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Hex editing .map file


wombat50

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Trying to fix some vegetation on a map that has incorrect tagging for some of the vegetation allowing AI to see thru it.

RSB's are tagged correctly according to the RSB Editor so I'm wondering if it is possible to hex edit setting/settings in the .map file to correct the incorrect tagging when the map was exported.
Here is the offending rsb in the .map file.
map_string.jpg
Do any of the symbols outside the names relate to settings for the RSB?

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Help me out, what kind of tagging are we looking for here? What are the options? Surface/material tags, e.g. "Foliage" (hex 16), "Wood" (hex 02), etc.? 

The symbols aren't helping, we need to look at the hex code of the file itself. (I'm assuming "rf01_unlit.map"?)

Edit: Had a look and wasn't able to discern any surface/material tagging in the .map file so far. Doesn't mean they're not in there, just that I didn't recognise any.

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These are the rsb properties for M01_Shrub01.rsb. The shrub can be shot thru, grenades pass thru, AI can not see thru and foliage is checked where when shot the bush drops leaves. Needs no "Damage Texture" and "None" for surface type.
RSBproperties.JPG

Hex editor portion from M01 Caves.map: (I have stacked the hex over the text)
hexM01CavesShrub.jpg

The above is a ctrl+F looking for "shrub" in the M01 map file. If I cycle to the next occurrence I get some hits almost at the bottom relating to tree_shrub.
May do some comparisons between those hits and any in the maps that are incorrectly tagged.

Quote

(I'm assuming "rf01_unlit.map"?)

You are probably correct. I can't remember which map rfl1_shrub01.rsb was part of. I know, I need to keep up. :-)
I don't think I'm off the mark hoping that the vegetation tagging is in the .map file. I have not done enough yet to be convinced otherwise.

EDIT:
I did a search for "shrub" on rf01_nuclear_day.map and the unlit map too. I didn't get any more hits such as tree_shrub as I did on M01Caves.map. :-(

Edited by wombat50
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Ah, I see. Well, if those properties are explicitly set in the RSB tags, I don't know if it would make sense to have additional tags for those properties embedded in the MAP file, but then again, not everything makes sense when it comes to GR. :)

We need a 3DSM map modeller to chime in here. Please?

 

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As usual this issue whips me out. Allot of the .rsb's in question are RSE textures that are properly tagged with the RSB editor.
But the map maker has made settings in MAX which over ride the RSB Editor settings. What those settings are are beyond me as I have not used MAX.

One exception are Tof's textures where they are specific to his maps. In some cases they have no settings in the RSB Editor at all and when the correct settings are made there they have no effect in game.  Throwing my hands up. :-)

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  • 1 month later...

You set the material in max. if you set no material it operates a concrete or ground hit (i forget)

If a material is set no RSB settings will be used.

 

Why? no clue. probably to keep the game from crashing when two materials try to execute. 

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  • 3 months later...

Dealing with bushes family

What we can do:

1. (The best solution) to delete them from the map or make theme invisible. Move theme beyond map borders for example.

2. to replace objects with normal ones. We can take them from any other map (include current map).

otherwize some coding required

Edited by AlexKimov
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I think you may be on to something with "Not Collidable 3D" I was skimming through the Ghost Recon_Level Builder.pdf
And it did mention collisions when setting plants. Most of what I read was going in one ear and out the other but I'll re-read it. 

I agree "Line of Sight" is the problem as in the AI can see through vegetation on some of the community made maps. 
No big deal for PvP but a deal breaker for co-op. 

 

 

Edited by wombat50
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That what's happened:

1. Map makers used "non-3Dcollidable" tag on the geometry.

2. "Broken" .sht file was created.

 

Ghost Recon_Level Builder.pdf states that

Quote

Keep in mind that 2D collision and 3D collision are calculated independently, and are not interdependent.    

and it's wrong. Somehow, information saves in .sht file. Maybe it's a feature, i don't know.

 

-------------------------------

What you need to do.

1. to delete .sht files. They will be created on map loading. 

2. to change tagging.

3. to load our map again.

...

profit

Edited by AlexKimov
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On 4/8/2017 at 13:38, AlexKimov said:

1. to delete .sht files. They will be created on map loading. 

2. to change tagging.

3. to load our map again.

I had no luck  so I must have done something wrong. 
Do I change tagging in the RSB Editor or in the .map file?

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Thanks. I will try it. I agree most of the time .rsb's are tagged correctly in the RSB Editor.

BYTEFloorPolygon only to be changed to 2 if the value is 10.
Otherwise do not edit?

I have no idea how you figured this out but excellent work.

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Making progress. Not sure if the .rsb texture names match the names in the 010 Editor. 
They don't appear to. Many names are for example: Name: 52 [16] so I'm not sure it is a plant or not.
Allot more progress then ever before.  

Edit: Did a more thorough or complete job of editing the same .map file but have two plants that are still incorrect.   

 

 

Edited by wombat50
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Quote

Many names are for example: Name: 52 [16] so I'm not sure it is a plant or not.

it's a room.

numbers -> rooms

tank t82 -> vehicle

sh, f, oak, tree and so on -> foliage

Quote

Not sure if the .rsb texture names match the names in the 010 Editor. 

 

Untitled-1.jpg

 

Quote

two plants that are still incorrect.   

Don't try to fix every plant on the map. I am about to complete modding tools. They will help you (or won't).

Edited by AlexKimov
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I have corrected the Cartel map tagging that let AI see through vegetation using Alexander's method manually. He is working on modding tools to fix this in a much easier way. Hallelujah!  as my poor little fingers are wore to a nub doing it manually. There are several dozen community made maps that can be corrected using his method. 

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  • 7 months later...

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