[Tutorial] Nulling BloodGulch's collision model.

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~Magnum~
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[Tutorial] Nulling BloodGulch's collision model.

Post by ~Magnum~ » Sat Nov 10, 2007 9:45 am

So, I thought since Tyler posted a tut on how to null the bsp that I post one that shows how to null the collision model, in which you will fall straight through the map.


First, open the map in Hex Edit. Then, go to 0xBA0, and make those four bytes FF FF FF FF

Bam, there you have it, falling through the map constantly. Now you just need to add the extra scenery for the map part, and congratulations, a new map!
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Post by Kayar » Sat Nov 10, 2007 9:54 am

Wow... I'm... confused. Tyler's tut is supposed to do the exact same thing, yet you do it in a different way. Since Tyler's hasn't worked for anyone I'm guessing this one probably works... does it?
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Post by ~Magnum~ » Sat Nov 10, 2007 9:56 am

Hmm, I got the sense that his just nulls out the bsp so you dont see bloodgulch, but just the weapons and scenery, not the collision model. This one makes you fall through the map, so lets say you wanted to make a new map above bloodgulch, you would fall endlessly instead of landing into bloodgulch. This one works, because I do this a lot when trying to think of a new mod idea, and sometimes keep it in when I host. Then people are like, whats going on???
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Post by TaxiService » Sat Nov 10, 2007 10:47 am

interesting...


...thanks so. it'll help a lot ^^
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Post by P!ckoff » Sat Nov 10, 2007 2:24 pm

And bravo. Coldplay is the best band, other than Interpol, on the planet.
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Post by Moxus » Sat Nov 10, 2007 2:33 pm

Yes, thank you. This would very helpful if I can ever get SparkEdit to work.... I hope SwordEdit comes out soon.

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Post by TheSlothist » Mon Nov 12, 2007 3:23 am

P!ckoff wrote:And bravo. Coldplay is the best band, other than Interpol, on the planet.
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Post by Shodos » Mon Nov 12, 2007 7:21 pm

so ah... which 4 bits do we change? because I see four possible places to put "FF FF FF FF" in BA0

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Post by Kayar » Mon Nov 12, 2007 7:24 pm

Shodos wrote:so ah... which 4 bits do we change? because I see four possible places to put "FF FF FF FF" in BA0
He meant 00BA0 I think. No "x". At least when I tried it there it worked.
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Post by ~Magnum~ » Mon Nov 12, 2007 8:19 pm

Sorry for the confusion, I should have made it more detailed. Press apple+j and type in 0xBA0. the first 4 bytes, they should be A5 33 00 00, and replace those with FF FF FF FF
Last edited by ~Magnum~ on Mon Nov 12, 2007 8:48 pm, edited 1 time in total.
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Post by zapconquest » Mon Nov 12, 2007 8:29 pm

Kayar wrote:
Shodos wrote:so ah... which 4 bits do we change? because I see four possible places to put "FF FF FF FF" in BA0
He meant 00BA0 I think. No "x". At least when I tried it there it worked.
0xBA0 is how you write hex addresses. It's the same as saying the whole thing which is 00000BA0.

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Post by sword » Mon Nov 12, 2007 8:36 pm

0x is the C / C++ / other programming language prefix for hex numbers that tells something such as a complier or other programs that 4B6BE68C is a number rather than a retard hitting the keyboard.
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