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Re: Where did the floor go?
Posted: Mon Mar 14, 2011 7:19 pm
by Marvel4
I had no problems using the stock .msh files, all I did was removing transparency, because of the issues with lightsabers etc.
Re: Where did the floor go?
Posted: Mon Mar 14, 2011 8:19 pm
by modmaster13
Marvel4 wrote:I had no problems using the stock .msh files, all I did was removing transparency, because of the issues with lightsabers etc.
How did you remove transperency? By deleting "ATRB" or changig it to like "AAAA"?
Re: Where did the floor go?
Posted: Mon Mar 14, 2011 8:39 pm
by AQT
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.
Re: Where did the floor go?
Posted: Mon Mar 14, 2011 8:55 pm
by modmaster13
I checked in rhn1_prop_tunnel_height.msh and it is 04 00 00 00 00 00 00 00. So...what now?
Re: Where did the floor go?
Posted: Mon Mar 14, 2011 9:22 pm
by Teancum
Are all of them set that way? There should be multiple instances in the MSH.
Re: Where did the floor go?
Posted: Tue Mar 15, 2011 7:37 pm
by modmaster13
There are only a couple MSHs that are like that.
Marvel4 wrote:I had no problems using the stock .msh files, all I did was removing transparency, because of the issues with lightsabers etc.
Can I have your Ice Cave MSH files? Please?

Re: Where did the floor go?
Posted: Tue Mar 15, 2011 7:52 pm
by AQT
modmaster13 wrote:I checked in rhn1_prop_tunnel_height.msh and it is 04 00 00 00 00 00 00 00. So...what now?
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.
Re: Where did the floor go?
Posted: Tue Mar 15, 2011 8:01 pm
by modmaster13
AQT wrote:modmaster13 wrote:I checked in rhn1_prop_tunnel_height.msh and it is 04 00 00 00 00 00 00 00. So...what now?
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.
Yes I did, and sorry I am a slow learner.

Re: Hex Editing Out Translucence Problems
Posted: Tue Mar 15, 2011 8:08 pm
by Maveritchell
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.
Re: Hex Editing Out Translucence Problems
Posted: Wed Mar 16, 2011 7:20 pm
by modmaster13
I am sorry, but I even tried it on a different, fresh new map and it didn't work.

Re: Hex Editing Out Translucence Problems
Posted: Wed Mar 16, 2011 7:31 pm
by AQT
^
Maveritchell wrote:Replace any modified .mshs with the original mesh files, and replace any .tgas with the original textures.
Did you even do this part? If you did, then there's no reason why it shouldn't work.
Re: Hex Editing Out Transparency Problems
Posted: Wed Mar 16, 2011 7:57 pm
by THEWULFMAN
Manual Clean, ReMunge. :plokoon:
Re: Hex Editing Out Translucence Problems
Posted: Wed Mar 16, 2011 9:11 pm
by modmaster13
AQT wrote:^
Maveritchell wrote:Replace any modified .mshs with the original mesh files, and replace any .tgas with the original textures.
Did you even do this part? If you did, then there's no reason why it shouldn't work.
Yes, I did.
THEWULFMAN wrote:Manual Clean, ReMunge. :plokoon:
I made a new map project w/ my world/script files, I munged and it was still like that.
I do get what you are telling me, this should be VERY easy, idk why it is working though.
