ODF editing

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wagromph
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ODF editing

Post by wagromph »

I am doing a Mustafar map and I imported must1_blgf_world_3 to have the desired flowing lava. However, the moving lava is all I need from this ODF, is there a way I can edit the odf to remove the rock walls and the like so I can just get a flat strip of flowing lava.
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Re: ODF editing

Post by thelegend »

I am sorry about that but the walls and the lava all belong to one .msh file. You would need to edit the .msh file to remove the walls by (probably possible; I am not sure) removing the mesh chunks from the .msh by using a hexeditor or (recommend) importing the .msh in a 3D modeling program to remove the walls manually. I personally recommend the second option.
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AnthonyBF2
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Re: ODF editing

Post by AnthonyBF2 »

When I just want to remove a chunk from a model, I use SWBF model viewer to import the msh file into a wrl file. I open the wrl file in text editor program, and search for the texture names for the objects I want to remove, remove them and then import the file back to msh so all I have is the part of the model I want. If you can't get it, I'll do it for you later, let me know.
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Re: ODF editing

Post by wagromph »

anthonybf2 wrote:When I just want to remove a chunk from a model, I use SWBF model viewer to import the msh file into a wrl file. I open the wrl file in text editor program, and search for the texture names for the objects I want to remove, remove them and then import the file back to msh so all I have is the part of the model I want. If you can't get it, I'll do it for you later, let me know.

You have me lost @.@ I don't know the first thing about this sort of thing.
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AnthonyBF2
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Re: ODF editing

Post by AnthonyBF2 »

wagromph wrote:
anthonybf2 wrote:When I just want to remove a chunk from a model, I use SWBF model viewer to import the msh file into a wrl file. I open the wrl file in text editor program, and search for the texture names for the objects I want to remove, remove them and then import the file back to msh so all I have is the part of the model I want. If you can't get it, I'll do it for you later, let me know.

You have me lost @.@ I don't know the first thing about this sort of thing.
I went ahead and made the edits. In the download you'll find the msh file and the related texture used. Put them in the msh folder in your mod's world folder. http://www.mediafire.com/download/dl49u ... nowall.zip

Let me know if the lava isn't "moving" :wink:
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Re: ODF editing

Post by wagromph »

Thanks ! What I ended up doing was making an .odf file that read


Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "prop"
GeometryName = "mus_bldg_world_3.msh"


[Properties]

GeometryName = "mus_bldg_world_3"
And this managed to get the lava itself in game, but sadly the lava doesn't seem to move :(

Edit: Also the lava is solid, as in I can walk across the top of it where as with the other lava I would fall through (Where I would put a death region to make it look like they were swallowed up with the lava)
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AnthonyBF2
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Re: ODF editing

Post by AnthonyBF2 »

In the odf file under [Properties] add SoldierCollision = "none"
Later when I am on my computer I will explain how to make the lava move.
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Re: ODF editing

Post by wagromph »

Alright ! Thanks!
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AnthonyBF2
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Re: ODF editing

Post by AnthonyBF2 »

To get "moving" lava open the msh file hex editor. Find the little bit of code that looks like HBATRB, on the left side of hex editor, you'll see seven sets of 00. Write 03 over the fifth byte and write 0A over the sixth byte.
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Re: ODF editing

Post by wagromph »

I gave it a shot. I changed this
Image

to this

Image

not a clue if this is what you told me to do, but I did not work so I assume you intended me to do something else.
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Re: ODF editing

Post by AnthonyBF2 »

seven bytes after HBATRB.
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Re: ODF editing

Post by wagromph »

I am super new to hex editing, I don't really know what you mean by that.

This is what I am looking at right now, not where the 7 sets of 00 are to

Image
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Re: ODF editing

Post by AnthonyBF2 »

http://i.imgur.com/RlfEcQh.png

I recommend the HxD Hex Editor. I personally dislike editors that show 2 byte groups instead of single bytes.
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Re: ODF editing

Post by wagromph »

Yup and I think that is what was messing me up. Worked like a charm ! Thanks a million, now I can actually make some headway on my Mustafar map XD

EDIT
I think this is a pretty useful thing to have around, perhaps you should toss it up on one of the released asset pages ?
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Re: ODF editing

Post by AnthonyBF2 »

It's nothing special. Anyone can do it providing they find and understand the way to do it. The 2 bytes you changed are material and scroll speed flags discussed here, if you want to play with more. http://www.gametoast.com/viewtopic.php?f=27&t=24851
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