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PostPosted: Mon Feb 17, 2014 6:30 pm 
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Hey I am A new member i modded the head explosion in manhunt 2 (added some to the dildo executions) http://www.youtube.com/watch?v=ukmffi3exH0 But i have a question can i make the toilet or the dentiest chair execution to another level ?


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PostPosted: Mon Feb 17, 2014 7:49 pm 
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You can if you can work with HEX

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PostPosted: Mon Feb 17, 2014 10:15 pm 
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You know, the dildo model was converted to the PC version: http://www.mediafire.com/download/x8yb2 ... s_pack.rar
So you don't have to use the nightstick or pliers anymore.
majestic wrote:
You can if you can work with HEX
What exactly do you have to change in the entity.inst, through hex editor? I don't understand :?

Like replacing one of the fire extinguishers at the beginning of Origins with an iron maiden. Or just adding the dentist chair in Origins.

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PostPosted: Tue Feb 18, 2014 5:43 pm 
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Yes i Want Replace the fire extinguisher in origins with the Iron maiden does it Works without Bugs ?


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PostPosted: Tue Feb 18, 2014 6:49 pm 
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I don't know how to explain this

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PostPosted: Tue Feb 18, 2014 7:28 pm 
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majestic wrote:
I don't know how to explain this

:cry:

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PostPosted: Tue Feb 18, 2014 7:55 pm 
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sorry :)

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PostPosted: Tue Feb 18, 2014 8:11 pm 
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majestic wrote:
sorry :(

majestic wrote:
Offset 0x0 - number of item placements (int32) Offset 0x4 - table with sizes in bytes of every item placement line (int32) you need to copy item placement line of some weapon and paste it at the end of file, change name and coords in your new item placement line, next you have to increment number of item placements and insert new int32 value at the end of table.
:?

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PostPosted: Tue Feb 18, 2014 9:02 pm 
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And what's the problem then?

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PostPosted: Tue Feb 18, 2014 9:46 pm 
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here a bit more detailed..
I quickly added another weapon to A04 to demonstrate, without changing the coordinates I added the Circular Saw next to the Baseball Bat behind the bartender:

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http://www48.zippyshare.com/v/26581178/file.html

First I copied the Baseball Bat bit it looks like this:

Code:
W_B_Bat_(CT).ppp
W_B_Bat_(CT).ppp
.ð/B¢W‹A‡oM¿......
........€?Base_Inst
.pp¼Ô(.int.d...¿M..
flo.....ì½°Ùboo..
.....Œ—flo.....


Code:
57 5F 42 5F 42 61 74 5F 28 43 54 29 00 70 70 70 57 5F 42 5F 42 61 74 5F 28 43 54 29 00 70 70 70 8F F0 2F
42 A2 57 8B 41 87 6F 4D BF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F 42 61 73 65 5F 49 6E 73 74 00
70 70 BC D4 28 00 69 6E 74 00 64 00 00 00 BF 4D 01 00 66 6C 6F 00 00 00 00 00 EC BD B0 D9 62 6F 6F 00 00
00 00 00 05 09 8C 97 66 6C 6F 00 00 00 00 00


changed it to this (does not matter if it gets bigger)

Code:
Circular_Saw_(CT).
ppCircular_Saw_(C
T)02..ð/B¢W‹A‡oM
¿..............
€?Base_Inst.pp
¼Ô(.int.d...¿
M..flo.....ì½°Ùboo....
...Œ—flo.....


Code:
43 69 72 63 75 6C 61 72 5F 53 61 77 5F 28 43 54 29 00 70 70 43 69 72 63 75 6C 61 72 5F 53 61 77 5F 28 43 54
29 30 32 00 8F F0 2F 42 A2 57 8B 41 87 6F 4D BF 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F 42 61 73 65
5F 49 6E 73 74 00 70 70 BC D4 28 00 69 6E 74 00 64 00 00 00 BF 4D 01 00 66 6C 6F 00 00 00 00 00 EC BD B0 D9
62 6F 6F 00 00 00 00 00 05 09 8C 97 66 6C 6F 00 00 00 00 00

Circular_Saw_(CT)02 because 01 is already in the level

then I inserted it towards the beginning of the file, after the item placement lines.
in case of A04 right before "Flipperlight", after the pattern ¼...¼...¼... at offset BC8

----
then you need to change the number of item placements at offset 0x0 (the beginning of the file)
since I added 1 weapon I add +1 items. the 4-byte sequence is int32 F1 02 00 00
+1 is F2 02 00 00.
and then right after that you need to insert 4-bytes with the size of your new item placement line. That circular saw line has 128 characters (bytes).
128 int32 = 80 00 00 00 so you insert these 4-bytes and done.

I assume to change the coords you need to check out the BSP inside 3dsmax, get the coordinates there.
Then insert them..but I don't know where exactly in the sequence and how they are encoded.
Also didnt check how to do envexecs yet, some have rather big sequences.

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PostPosted: Tue Feb 18, 2014 11:51 pm 
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Some info about entities...

GLG record name and Internal name always aligned by 4
Position - 3 floats (single), 4 byte each (12 bytes after Internal name in any entity)
Rotation - 4 floats (single), 4 byte each (16 bytes after Position in any entity)

All entities' parameters are unknown.

1. Load level into 3ds max through my BSP importer (uncompress level first).
2. Create for example a little box and move it into needed position of future entity
3. Get box's coords and write them into entity position in that order: Y, X*(-1),Z


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PostPosted: Tue Feb 18, 2014 11:58 pm 
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thanks! with this it should be possible to place every weapon in a section at the beginning of a level

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PostPosted: Wed Feb 19, 2014 12:02 am 
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You can use this to place executions too

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PostPosted: Wed Feb 19, 2014 12:24 am 
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Yeah I still gotta check those environmental executions. Do they need 2 item placement lines per execution? (one executor trigger, one entity I guess)
And some executions like Iron Maiden have collision entities around them, do they also need to be imported?

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PostPosted: Wed Feb 19, 2014 1:05 am 
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Of course

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