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[TF2] Equipment manager 1.1.8 (05/22/10)


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h00x
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Join Date: Jun 2009
Old 11-13-2010 , 23:58   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1511

Found this saxton hale model and textures if anyone would like a copy.
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FlaminSarge
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Old 11-14-2010 , 02:30   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1512

h00x, those are auto-downloaded for anybody that goes on a VsSaxtonHale server.
HHH_jr should be the mini HHH, "lolwut" is... a scary lookin engy?
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Last edited by FlaminSarge; 11-14-2010 at 02:40.
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h00x
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Old 11-14-2010 , 03:03   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1513

Ahh, well guess I'll look at them first next time.
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scopesp
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Old 11-14-2010 , 10:01   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1514

yea the mini hhh looks cool but the mdl dont have jigglebones for the cape i just used from orginal model and works great
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eraserhead
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Old 11-15-2010 , 04:47   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1515

Sazpaimon, can you share the tutorial you made for hexing with us?
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Sazpaimon
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Join Date: Apr 2008
Old 11-15-2010 , 17:01   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1516

Okay okay, so I got off my ass and wrote all this down. For this I used Hex Workshop, but you can use whatever hex editor you like. For this tutorial I used one of the Touhou Fortress models, Aya, a scout replacement, which you can download here. First off, do all the renaming of the files like normal. The files come in the format of tf/models/player/scout.ext for the models and tf/materials/models/player/scout/ for the textures. I renamed these to tf/models/custom/player/touhou/scout/aya/aya.ext for the models and tf/materials/models/custom/player/touhou/scout/aya/ for the textures. These are my personal preferences, you can make these whatever you want, but the remainder of my tutorial will use this format. On a side note, I believe that changing the materials path is optional, but for consistency's sake, I like to keep the custom materials organized in a custom folder. Alright, so let's begin:

[IMG]http://img94.**************/img94/1690/step1v.png[/IMG]
First off, we open our mdl file using our hex editor. We're greeted with this screen.

[IMG]http://img130.**************/img130/8250/step2d.png[/IMG]
Now, let's go to offset 0C (Ctrl+G in Hex Workshop)

[IMG]http://img510.**************/img510/458/step3r.png[/IMG]
Okay, so we're here. Before we move on to the next step, make sure we're on overwrite mode. Usually this is activated or deactivated by using the insert key. In Hex Workshop, you can see if this is on by the OVR text being active on your window, which is circled above.

[IMG]http://img80.**************/img80/8243/step4i.png[/IMG]
Now that that's done, we type in the new path of our mdl file. The next parts are possibly optional, but I still recommend them as I haven't tested any models without doing the below:

[IMG]http://img534.**************/img534/5913/step5c.png[/IMG]
Next, head allllllll the way down to the bottom of the file, and deactivate overwrite.

[IMG]http://img580.**************/img580/9239/step6.png[/IMG]
Place your cursor before the first 00 at the end of the file and add another 00, then go to the text column and type in the new path.

[IMG]http://img404.**************/img404/6475/step7d.png[/IMG]
Now, head to the very end of the file, and take note of the offset. In the case of this file, the offset is 01F5C3.

[IMG]http://img139.**************/img139/8348/step8.png[/IMG]
Now, go to offset 4C. Before we go on to the next step, let me explain how little endian works. In little endian byte order mode (which x86 processors like Intel and AMD use), the smallest byte is first. So offsets are shown right to left when written in hex. So with that said, let's move on to the next step:

[IMG]http://img259.**************/img259/7910/step9a.png[/IMG]
Here we see the bytes 9CF501. This means that before we added the extra stuff at the end, the last offset of the file was 01F59C. Make sure overwrite is enabled before you go do the next step.

[IMG]http://img258.**************/img258/4305/step9.png[/IMG]
Since the new offset is 01F5C3 as we noted earlier, we convert this to little endian format, C3F501, and update the bytes accordingly.
Continued in the next post...
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Sazpaimon
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Old 11-15-2010 , 17:03   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1517

[IMG]http://img255.**************/img255/8546/step10.png[/IMG]
Now we go to offset D4.

[IMG]http://img571.**************/img571/7899/step11.png[/IMG]
This offset defines how many materials paths there are in this model. Since we now have 2 paths in the file (since we added our new one), we change the 01 to 02.

[IMG]http://img689.**************/img689/2691/step12b.png[/IMG]
Next, let's go to offset D8

[IMG]http://img502.**************/img502/451/step13i.png[/IMG]
Here we see the bytes 88C601. Let's convert this into a human readable format: 01C688.

[IMG]http://img571.**************/img571/356/step14.png[/IMG]
Now we go to this offset.

[IMG]http://img101.**************/img101/1747/step15.png[/IMG]
Here we see the bytes 85F501 (offset 01F585). This offset shows where one of the materials paths start. Since we now have two paths, we need to have two offsets. Now, we could add the bytes right now, but that would shift everything after this over and mess up a lot of the file. So instead we'll do this.

[IMG]http://img143.**************/img143/9039/step17.png[/IMG]
Remember these bytes, and replace them with 00 00 00. I'll show you why soon.

[IMG]http://img245.**************/img245/5987/step18.png[/IMG]
Scroll on down until you see something simmilar to this. It'll be the last bunch of data until the end of the file, preceeded by a bunch of zeroes. The zeroes are the important part.

[IMG]http://img717.**************/img717/9311/step19.png[/IMG]
Scroll up until you find where the zeroes begin.

[IMG]http://img502.**************/img502/655/step20.png[/IMG]
Type in the bytes you memorized earlier into this area. I usually do it after the first 00. Another personal preference, but I know this way works. The reason we're moving these offsets here is because this area contains lots of zeroes that we can safely overwrite without disturbing any potential real code.

Continued in the next post...
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Sazpaimon
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Old 11-15-2010 , 17:04   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1518

[IMG]http://img832.**************/img832/4742/step21x.png[/IMG]
Go back to the material path we added a while ago, and take note of it's offset, circled above (01F59A).

[IMG]http://img84.**************/img84/904/step22.png[/IMG]
Go back to the offset we moved earlier. Now, offsets are in a 4 byte format, so 85F501 is really 85F50100, and, for example, 79C6 is really 79C60000, so with that in mind, we add the little endian version of the path, 9AF501, after the 4th byte in the previous path.

[IMG]http://img510.**************/img510/5100/step23.png[/IMG]
We're not done yet! Go to the beginning of the first offset and take note of it's offet. In this case 01E9A5.

[IMG]http://img405.**************/img405/6901/step24.png[/IMG]
Go to offset D8.

[IMG]http://img718.**************/img718/8422/step25.png[/IMG]
Here we see 88C601, this is the offset of the material path offset list.

[IMG]http://img84.**************/img84/5318/step26.png[/IMG]
Since we moved this, we update these values to the offset we noted above, once again in little endian format.

That's it, we're done! Go ahead and test out your model in HLMV (available in the source SDK), or ingame. Don't forget to change the VMT files to use the new path of the textures, of course.
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eraserhead
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Join Date: Nov 2009
Old 11-16-2010 , 10:38   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1519

Thanks a lot for this Sazpaimon!!!!!

How many hours did it take you to figure this all out?
I don't see the logic in all the steps yet, have to learn a bit more about hexadecimal first. But without knowing what's happening it's still possible to hex thanks to your manual.

I have a question about the the first post and the step where you place a 00 before adding the new materials path. You say to put your cursor before the first 00 at the end of the file but in the screenshot your cursor is on the 5C (last \ in ansi). So should it be on the 00 or before the 00 like you said? That would mean the 5C would shift to the right, hmm i don't think so. Screenshot must be wrong, text correct.

Quote:
Originally Posted by Sazpaimon View Post


Next, head allllllll the way down to the bottom of the file, and deactivate overwrite.

[IMG]http://img580.**************/img580/9239/step6.png[/IMG]
Place your cursor before the first 00 at the end of the file and add another 00, then go to the text column and type in the new path.
And in the third post you say 'Go to offset D8.'

But when i go there with CTRL+G i end up somewhere else, see my screenshot.
Does that mean i made a mistake along the way?

edit: I tested the player model i hexed ingame (female heavy) and it seems to have been ported succesfully except for a weird black stream coming out of the model. Check screenshot, must have done something wrong when hexing....
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Last edited by eraserhead; 11-16-2010 at 11:43.
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Regis
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Old 11-16-2010 , 10:48   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1520

Or you can just use NotePad++, open the mdl file, change its materials directories/model name and save it + its other files under the new name.
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