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Hook/Override Map Teleports


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KissLick
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Join Date: Nov 2012
Location: void
Old 04-25-2015 , 12:52   Re: Hook/Override Map Teleports
Reply With Quote #31

Yep, I meant to (on user's side):
  1. Open de_dust2 with hexeditor and save checksum
  2. Decompile de_dust2
  3. Edit de_dust2 with Hammer and replace all taxtures to glass textures
  4. Compile de_dust2
  5. Open compiled de_dust2 with hexeditor and change checksum to saved checksum from original de_dust2
I would be very surprised if it's possible, this would give you very basic form of WH...

Last edited by KissLick; 04-25-2015 at 12:52.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 04-25-2015 , 14:27   Re: Hook/Override Map Teleports
Reply With Quote #32

You could just as easily program a cuda module for rendering walls transparent...
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KissLick
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Old 04-25-2015 , 14:34   Re: Hook/Override Map Teleports
Reply With Quote #33

Quote:
Originally Posted by friagram View Post
You could just as easily program a cuda module for rendering walls transparent...
Not me... :-D :-D
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Neuro Toxin
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Join Date: Oct 2013
Location: { closing the void; }
Old 04-25-2015 , 20:13   Re: Hook/Override Map Teleports
Reply With Quote #34

Quote:
Originally Posted by KissLick View Post
Yep, I meant to (on user's side):
  1. Open de_dust2 with hexeditor and save checksum
  2. Decompile de_dust2
  3. Edit de_dust2 with Hammer and replace all taxtures to glass textures
  4. Compile de_dust2
  5. Open compiled de_dust2 with hexeditor and change checksum to saved checksum from original de_dust2
I would be very surprised if it's possible, this would give you very basic form of WH...

Not as simple as it sounds.

Decompiling will cause errors and all the optimisation will have to be rebuilt.

Ull spend days on each map.

Not to mention the lump ordering will change which should block u using the map when a server runs the original.
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