm, edited 1 time in total.
its been done dazzajay check the files forum

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yea someone convertered beavercreek into gemini and took the water from zanzbar and add it in

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
yea theres a tut in the thread but its really complicated

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
lol it invovles hex editing i believe

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
pokecancer wrote:First I opened entity and extracted zanzibar. Then i followed the water reflexive(byte 548) and it takes you to a chunk thats 172 bytes. There are 2 idents here to be fixed. There is also a reflexive in this chunk so you need to get its data too. It has 3 chunks each 16 bytes(so 48 bytes)
Then i extract beavercreek(parsed,recursively)
the main chunk already exists in most mp maps(all?), so you can just copy it over from zanzi, add 2 references to idents at the right spot in the meta.xml file.
Now take the nested chunk(48bytes), copy it and paste at the end of the beavercreek sbsp we are using. Not the offset, that is our translation.
So now we go to the offset where the reflexive is and fix it. BSPMagic + BSPOffset + Translation. Then add this reflexive to the xml file as well.
Now we want to pad the bsp, I did an interval of 512 bytes and it worked fine, just make sure the bsp size in hex ends in 00. Then change the bsp size in the xml.
Now we gotta add the raw to the sbspraw file. Go to the end of the file, make note of the offset and size of your raw and paste it.
Open up the rawxml file, and goto the end. Copy one of the lines pointing to bsp raw. Change the pointer offset to the current location of the chunk that is 172 bytes+16 and change the size in the xml(in decimal). Rawdataoffset is the offset in the raw file where the new raw data is so type that in and add like 2 to the pointstooffset variable(as long as its different) .
Now go back to zanzi, save the water_static shader parsed and recursively.
Open gemini(or whatever fits your bsp), Build the water. Then build the beavercreek bsp.
Open up the sbsp tag and change the 2 idents to what they should be, the first one is the water shader for zanzi, and the second points to the sbsp.
Then move spawns and your done.
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- Posts: 106
- Joined: Mon Apr 17, 2006 8:50 pm
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- Posts: 106
- Joined: Mon Apr 17, 2006 8:50 pm