Hex Editing Out Transparency Problems
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- Marvel4
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Re: Where did the floor go?
I had no problems using the stock .msh files, all I did was removing transparency, because of the issues with lightsabers etc.
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modmaster13
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Re: Where did the floor go?
How did you remove transperency? By deleting "ATRB" or changig it to like "AAAA"?Marvel4 wrote:I had no problems using the stock .msh files, all I did was removing transparency, because of the issues with lightsabers etc.
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AQT
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Re: Where did the floor go?
You should have been clear from the start as to what changes you already made and what you are trying to accomplish. You didn't need to edit or make any changes to the textures, so swap them back to the original ones. You just need to edit the MSH files. That said, in a hex editor search for all instances of ATRB. Now on the hexadecimal side, corresponding to the bytes after ATRB, there are the following values:
The X's are placeholders in this example. Change it to the following:
That should get rid of the transparency in the MATD's. I suggest you edit fresh copies of the original MSH's.
Code: Select all
04 XX XX XX XX XX XX XXCode: Select all
04 00 00 00 00 00 00 00-
modmaster13
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Re: Where did the floor go?
I checked in rhn1_prop_tunnel_height.msh and it is 04 00 00 00 00 00 00 00. So...what now?
- Teancum
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Re: Where did the floor go?
Are all of them set that way? There should be multiple instances in the MSH.
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modmaster13
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Re: Where did the floor go?
There are only a couple MSHs that are like that.

Can I have your Ice Cave MSH files? Please?Marvel4 wrote:I had no problems using the stock .msh files, all I did was removing transparency, because of the issues with lightsabers etc.
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AQT
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Re: Where did the floor go?
Is it still transparent? Did you search after all ATRB's within the same MSH? You're making this a lot harder than it is.modmaster13 wrote:I checked in rhn1_prop_tunnel_height.msh and it is 04 00 00 00 00 00 00 00. So...what now?
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modmaster13
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Re: Where did the floor go?
Yes I did, and sorry I am a slow learner.AQT wrote:Is it still transparent? Did you search after all ATRB's within the same MSH? You're making this a lot harder than it is.modmaster13 wrote:I checked in rhn1_prop_tunnel_height.msh and it is 04 00 00 00 00 00 00 00. So...what now?
- Maveritchell
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Re: Hex Editing Out Translucence Problems
There's no reason this should be a two-page topic. What you need to do is start over and make smaller, incremental changes.
Replace any modified .mshs with the original mesh files, and replace any .tgas with the original textures. Clean and remunge. Verify that the stock models work as they should - that's your baseline.
Then modify your texture like you wanted. If you see the same problem you saw in the first post, then the problem is with your texture, and that's what you need to address - not all this hexediting you're trying to do.
Bottom line - get something working correctly, and then work from there.
Replace any modified .mshs with the original mesh files, and replace any .tgas with the original textures. Clean and remunge. Verify that the stock models work as they should - that's your baseline.
Then modify your texture like you wanted. If you see the same problem you saw in the first post, then the problem is with your texture, and that's what you need to address - not all this hexediting you're trying to do.
Bottom line - get something working correctly, and then work from there.
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modmaster13
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Re: Hex Editing Out Translucence Problems
I am sorry, but I even tried it on a different, fresh new map and it didn't work. 
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AQT
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Re: Hex Editing Out Translucence Problems
^
Did you even do this part? If you did, then there's no reason why it shouldn't work.Maveritchell wrote:Replace any modified .mshs with the original mesh files, and replace any .tgas with the original textures.
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THEWULFMAN
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Re: Hex Editing Out Transparency Problems
Manual Clean, ReMunge. :plokoon:
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modmaster13
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Re: Hex Editing Out Translucence Problems
Yes, I did.AQT wrote:^Did you even do this part? If you did, then there's no reason why it shouldn't work.Maveritchell wrote:Replace any modified .mshs with the original mesh files, and replace any .tgas with the original textures.
I made a new map project w/ my world/script files, I munged and it was still like that.THEWULFMAN wrote:Manual Clean, ReMunge. :plokoon:
I do get what you are telling me, this should be VERY easy, idk why it is working though.
