Hex edit glow

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Jendo7
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Hex edit glow

Post by Jendo7 »

I've been trying to hex edit glow in to my map Bespin Escape. So far I've got the carbon chamber working but I'm having trouble with the clock tower. I've changed the number 00 to 02 here: 04 00 00 00 02 00 00 00, after HBATRB bes2_prop_lamp_skirt.tga in the
bes2_bldg_clock_tower msh file but only a few sides glow, and not the whole lamp. I've also been having trouble getting bes2_bldg_street_lamp, bes2_bldg_bars, and the skyway support working as the section next to bes2_prop_lamp_skirt.tga reads 04 00 00 00 02, and 04 00 00 00 09 respectively, and I don't know where to place 02.

Any help would be much appreciated
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Re: hex edit glow

Post by lucasfart »

why not use Reps meshtools? You can easily apply a glow to .msh files using that.
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Re: hex edit glow

Post by AQT »

^ From my experience, using the meshtool to apply glow to the Bespin models causes problems.

Jendo, here's my rule when I did this: if all seven values after 04 of the MATD you want to apply glow to is 00, don't change anything. If the fourth value after 04 is anything but 00, change it to 02.

As for the problem with the clock tower, I don't think it's fixable but the glow intensity (controlled by the opaqueness of the alpha layer) of the other side should be more than enough visually from a distance.

I think I'll just release what I have so others don't have to go through this tedious task.
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Re: hex edit glow

Post by Marvel4 »

When I used the meshtool to add glow, the whole model disappeared...

In my conversion I edited both 04 00 00 00 00 and 04 00 00 00 09 to 04 00 00 00 02 and it worked fine (you can see it on my screenshots).
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Re: hex edit glow

Post by lucasfart »

Do the meshtools have issues with bumpmaps, does anyone know? that might be whats causing me problems....
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Re: hex edit glow

Post by AQT »

I never had any issues with any of the meshtool's functions aside from glow mapping.
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Re: hex edit glow

Post by Jendo7 »

AQT wrote:^ From my experience, using the meshtool to apply glow to the Bespin models causes problems.

Jendo, here's my rule when I did this: if all seven values after 04 of the MATD you want to apply glow to is 00, don't change anything. If the fourth value after 04 is anything but 00, change it to 02.

As for the problem with the clock tower, I don't think it's fixable but the glow intensity (controlled by the opaqueness of the alpha layer) of the other side should be more than enough visually from a distance.

I think I'll just release what I have so others don't have to go through this tedious task.
Thanks AQT, now the street lamps and clock towers work.

I've also been able to get the bes2 bldg_bars to work but they disappear from a distance, and the skyway support lamps have completely disappeared, having only one entry bes2_prop_lamp_skirt.tga in the msh file.

I get a feeling as my map has bigger distances than the stock cloud city this could be the cause, plus I'm using Windows 7. I might just install BFII on my Vista computer to see if this makes a difference.
Marvel4 wrote:When I used the meshtool to add glow, the whole model disappeared...

In my conversion I edited both 04 00 00 00 00 and 04 00 00 00 09 to 04 00 00 00 02 and it worked fine (you can see it on my screenshots).
Thanks Marvel4, that also did the trick.
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Re: hex edit glow

Post by DarthD.U.C.K. »

lucasfart wrote:Do the meshtools have issues with bumpmaps, does anyone know? that might be whats causing me problems....
the meshtool works perfectly, the problem is that pandemic changed and edited the pandemictool/flagsystem while developing bf1 and 2 which can result in problems with some models
i never had any problems with meshtools bumspecmapping and envmapping
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Re: hex edit glow

Post by AceMastermind »

Jendo7 wrote:I've been trying to hex edit glow in to my map Bespin Escape. So far I've got the carbon chamber working but I'm having trouble with the clock tower. I've changed the number 00 to 02 here: 04 00 00 00 02 00 00 00, after HBATRB bes2_prop_lamp_skirt.tga in the
bes2_bldg_clock_tower msh file but only a few sides glow, and not the whole lamp.
You need to hex edit 2 different materials to make all sides glow:
Material0
Material1

You can see this for yourself if you have Unwrap 3D and the msh import plugin for it, you do not need to purchase anything just to view msh files.
Hidden/Spoiler:
Image

Image
Anyone who hex edits materials or is curious about hierarchies etc should have Unwrap 3D in their SWBF modding toolbox.
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Re: Hex edit glow

Post by Jendo7 »

Thanks Ace, I'll definitely try that out.
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Marvel4
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Re: Hex edit glow

Post by Marvel4 »

Yes, this will definitely come in handy, thanks Ace! :D
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