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Author Topic: Hogs In Hang Em  (Read 87 times)

yanke10

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Hogs In Hang Em
« on: August 12, 2003, 04:32:00 PM »

that is fucking amazing. imagine ghosts in rat race.
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chavanet

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Hogs In Hang Em
« Reply #1 on: August 12, 2003, 04:34:00 PM »

cool.gif cool how on earth do you do that. Do you have to spawn them with Cartographer?
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Xbox-Savage

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Hogs In Hang Em
« Reply #2 on: August 12, 2003, 04:42:00 PM »

can you get a banshee in there?
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chavanet

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Hogs In Hang Em
« Reply #3 on: August 12, 2003, 04:52:00 PM »

QUOTE (Xbox-Savage @ Aug 12 2003, 05:42 PM)
can you get a banshee in there?

If you get a banshee in there then how the hell are you gonna get out  laugh.gif  I tried super jump already and couldnt get out. Youll probably just end up crashing into walls lol
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Xbox-Savage

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Hogs In Hang Em
« Reply #4 on: August 12, 2003, 05:08:00 PM »

i think what he did was removed some weapons and changed them for warhogs
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supersayin1gt

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Hogs In Hang Em
« Reply #5 on: August 12, 2003, 06:00:00 PM »

it looks like he replaced the floor tiles with the hogs

i cant figure out wich code he used to do it with though
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supersayin1gt

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Hogs In Hang Em
« Reply #6 on: August 12, 2003, 06:40:00 PM »

ok i got the modle to show up but i cant use it i just walk thruogh it

anyone figure this out yet
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RedDevil

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Hogs In Hang Em
« Reply #7 on: August 12, 2003, 06:43:00 PM »

QUOTE
Step 1: First, you will need to look in the appropriate output file for the level you want. In it, find a piece of scenery that you wish to change into a vehicle. (You can do this by searching for 'scen'.) After finding an appropriate piece, look at the identifier for that object. For example, on Hang 'em High, we'll use the flag bases. The flag base's identifier is:

0xE18A0016


Step 2: Now, we take the values after the 0x and reverse them in pairs, seperating every second character. This will give you this new value:

16 00 8A E1

This is the new identifier for the scenery, in editor-friendly format.


Step 3: Now, search the map file for the above value. When you locate it, it should be the rightmost set of values. This should be the complete line:

025BE810: 6E 65 63 73 | D0 35 3B 80 | 00 00 00 00 | 16 00 8A E1

Now, we'll term the first set of values after the colon as the "class", and the rightmost values the "identifier".


Step 4: Okay, we'll be changing the value of the identifier to the identifier of the vehicle you want.

So, we look up ghosts in the output file and find that it's identifier is:

0xE6FA0586

Now, reversing this value in pairs, we get:

86 05 FA E6


Step 5: Now, we change the identifier in the line to the new identifier of the ghost. This will give us this complete line:

025BE810: 6E 65 63 73 | D0 35 3B 80 | 00 00 00 00 | 86 05 FA E6


Step 6: Finally, we need to change 'scen' (for scenery) to 'vehi' (for vehicles). Unfortunately, they're written backwards and written in hex. So, I'll just give you the new value straight out...

6E 65 63 73 becomes 69 68 65 76


Step 7: Now, save the map and transfer it to your Xbox and load it up. Great, now using this method, you can have vehicles on all multiplayer levels. 





Thanks go to PfhorSlayer and Nick for the output values and explanations. 


Forgot where this came from though.
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supersayin1gt

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Hogs In Hang Em
« Reply #8 on: August 12, 2003, 07:11:00 PM »

i tried that but it didnt work

i guss i didnt undersatnd it
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cexe

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Hogs In Hang Em
« Reply #9 on: August 13, 2003, 05:06:00 AM »

it works.   its from this link
http://valdek.tetrad...p_vehicles.html
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cexe

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Hogs In Hang Em
« Reply #10 on: August 13, 2003, 05:07:00 AM »

forgot to mention this, its like a whole new game...............................
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slidellsimba2

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Hogs In Hang Em
« Reply #11 on: August 13, 2003, 01:35:00 PM »

i wish i had more time to try these new things out
but i will have time this weekend
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