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Then, there is an array of INT, which is long 4 bytes * number of objects linked.
Every INT is an address, which points to a byte of the file itself.
It's almost an array of char*, for those who know c++
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OriginalDan wrote: So close in my quest for new custom maps.
if we're able to find the collision data for map meshs and successfully import, edit and reexport that is the key to completely Brand new custom maps for HD2
betteryouthanme wrote: Problem now is, if you add an adress, all following addresses are not linking to their correct positions anymore. So you have to change every single position by adding 4 (as the one address you newly added is 4 bytes long)
Doing that manually is impossible.
Maybe someone can write a program for at least that part of the tree file and leave the remaining code untouched..
But theoretically that should work.
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Oh dayum hexediting and c++ two things i know nothing about xD a friend of mine has had better luck editing things through hex where i can get nowhere in it lol and has done some c# stuffbetteryouthanme wrote: The tree.klz was investigated already, at least some parts,
Damn sounds like we need the guy from djbozkosz.wz.cz to continue his tool from 2014 to get working for hd2betteryouthanme wrote: Doing that manually is impossible.
Maybe someone can write a program for at least that part of the tree file and leave the remaining code untouched..
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OriginalDan wrote: Damn sounds like we need the guy from djbozkosz.wz.cz to continue his tool from 2014 to get working for hd2
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