10-18-2004, 06:25 AM | #1 |
Map Hacks
I thought it would be a nice idea to start a thread dedicated to Map Hacks and fixing goofy little problems in the game such as 3D models turned the wrong way and "hidden" switches sticking out of walls. I attached the ones I have so far. e1l2.mhk was made from the example in the release notes of the JFport. It fixes three hidden switches and a toilet that's turned the wrong way. e1l3.mhk is the file that comes with space marine model. It turns the model to face the right direction and I added a "notmdr" for fixing the hidden switch in front of the alter. Copy the MHK files to your Duke3D directory. Please add more map hacks here as they're made
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10-18-2004, 07:20 AM | #2 |
Re: Map Hacks
good Idea. would be good if someone told meexactly how we work out what numbers to put in these map hacks.
I can work out angles by trial and error but I assume there is too many numbers for the trial and error method to be feasable with my current time restraints.
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10-18-2004, 07:50 AM | #3 |
Re: Map Hacks
You can make map-hack by doing this:
First check which sprite is not correct. In 2D mode in the Build editor, point your mouse cursor on the sprite and press [CTRL]+[TAB]. It will then show the number of the sprite and the angle it's facing (the spritenumber is in left-top of the info-panel and the angle is in right-top). Then create a file with the following name: NAME-OF-MAP.MHK (i.e. e1l1.mhk) Create this file with a plain text editor (like Notepad). Then type for every sprite: sprite number-of-sprite then followed by: notmd2 To make the sprite not use it's model. This is needed for "hidden"switchs etc. OR angleoff angle-to-add To add angle-to-add to the current angle of the sprite. As said before, you can find that by using [CTRL]+[TAB] while pointing the sprite with the mouse cursor. To add 90 degrees use 512 as angle-to-add. You can also use minus ( - ) to decrease the angle instead of increasing it. angoff is the same as angleoff to add a comment (text that is not used but to mention something), put // in front of it. Some examples from the Release Notes for JFDuke3D: // Map hack file for JFDuke3D // Level: E1L2.MAP (Original Atomic Edition version) // Prepared by JonoF // Invisible switch behind hand dryer in toilet of porn shop sprite 191 notmd2 // Invisible switches on telephones near billiards room in club sprite 254 notmd2 sprite 517 notmd2 // Toilet in restroom in club sprite 478 angoff -512 // --- end of example ---- Save the file, and you're ready! Forgotten: The hacks are NOT used when loading a saved game with did not already used the hack. (so a savegame made before making a hack) |
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10-18-2004, 08:02 AM | #4 |
Re: Map Hacks
yay I figured it out, open build.exe, load the level you want, hold rightmouse to move to where the texture is then hover mouse over it and press "<" or ">'" and that shows the angle and sprite number
iyou can work out the calculations for angoff for yourself, this method worked for the E1L3 toilet in the prison cell. sprite 381 angoff 512 now I know how to do it I can fix other things yay!
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10-18-2004, 08:38 AM | #5 |
Re: Map Hacks
decided to do this one and took me ages to choose the right number....trial and error :S
I kept looking for it in the editor and choosing the wrong one, mustve got lost on the map.....:@ made me rage but I found it and HAXXD it shove this in E1L3.MHK //escape map reveal switch sprite 715 notmd2 its the switch that shows the map with the red dot saying "possible escape route" or whateva.
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10-18-2004, 11:01 AM | #6 |
Re: Map Hacks
Here's one to put in a map hack file named E1L1.MHK:
// cash register hidden switch sprite 543 notmd2 |
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10-18-2004, 10:06 PM | #7 | |
Re: Map Hacks
Quote:
New angle minus old angle equals "angleoff"... or 1024 - 1536 = -512 so your angleoff for sprite #478 (toilet) is -512. Very easy to figure out, no trial and error at all.
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10-18-2004, 10:36 PM | #8 |
Re: Map Hacks
Here's one for file E3L1.MHK:
// sushi bar poster hidden switch sprite 642 notmd2 |
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10-18-2004, 10:44 PM | #9 |
Re: Map Hacks
I was saying trial error with selecting the right sprite in cases where there is several in the same place.....not trial and error doing simple calculations, simple addition and subtraction does obviously not require more than one attempt
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10-18-2004, 11:12 PM | #10 |
Re: Map Hacks
Did you think to go to 3D mode and look in build to see which you turned? You could also change the sprites to a flat sprite that doesn't follow you to see which way it is turned.
Anyhow... one more change to E1L3, I couldn't find anymore errors on that level... // secret switch sprite 749 notmd2 This is the little intercom near the large doors that makes a pigcop growl when you "press" it. I believe it's a secret switch, but I don't remember where the secret is! heh... either way, it needs to be fixed with this.
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"My general feeling is that computers are doing more harm than good." - Jay Miner ("father" of the Amiga) |
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10-18-2004, 11:15 PM | #11 |
Re: Map Hacks
hahah you can go to 3d mode rofl....I had never even opened build.exe before >>> I'll haveta find out how to do that
heh found it... kpEnter
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10-18-2004, 11:40 PM | #12 |
Re: Map Hacks
What were you using, if not build?
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10-19-2004, 12:01 AM | #13 |
Re: Map Hacks
I wasnt using anything at all berfore lol. I just decided to check build.exe out when someone mentioned that you can get the sprite number for the maphacks by opening the map in the editor.
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10-19-2004, 06:15 PM | #14 |
Re: Map Hacks
I'd like to fix more of these problems but I don't know where they are. Can anyone point me to their locations?
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10-20-2004, 12:48 AM | #15 |
Re: Map Hacks
Sure, just play Duke Nukem 3D, go through the levels and look for the errors.
(sheesh, if I knew where they all were, I wouldn't tell you, I would simply fix 'em! heh)
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"My general feeling is that computers are doing more harm than good." - Jay Miner ("father" of the Amiga) |
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10-20-2004, 02:24 AM | #16 | |
Re: Map Hacks
Quote:
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10-20-2004, 02:31 AM | #17 |
Guest
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Re: Map Hacks
turn on opengl mode for build and look through there. 3D Models are enabled so its easier to see them.
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10-20-2004, 11:35 AM | #18 |
Re: Map Hacks
OPENGL + BUILD = LAAAAAAAAGGGGGGGGG!!!!!!
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10-20-2004, 11:58 AM | #19 | |
Re: Map Hacks
Quote:
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10-20-2004, 12:27 PM | #20 |
Re: Map Hacks
Yeah, with the PX2 optimized version of the pack, frankly, the game runs absolutely smoothly on a high resolution.
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10-20-2004, 02:13 PM | #21 | |
Re: Map Hacks
Quote:
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If you give a man a jingle, he'll jingle for a day. If you teach a man to jingle, he'll jingle all the way! I got a fever. And the only prescription, is more cowbell. |
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10-20-2004, 03:28 PM | #22 |
Re: Map Hacks
No, shrunk grossly oversized files and made 8bit PNG files out of all the applicable images. Frankly while most people's folders are well over 100MB, ours is under 50.
And yet I guarantee things look pretty much the same from us to you, and yet run a million times smoother. That should tell you something.
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I don't wanna be like other people are Don't wanna own a key, don't wanna wash my car Don't wanna have to work like other people do I want it to be free, I want it to be true Eduke32.com : The Rejected Applications : The Meadhall of the Comitatus |
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10-20-2004, 03:43 PM | #23 |
Re: Map Hacks
Is there a link for this new texture pack?? Would be much obliged if yah were to post one .. even PM it
EDIT:: Mines 104 megs
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If you give a man a jingle, he'll jingle for a day. If you teach a man to jingle, he'll jingle all the way! I got a fever. And the only prescription, is more cowbell. |
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10-20-2004, 06:34 PM | #24 | |
Re: Map Hacks
Quote:
1. Most of 8 bit PNGs have visual quality loss compared to HiColor originals... 2. All 8 bit PNG's pass through "ExpandTo24bit"-like procedure taking some time, and reaching the same size-in-memory as HiColor PNGs, and HiColor PNG's bypass this procedure... 3. but You're right - the loading-from-disc time is shorter for smaller-in-size 8 bit PNG's...
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GRPViewer, DN3D/SW Models |
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10-20-2004, 06:53 PM | #25 | ||
Re: Map Hacks
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10-20-2004, 07:13 PM | #26 | |
Re: Map Hacks
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GRPViewer, DN3D/SW Models |
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10-20-2004, 07:25 PM | #27 | ||
Re: Map Hacks
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10-20-2004, 07:48 PM | #28 |
Re: Map Hacks
True... But all I want to say that I don't perform "ExpandTo24bit" procedure on hi-color skins and everything works fine...
And what concerns quality loss... If the texture is complicated enough there's almost no difference... But for this case for example it is... But anyway I don't want to argue about "what colordepth textures must have"... It's was already done in "modeling" thread...
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10-20-2004, 08:42 PM | #29 | |
Re: Map Hacks
Quote:
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10-21-2004, 01:46 AM | #30 |
Re: Map Hacks
Either way my P3 733 is having a horrible time running the hi res textures in the 103 meg file in build even tho I have 1.2 gig memory.. Wopuld lov to see the more efficient textures potest... I drunk. plz fogrive horible emglish.. thx
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If you give a man a jingle, he'll jingle for a day. If you teach a man to jingle, he'll jingle all the way! I got a fever. And the only prescription, is more cowbell. |
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10-21-2004, 03:48 AM | #31 |
Re: Map Hacks
haha speaking of image quality I went through a level in classic mode the other day....that mousemove is whacked makes my eyes and head hurt in classic mode, I cant believe what a difference polymost + all the communities updates have made
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10-22-2004, 01:56 AM | #32 |
Re: Map Hacks
I found no more problems in episode 1 that I could see, other than what has been mentioned. I have been working my way through episode 2 and this is all I have found so far...
E2L5 // switch sprite 254 notmd2 Notice just above the crosshairs in this pic. This is the switch just before the exit.
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"My general feeling is that computers are doing more harm than good." - Jay Miner ("father" of the Amiga) |
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10-22-2004, 06:42 AM | #33 |
Re: Map Hacks
Thanks, Night Hacker.
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10-24-2004, 10:48 AM | #34 |
Re: Map Hacks
I made some map hacks for the new key card models in levels E1L1 and E1L2. I preferred the keys to look as if they were at an angle in respect to the corners they were in.
Add to E1L1.MHK: // red key card sprite 451 angoff +256 Add to E1L2.MHK: // yellow key card sprite 179 angoff -768 |
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10-24-2004, 11:56 AM | #35 |
Re: Map Hacks
thx i mentioned thinking of that in the model thread....cheers.
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10-24-2004, 04:28 PM | #36 |
Re: Map Hacks
Okay, I just went through E1L1 and got a bunch of map hacks for you. Alot of the health packs needed to be rotated, the fire hydrant was not rotated properly etc... use these and go through the level and I think you'll agree it looks better, they're not facing you as they should be, this is my entire E1L1...
// cash register hidden switch sprite 543 notmd2 // red key card sprite 451 angoff +256 // healthpacks sprite 42 angoff +512 sprite 43 angoff +512 sprite 78 angoff -384 sprite 85 angoff -1536 sprite 171 angoff -1280 sprite 172 angoff -1536 sprite 173 angoff -1152 sprite 531 angoff +768 sprite 549 angoff -1280 sprite 577 angoff -768 // armor on stage sprite 532 angoff -256 // first aid in bathroom sprite 376 angoff -512 // Fire Hydrant sprite 215 angoff -512
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"My general feeling is that computers are doing more harm than good." - Jay Miner ("father" of the Amiga) |
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10-24-2004, 11:44 PM | #37 |
Re: Map Hacks
Another one for E1L2.MHK
// red key card sprite 249 angoff -1536 It makes the card face forward. |
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10-24-2004, 11:45 PM | #38 |
Re: Map Hacks
cheers didnt think of rotating powerups
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10-25-2004, 10:23 AM | #39 |
Re: Map Hacks
Make them rotate in CON.
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10-25-2004, 10:34 AM | #40 |
Re: Map Hacks
Here are some .mhk I did today...
E3L2.MHK Code:
// Map hack file for JFDuke3D // Level: E3L2.MAP (Original Atomic Edition version) // Boots sprite 537 angoff 524 // Chair sprite 457 angoff 524 // Blue key card sprite 440 angoff -1024 // Red key card sprite 355 angoff -768 Code:
// Map hack file for JFDuke3D // Level: E3L5.MAP (Original Atomic Edition version) // Cash register hidden switch sprite 19 notmd2 // Invisible switch on telephone sprite 187 notmd2 // Blue key card sprite 258 angoff -512 // Red key card sprite 457 angoff -512 On a final note, I´m hosting and updating regularly all the maphacks made here on my spanish site |
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