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Hex-editing problem

Posted: Mon Feb 25, 2008 5:49 pm
by Silas
im trying to get the sniper cape on the regular ep3 trooper. i followed the tut i think exactly, but after i munge it says:

Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "rep_inf_ep3_rifleman" missing geometry "rep_inf_ep3trooper"

i checked my files, and everything is spelled right. anyone know why it might be missing?

Re: Hex-editing problem

Posted: Mon Feb 25, 2008 5:53 pm
by Thunder
did you try it ingame?

Re: Hex-editing problem

Posted: Mon Feb 25, 2008 5:58 pm
by Silas
yeah. it crashed and gave me the log error above

Re: Hex-editing problem

Posted: Mon Feb 25, 2008 6:04 pm
by guru
rep_inf_ep3trooper is rep_inf_ep3_trooper

Re: Hex-editing problem

Posted: Tue Feb 26, 2008 6:27 am
by Silas
i tried it, and my map loaded a lot longer before it crashed, so i think its working. with that problem done, i have another. i now get this message:

Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "cp3"

im confused, because i looked in Zeroeditor and its there. I think everything is spelled right since i did nothing but move it, so i have much confusion. here's the cp part of the .lua if it helps, but i dont think there's a problem there
Hidden/Spoiler:
function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)

conquest:Start()

SetUberMode(1);

EnableSPHeroRules()

end

Re: Hex-editing problem

Posted: Fri Feb 29, 2008 7:36 am
by Teancum
It was probably a bad hex job. I'm pretty sure someone released a model with the sniper cape on it. You might try using that.

Re: Hex-editing problem

Posted: Fri Feb 29, 2008 9:11 am
by Aman/Pinguin

Re: Hex-editing problem

Posted: Sat Mar 01, 2008 1:53 pm
by Aman/Pinguin
Thats one of the things I was confused about, too.

Re: Hex-editing problem

Posted: Sat Mar 01, 2008 2:46 pm
by Crazy_Ewok
If you want the cape and pauldron, you can't do it with hex-editting. You can take the cape, but you should use wazmol's addon pauldron if you want a pauldron.

Re: Hex-editing problem

Posted: Mon Mar 03, 2008 5:15 pm
by RepSharpshooter
Crazy_Ewok wrote:I think you can just ignore that.
NO. If you ignore a single step you will fail.

MODL[4 byte long integer that tells how big the modl is]

4 bytes = 4 boxes after the cloth's MODL. Put the cursor ON the 4th box. THEN do the address relative down thing, typing in the number you should have read in the previous step.

@pauldron, no, it's enveloped into the bones. Although, maybe the bones are the same in each, so it wouldn't matter. You could try putting that modl chunk in, it's called OVERRIDE_TEXTURE2