Hex editor
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Hex editor
Does anybody know where i can download a good hex editor for making myth 2 maps?
- DarthRevan555
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Re: Hex editor
If he is going to do anything other than the most basic mapmaking, he will need a hex editor.DarthRevan555 wrote:woa woah woah!!!
hex editor to make myth 2 maps?
are you nuts O_O
just use fear and loathing to make some basic ones
View this thread & follow the links:Myrkridia Slayer wrote:Does anybody know where i can download a good hex editor for making myth 2 maps?
http://www.projectmagma.net/forum/viewtopic.php?t=3779
Re: Hex editor
How so? e.g. What do you NEED a hex editor for ?Eddaweaver wrote:If he is going to do anything other than the most basic mapmaking, he will need a hex editor.
Lots of Myth stuff at http://mythgraveyard.org.
Sometimes I put hard to find stuff in my my Udogs folder.
Sometimes I put hard to find stuff in my my Udogs folder.
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The only reason you need a hex editor to make maps is if you make a map based on a tagset and you don't want to extract the tagset to your local folder. In that case, you duplicate the plugin and change the first 4 hexadecimal codes to 00 02 00 05 and the plugin will load as if it was a tag file.
You will have to remove that modified plugin if you wish to play online or else games will be red!
You will have to remove that modified plugin if you wish to play online or else games will be red!
I can actually give one good example of where I use a hex editor (HexEdit) in mapmaking.
Say I find a model in a plugin or a myth 2 map that I want to use on my mesh.. but then say I want to use that same model, but with different textures.
There's tools to export geom files to meshworks, however although the textures are in place, they're not pinmapped, and you have to take time to retexture the model.
On top of that, you have to create new textures to apply to your edited model.
One might suggest to just duplicate the tags, and edit their headers to create unique tags, and amber the new textures in... However geometry and model files are quite picky and reference the original tag ids. There is no available 3rd party app to edit that information. Malice displays it, and tells you when its wrong, but it cant edit it for you. That's where the hex editor comes in. You have to make each model point to a geometry to point to a collection reference, to be linked to a collection in Fear.
Say I find a model in a plugin or a myth 2 map that I want to use on my mesh.. but then say I want to use that same model, but with different textures.
There's tools to export geom files to meshworks, however although the textures are in place, they're not pinmapped, and you have to take time to retexture the model.
On top of that, you have to create new textures to apply to your edited model.
One might suggest to just duplicate the tags, and edit their headers to create unique tags, and amber the new textures in... However geometry and model files are quite picky and reference the original tag ids. There is no available 3rd party app to edit that information. Malice displays it, and tells you when its wrong, but it cant edit it for you. That's where the hex editor comes in. You have to make each model point to a geometry to point to a collection reference, to be linked to a collection in Fear.