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Scr*w EA and there SDK.

Posted: Mon Apr 07, 2003 7:44 pm
by Yarik
:twisted: Rhymes doesnt it?

Anyway Im on the brink of making a tutorial for a full covertion MOD without the SDK. I yet to have complete my modeling tutorial for Beginers. The tutorial for the conversion will allow you to change everything from picture icon (Gold star) menus, custom maps, single player/multiplayer maps menus new skins player weapons/sounds basically the works. Its not very glamouros but I think it will do unless EA decideds to make A REAL SDK. This will work in two ways.
You will either overide the current Game you have which is not very good or make extra room for the new mod(which is better). Hopefully you have about 100 to 1000 MB more of space on your hard drive or you will be stuck in the gutter while others play the mod. And I may also make a tutorial on how to make a full convertion mod Radiant. Also with different pictures blah blah blah. You will be able to add features only through the plugins. :wink:

Posted: Mon Apr 07, 2003 10:29 pm
by ZeroSkaten
Hey Yarik,

I was thinking of making an importer/exporter for Lightwave. I gave up because i got confused 5 minutes in :?. Is there ever going to be an SKD exporter for Milkshape?

But so far, you're going to have a heck of alot of work to do :wink:. Mind if I help out?

Posted: Tue Apr 08, 2003 1:04 am
by mohaa_rox
You mean like modding the separate directory thingy?

Posted: Tue Apr 08, 2003 2:37 pm
by Yarik
The only problem that I have is that I cannot read binary code

example

134134134:00000010
135124514:00000200
425634563:03000300
345634563:03300310
345634563:09900000

I am writing the Tutorial to change Medal of honor I Icons, Sounds, Models, Textures etc etc. Even single player maps. It will be like when you click single player and then new level it will load the level that you made. The only ways I have the models for guns to work is that it will be possible to drop your current gun and pick the other gun up.

Posted: Tue Apr 08, 2003 11:56 pm
by nuggets
just a small helping hand with that...

if you create something in radiant and look at the number of spawnflags that'll give you a good idea of what's going on

example:
if spawnflags = 1

then binary will be 0000001
meaning (imagine this in columns)

64 32 16 _8 _4 _2 _1
.0..0...0...0...0...0...1 (i've had to use dots as seperators :P )
this'll give it just one in the one column

if spawnflags = 10

then binary will be 00001010
64 32 16 _8 _4 _2 _1
.0..0...0...1...0...1...0 (as you will see, this will choose 2 options)
this'll give it 1 in the 8 column and 1 in the 2 column, which = 10

each different number at the top (64 32 16 8 4 2 1) will have it's own function, so setting the to a true statement by writing binary...
hope this helps :D

Posted: Wed Apr 09, 2003 5:48 am
by mohaa_rox
I don't understand........are you a programmer?

Posted: Wed Apr 09, 2003 3:56 pm
by Yarik
Me no nuggets maybe. But its not that hard to find out. After you do something save it. Compile it then open it with a HEX editor and you will see.

Posted: Thu Apr 17, 2003 8:31 pm
by nuggets
just read the post from Lucky some1 :P sorry i'm crap with names

and then remembered my post on binary, did that help at all???

if you click on the 1st option in something with spawnflags
e.g. (create a trigger->multiple then press "N")

you'll see the options listed

1, x
2, x
3, NOT_PLAYERS
4, MONSTERS
5, PROJECTILES
6, x
7, x
8, DAMAGE
9, !Easy
10, !Medium
11, !Hard
12, !Deathmatch
13, Detail

now if you check one of these option (do 1 for now), you'll see the spawnflag count changes to 1, if you uncheck it it will return to 0,

now if you check the second x (no. 2) you'll see it the spawnflags count change to 2, if you check the 1st x again it'll change to 3, therefore meaning options 1 and 2 are true

now imagine drawing a table

with 2 and 1
these possibilities will arise

2 1
F F = 0 ((2x0) + (1x0)); F = false and T = true
F T = 1 ((2x0) + (1x1))
T F = 2 ((2x1) + (1x0))
T T = 3 ((2x1) + (1x1))
three is the highest outcome which means 4 will be our next binary number (you can also double the last binary number to find this 1 to 2; 2 to 4; 4 to 8; 8 to 16 etc...

when writing in binary instead of T's and F's we have 0's and 1's 0 = false and 1 = true, and all the numbers are reversed in size order, so the next table will be

4 2 1; 4 2 1
F F F; 0 0 0 = 0 ((4x0) + (2x0) + (1x0))
F F T; 0 0 1 = 1 ((4x0) + (2x0) + (1x1))
F T F; 0 1 0 = 2 ((4x0) + (2x1) + (1x0))
F T T; 0 1 1 = 3 ((4x0) + (2x1) + (1x1))
T F F; 1 0 0 = 4 ((4x1) + (2x0) + (1x0))
T F T; 1 0 1 = 5 ((4x1) + (2x0) + (1x1))
T T F; 1 1 0 = 6 ((4x1) + (2x1) + (1x0))
T T T; 1 1 1 = 7 ((4x1) + (2x1) + (1x1))
all possible outcomes next binary number = 8

this way you can see that if
00010 woulf be written, then there would be no 16's, no 8's, no 4's, a 2, and no 1's giving you 2 as the outcome, which would be read as spawnflags = 2, meaning the second x box will be checked, it's just an easier way of writing if statements or select case,

tell me what this is... :D

00101

good luck!!!

Posted: Fri Apr 18, 2003 3:42 am
by mohaa_rox
:? i don't understand.

Posted: Fri Apr 18, 2003 6:25 am
by m4rine
Yarik you sure are goin to have a lot of work, are you doing mapping tutorials aswell or just modding? cos if u are then i could maybe help out with mappin tuts and i'm also learning how to replace the weapon skins so i could help you out with that to if you want (if i manage to learn it)

8)

Posted: Sat Apr 19, 2003 12:36 am
by nuggets
ok, lol, 1 last attempt,

imagine these columns

16 | 8 | 4 | 2 | 1 |
_______________

0 | 0 | 0 | 0 | 0 | means that each value has not been taken... and as binary only works with 1's (true) and 0's (false) all each false, if everything equals false then the outcome = 0

however, if:
0 | 1 | 0 | 0 | 1 | means we want the numbers 8 and 1 as their true (both 1's) giving us an outcome of 9, (8 + 1)

so if i type
1 | 1 | 1 | 1 | 1 | if means i will get 31 ( 16 + 8 + 4 + 2 + 1) because all options have been chosen...

please tell me u have an incling :D

Posted: Sat Apr 19, 2003 2:16 am
by Yarik
nuggets i apreciate what you are doing. But what im doing is not Rocket Science. Basically here is my method

CD1-Holds Parts of the game files. And The MOHAA Icon.
CD2-Holds the second half of the files.

You copy CD1 in the exact format to desktop. Change the Icon Picture to anything you would like. Then burn the game unto another CD from there just take the burned CD and install it. tada you have a new MOHAA Icon. This is kind of long but from now on all you have to do is take the Icon And include it into a zip file. Once you install MOHAA you will make a copy of it (Modders side). Then you take the copied Pk3 and edit everything from Sound to overiding the weapons, new skins. And you can make it into a way so that the SP levels you make are called lilke ML1_1 so it will overide the original games. You can also change and skin everything from the menu and words. Almost anything you want. So its a dirty way of making a new tutorial but It should do for now.