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Basic001
8th October 2004, 01:35
I know this has to have been covered here but the [10th] have an interesting thread on thier forums. If anyone remembers my post about thier server having the Mpcheat and wepaon mods, this is a thread from thier forum. Not much mentioned but now i know someone has done it.

[10th] Forum Thread (http://bridgese.com/forums/viewtopic.php?t=4)

I'm wondering if thier is a way to convert/hex a map, static meshes and textures to open in UnrealEd...? To get any REAL kind of editing done on creation of a new map for AAO, some sort of GUI other than HEX would be needed, unless there is someone out there that damn good at hex ;)

j_kipper
8th October 2004, 14:07
I think what we need its the unrealed and the unreal.dll files to be put back in the AAO/system folder, all unreal engine progs have the same architecture what i mean is i have a few games that is made by epic that uses the unreal engine and the system folder is made up of more or less the samething! just the sound, texture, maps and stuff have diff file extensions but the AA unrealed shoud decompile them.! just my thought hexing can take a long time to do...........

Basic001
8th October 2004, 15:28
My thoughts exactly. If [10th] can make NEW maps, they either have made their own UnrealED, Hexed them (Way too much work) or figured out how to get UnrealEd to open them.

I'm not sure which of these it is, or if it's any of these really... I do know they have made some mods but no real idea how. I'm not sure what would have to be done in order for UnrealED to open AAO files, I do know they use the same Engine as UT2Kx but coding is different between all games that use the engine. It's those differences that we would have to find out and be able to hex them out or write a Uscript to import them...?

If I had enough money, I'd buy the damn Engine myself....

j_kipper
8th October 2004, 17:26
You can edit the maps by hex but the only person that will see them is the one that has the edited map, cos you will need to have the same map as well unless there is a script to inject so when the round starts or map loads the script will move the z, y , z of what you have edited, know what i mean.
If you look at any map with UTPT you will see there are scripts for texture, static_meshes and polygons, also there are the weapons for that map too, and alpha blend for fog, sky and so on, so changing them could be good. might give it a try hmmm

russiansexpat
9th October 2004, 09:24
Apparently maps are not checked on offical servers, I play with my altered maps long time there.

I have cut the trees, uprooted bush and grass, blown aways amoke, disabled for on terrain, deemed corona lights and even shut up annoying wind sound.
Changed varibale names:

howlingwind windydesolateambience bDistanceFog FogEnd fx_smk_ball bCorona trees bush fol_grass_swamp fol_undergrowth_snowshrub

to non-existing names with the same string length.

Textures are not checked on official servers either, so correct way is to edit files:

Textures/T-Foliage.utx and Textures/T-Foliage.utx

with something less invisible foliage, so you dont have to bump into invisible trees and make those bold maps less boring.
Other *.utx files can be edited there to make bulding walls made from glass, etc.. but i am a little bit lazy and don't have tools to edit maps in Linux.

noob-cheater
9th October 2004, 13:21
@ russian will the game draw the player behind the wall to changed to glass?

russiansexpat
9th October 2004, 14:15
@ russian will the game draw the player behind the wall to changed to glass?
Should be, as actors drawing is nothing to do with object textures,
but even my trees are invisible, bullets are not passing them (passing through the leaves though), just because actors collision and projectiles are still the same.

Basic001
9th October 2004, 20:12
Very cool, I have Hexed a few maps just for fun. Turned Insurgent Camp into a day map, removed fog etc.
What i am saying is, to REALLY make a new map for AAO, we'd need something like UnrealED to do it right. I mean I doubt I'd be able to select, rotate and scale a texture to a brush all with hex, not by along shot. Being able to hack UNrealED into opening the AAO files, along with textures, meshes etc. would be the perfect solution.

too bad all I have are ideas and no coding knowledge :|

pbx06
22nd December 2004, 00:25
f**k the link is dead!
shit
can some one help ?

Basic001
22nd December 2004, 01:40
f**k the link is dead!
shit
can some one help ?

Topic started 7th October 2004 23:35

Link is dead because it's no longer there

pbx06
25th December 2004, 02:26
Topic started 7th October 2004 23:35

Link is dead because it's no longer there

well that is true i discontinuted coding/playing beacause of great load of exams but now i am back and missed many things

pbx06
25th December 2004, 07:14
Apparently maps are not checked on offical servers, I play with my altered maps long time there.

I have cut the trees, uprooted bush and grass, blown aways amoke, disabled for on terrain, deemed corona lights and even shut up annoying wind sound.
Changed varibale names:

howlingwind windydesolateambience bDistanceFog FogEnd fx_smk_ball bCorona trees bush fol_grass_swamp fol_undergrowth_snowshrub

to non-existing names with the same string length.

Textures are not checked on official servers either, so correct way is to edit files:

Textures/T-Foliage.utx and Textures/T-Foliage.utx

with something less invisible foliage, so you dont have to bump into invisible trees and make those bold maps less boring.
Other *.utx files can be edited there to make bulding walls made from glass, etc.. but i am a little bit lazy and don't have tools to edit maps in Linux.


me too i use linux


$wine UTPT.exe



i have in my ~/.wine/config

[Drive Z]
"Path" = "/"
"Type" = "network"
"Label" = "Root"
"Filesystem" = "win95"

so you can browse your linux root fs

Apparently maps are not checked on offical servers, I play with my altered maps long time there.

I have cut the trees, uprooted bush and grass, blown aways amoke, disabled for on terrain, deemed corona lights and even shut up annoying wind sound.
Changed varibale names:

howlingwind windydesolateambience bDistanceFog FogEnd fx_smk_ball bCorona trees bush fol_grass_swamp fol_undergrowth_snowshrub

to non-existing names with the same string length.

Textures are not checked on official servers either, so correct way is to edit files:

Textures/T-Foliage.utx and Textures/T-Foliage.utx

with something less invisible foliage, so you dont have to bump into invisible trees and make those bold maps less boring.
Other *.utx files can be edited there to make bulding walls made from glass, etc.. but i am a little bit lazy and don't have tools to edit maps in Linux.



do u need UTP or aaocryp to mess with maps & textures ? like we with AGP.u ....


i am planing to make *.c to batch edit maps/texture

nightmare
25th December 2004, 15:30
no need to dig up threads

*closed*