Well Scotty the method I used to create those HiRes was thanks to a bug in entity...
Seeing as increasing dimensions would also increase raw...
Code: Select all
Map Layout.
Index(Order) Element Name Type
------------ ------------ ------
0 Map Header Table
1 Sound Raw
2 Model1 & 2 Raw
------------------------------------------------
3 BSP Raw1 |
4 BSP Raw2 |
5 Lightmap Raw |-If More than one BSP, this repeats.
6 BSP Raw4 |
7 BSP Raw3 |
------------------------------------------------
8 Decorator Raw
9 Weather Raw
10 Particle Model Raw
11 Collision Raw
12 Animation Raw
------------------------------------------------
13 BSP Meta |-If More than one BSP, this repeats.
14 Lightmap Meta |
------------------------------------------------
15 StringID128 Table
16 StringIDIndex Table
17 StringIDTable Table
18 FileTable Table
19 FileIndex Table
20 UnicodeIndex & Table Tables
21 Ugh!(Crazy) Raw
22 Bitmap Raw
23 IndexHeader Table
24 Metas Meta
25 Padding Padding
You see Bitmap Raw as the 4th last Item.
We would need to shift some bitmap raw thats after it, shift every single meta(BSP and LTMP is seperate obviously, but still need to be shifted in the IndexHeader because it points to the scnr), Shift every single reflexive in every meta.
And then repad it.
Doing something like that, the only logical fast way to shift that many Metas that fast is to use hardcoded plugins or plugins.
Meaning I need a .ENT system.
So I would rather leave it to my app I'm making. Just finished chunkcloning on it. Proper too...
What I did basically was go to the Dimension values offset in hex. Edit it, then save. I would open the map in entity, click any bitmap just so the "Inject Bitmap" toolstripItem would appear, then I would click the bitmap I editted. It would error of course, But I would ignore the error and Inject.
Seeing as raw size is increased, this would corrupt the map. So before I close the map and all the values are still in memory, I extracted the bitmaps from the map.
Then Injected in mine. Duplicated a couple of times, then renamed with Insolence, and Used a tool I made to fix Insolence's renamed strings.
Moral of the story, wait until my map editor comes out. :X
Sorry lolz.
Unless of course anyone else wants to do it for Entity, which I have no interest in(Not Entity, but Adding it into Entity).
Oh and thanks for the info on the skinning competition.