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Hex editor

Posted: Sat Apr 19, 2008 7:53 pm
by Myrkridia Slayer
Does anybody know where i can download a good hex editor for making myth 2 maps?

Posted: Sat Apr 19, 2008 10:06 pm
by DarthRevan555
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 :D

Re: Hex editor

Posted: Sun Apr 20, 2008 1:39 am
by Eddaweaver
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 :D
If he is going to do anything other than the most basic mapmaking, he will need a hex editor.
Myrkridia Slayer wrote:Does anybody know where i can download a good hex editor for making myth 2 maps?
View this thread & follow the links:
http://www.projectmagma.net/forum/viewtopic.php?t=3779

Re: Hex editor

Posted: Tue Apr 22, 2008 8:46 am
by vinylrake
Eddaweaver wrote:If he is going to do anything other than the most basic mapmaking, he will need a hex editor.
How so? e.g. What do you NEED a hex editor for ?

Posted: Tue Apr 22, 2008 12:35 pm
by Pyro
I too, wish to know what a map maker needs a hex editor for?

Posted: Tue Apr 22, 2008 1:08 pm
by Myrkridia Slayer
i was told that i would need one to make amap, but now i see thats not true.

Posted: Tue Apr 22, 2008 1:15 pm
by Pyro
I do know people would use one for TFL mapmaking, but that is because TFL didn't have as many useful tools as Myth II. I'm sure you could find a way to use a hex editor for Myth II mapmaking, but I can't of a reason for such a thing with the tools and methods we already know of.

Posted: Tue Apr 22, 2008 4:44 pm
by Zeph
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!

Posted: Wed Apr 23, 2008 7:00 am
by haravikk
Zeph's correct; there are no features that are unavailable in Loathing or Fear for meshes. There are some tags that Fear doesn't support like collection-editing and model-making but Amber/Apathy/Vegas cover those (if you can run them).

Posted: Thu Apr 24, 2008 9:17 am
by gugusm
I'm not a mapmaking veteran, but I've made 2 maps so far and some more unreleased and I've never used hex editor :wink:

Posted: Fri Apr 25, 2008 6:10 pm
by Graydon
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.