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Internalized Bitmaps Info

Posted: Sun Apr 15, 2007 7:58 pm
by Altimit01
Hey there demo modders. I've been modding halo full for a little under a year now, but only recently have I seriously looked into demo. Two reasons really. Demo modders seem to know more about the halo map file, and my cd drive is on fritz. Really, I'm just looking for as much info as I can get about halo modding to see what I can incorporate into Eschaton.

What I'm curious about is how it's possible to have different bitmaps within bloodgulch.map (like in apocalypse and a couple other mods). The only way I've heard of for changing bitmaps is by modding the bitmaps.map folder through bloodgulch.map.

Just to be clear, I'm not unskilled at demo either. This is a small little mod I made of semi-decent quality. Just wish the burst fire would work when you press the trigger not when you release it. Also have a small little header convert program here for the topic and if you don't want to register for the download that's here.

Posted: Sun Apr 15, 2007 8:01 pm
by sword
Internalized as in CE internalized, or do you mean something else by it?

Posted: Sun Apr 15, 2007 8:10 pm
by Altimit01
Edit: nvm.

Just now looked deeper into the issue and turns out a dependency of a dependency of a dependency was swapped out. Oh course as soon as I ask something you notice how familiar a pattern in the sky works.

Other questions include:
Remodeled model injection - how?
Resizing models using hex
Lightmap editing maybe?

Posted: Wed Apr 18, 2007 4:23 am
by Syperium
Altimit01 wrote:Other questions include:
Remodeled model injection - how?
Resizing models using hex
Lightmap editing maybe?
Well, for the first question, new models; you would use OBJ Converter, Wings 3D (to resize the model) and HMT.

If you'd like, PM me if you would like a descriptive tutorial on how to do this.


And, resizing models using Hex. Haha. This I found to be quite fun. For example, we'll use the Warthog. In the meta offset, down a little, (you'll have to look in the ASCII) you'll see something like "frame hull" or something, and then over in Hex where that is, you should find 4 bytes that read (i think) 08 36 00 00. If I'm wrong, someone please correct me. You can edit those 4 bytes to something like, ff ff ff ff, or copy down the offset, and in HexEditor, adjust the float to what ever you want, and you have either a bigger or smaller frame of a warthog. Haha.

Posted: Thu Apr 19, 2007 2:26 am
by Fury
this guy seems to know a lot.... yay's! a new modder!

Posted: Thu Apr 19, 2007 11:26 am
by «Beast»
Syperium wrote:For example, we'll use the Warthog. In the meta offset, down a little, (you'll have to look in the ASCII) you'll see something like "frame hull" or something, and then over in Hex where that is, you should find 4 bytes that read (i think) 08 36 00 00. If I'm wrong, someone please correct me. You can edit those 4 bytes to something like, ff ff ff ff, or copy down the offset, and in HexEditor, adjust the float to what ever you want, and you have either a bigger or smaller frame of a warthog.
Actually, Syp, you should find 00 00 80 3F under the "Frame Hull." That's a float value for 1. There will be a couple, just change them until you find the right one. And change it to something like 00 00 4C 3F. Changing the 3F usually makes it so big or so small that you can't see it.

Posted: Thu Apr 19, 2007 7:42 pm
by sword
Different Sized Model Injection:
Vertex:
  • 1. Convert .obj file to a hex format
    2. Take that data and write to the end of the vertex section ( (bspSize + 0x800) + vertexSize) = end of vertex section
    3. Update the index header's vertex data, such as overall size, number of objects, etc. Also update the offset to index.
    4. Update the mod2 meta's pointer ( I think its something like this: offset = (beginOfVertex + pointerValue) )
I'm not sure how to translate indices's into a hex format, sooooo, have fun :D

Posted: Thu Apr 19, 2007 8:34 pm
by «Beast»
There's always that, or just 80 3F to 4C 3F. lol