It is currently Mon May 20, 2013 1:47 am

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 38 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Adding new stuff with hexediting?
PostPosted: Sat Sep 10, 2005 1:47 pm 
Offline
Sith
Sith
User avatar

Joined: Fri Oct 15, 2004 6:34 pm
Posts: 1264
Location: Germany
Well i couldn´t post this in the hex board so i will do it here.

I know you hex changed stuff in SWBF1 but did you also added new stuff?

It just came into my mind that if there are no cockpit views in SWBF2 i could create them and one of the hexgurus bring that into the game.
But this would require to add new stuff and changes to the odf. So what do you think will it be possible?


Top
 Profile  
 
 Post subject: RE: adding new stuff with hexediting
PostPosted: Sat Sep 10, 2005 3:25 pm 
Offline
Missing Jedi Admin

Joined: Fri Nov 12, 2004 2:54 pm
Posts: 3277
I thought hex-editing could only change existing stuffs, and not add new ones... :?
For info, I've already tried to tweak SWBF's shipped "core.lvl" through an hex-editor, in order to give a longer name to some weapons, and it crashed the game...


Top
 Profile  
 
 Post subject: RE: adding new stuff with hexediting
PostPosted: Sat Sep 10, 2005 3:39 pm 
Offline
Jedi Acolyte Master
Jedi Acolyte Master
User avatar

Joined: Sat Apr 23, 2005 8:52 pm
Posts: 1119
I think the lvl file can't get any larger, it must have the same amount of characters as it used to.


Top
 Profile  
 
 Post subject: RE: adding new stuff with hexediting
PostPosted: Sat Sep 10, 2005 3:43 pm 
Offline
Jedi Admin
Jedi Admin
User avatar

Joined: Wed Oct 20, 2004 9:35 pm
Posts: 103
Yea, can't get any larger without having to change all the size markers.


Top
 Profile  
 
 Post subject: RE: adding new stuff with hexediting
PostPosted: Sat Sep 10, 2005 3:54 pm 
Offline
Missing Jedi Admin

Joined: Fri Nov 12, 2004 2:54 pm
Posts: 3277
What are those "size markers" ? :roll:


Top
 Profile  
 
 Post subject: RE: adding new stuff with hexediting
PostPosted: Sat Sep 10, 2005 5:26 pm 
Offline
Jedi Admin
Jedi Admin
User avatar

Joined: Wed Oct 20, 2004 9:35 pm
Posts: 103
Take a look at Rileys lvl documentation, but they are basically the 4 bytes following any header. The 4 bytes tell the engine how many bytes follow, or give that chunks size.


Top
 Profile  
 
 Post subject: RE: adding new stuff with hexediting
PostPosted: Sun Sep 11, 2005 12:58 pm 
Offline
Missing Jedi Admin

Joined: Fri Nov 12, 2004 2:54 pm
Posts: 3277
What's the link to this *.LVL documentation, please ?

PS : If I understand properly, enhancing this hexa-decimal number could allow you to add more stuffs to a *.LVL file. Right ?


Top
 Profile  
 
 Post subject:
PostPosted: Sun Sep 11, 2005 2:16 pm 
Yes, you can add new objects to a *.lvl file. The link to my documentation is in my signature. ;)


Top
  
 
 Post subject:
PostPosted: Sun Sep 11, 2005 2:19 pm 
Offline
Missing Jedi Admin

Joined: Fri Nov 12, 2004 2:54 pm
Posts: 3277
Thanks to you, Riley'... :wink: (I'm over-excited ! :D )


Top
 Profile  
 
 Post subject:
PostPosted: Fri Sep 16, 2005 5:56 pm 
Riley75 wrote:
Yes, you can add new objects to a *.lvl file. The link to my documentation is in my signature. ;)

oh good so that means u or "we" can mod BF2? cuz if u can hexedit u can do basically anything right? :?
i better get my skills up on the hexediter :wink:


Top
  
 
 Post subject:
PostPosted: Sat Sep 17, 2005 9:44 am 
Well... "anything" within the limits of the game engine. And keep in mind that if the data format has changed from Battlefront 1, we'll have to figure out those changes.

Rends, you mean they took out cockpit views entirely? Are we sure they're not an option, the same way you can switch between 3rd-person view and cockpit view in Battlefront 1? I'd been away from all this for a good six months, so I must've missed some things...


Top
  
 
 Post subject:
PostPosted: Sat Sep 17, 2005 11:51 am 
Offline
Missing Jedi Admin

Joined: Fri Nov 12, 2004 2:54 pm
Posts: 3277
Actually, we're sure of nothing... :|


Top
 Profile  
 
 Post subject:
PostPosted: Mon Sep 19, 2005 9:18 am 
Leviathan wrote:
Actually, we're sure of nothing... :|


well then if we are shure of nuthing then how can some one say "BF 2 can not be modded" :? should we not WAIT to see for our selves if it can be or not?


Top
  
 
 Post subject:
PostPosted: Tue Sep 20, 2005 12:39 pm 
Offline
Missing Jedi Admin

Joined: Fri Nov 12, 2004 2:54 pm
Posts: 3277
Yes, I can't contradict you... We'll see whether SWBF II can be modded once it'll be out... :)


Top
 Profile  
 
 Post subject:
PostPosted: Tue Sep 20, 2005 5:28 pm 
well i suppose we will just have to wait then :wink: :cry:


Top
  
 
 Post subject:
PostPosted: Tue Sep 20, 2005 5:38 pm 
Offline
Old School Staff
User avatar

Joined: Mon Feb 21, 2005 4:54 am
Posts: 1232
Location: Heartland, Texas
Anything can be Modded, just the ease of it is not guarranteed.

"In the Beginning God created the Hexguru and the Scriptmonkey. Then he said "Let there be Highspeed internet." and it was. Then he made the C++ of his own kind, and the VB of his own kind, and the .Net of his own kind. Then he created the Silicon Microprocessor from the dust of the earth. He then told the Microprocessor, "I will make you a companion." So he took a piece of silicon from his ribs and created the Motherboard."

I am so going to hell for blaspheming.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Sep 20, 2005 5:53 pm 
hehe hoho haha that was um funny(well sort of) but i agrea w/ shadowhawk ANY thing can be modded but the ease of it is not guarranteed.!

good saying "Hawky" :wink:


Top
  
 
 Post subject:
PostPosted: Tue Sep 20, 2005 6:16 pm 
Offline
Jedi Admin
Jedi Admin
User avatar

Joined: Wed Oct 20, 2004 9:35 pm
Posts: 103
Yep, SWBF2 shouldn't be too hard, at least at first glance. Replacing textures and models should be easy, lua's might not be too hard if its set up like SWBF1 was.

On a side note, I have been able to easily extract textures from the game, so it shouldn't be too long until the tool I'm working on now (a lot like winzip, it "extracts" the whole lvl, then you will repack it up) is stable enough to test new mods with.


Top
 Profile  
 
 Post subject:
PostPosted: Tue Sep 20, 2005 6:44 pm 
well nothing will be hard for GURU the GREAT and NIMLOT the AWSOME,but it is US SMALLER guy's who don't know things as well as u great guy's, so for u nothing will be to hard :wink: :wink:


Top
  
 
 Post subject:
PostPosted: Tue Sep 20, 2005 7:27 pm 
Offline
Jedi Admin
Jedi Admin
User avatar

Joined: Wed Oct 20, 2004 9:35 pm
Posts: 103
Think winzip easy. Thats the ultimate goal for us, to make it as easy as possible for everyone.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 38 posts ]  Go to page 1, 2  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  


StarWars Gametoast Forum Style by Penguin, © 2011