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Old 12-07-05, 09:35 AM   #1
AG124
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Default Hex Editor - Hex Workshop 3.1

I decided to download version 3.1 of Hex Workshop instead of the newest version, as it was only a 35 day demo.

However, I am having some problems - I don't know how to find the K nodes here, or how to find the values which need to be changed to fix upside-down flags. Can I use this version for these purposes?
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Old 12-07-05, 12:00 PM   #2
AG124
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Quote:
There is now way to stop this in Pack3d, but all is not lost. The fix is a simple Hexedit

Ok, Open the ORIGINAL ship data file in your Hex editor, do a 32bit Float search for this value : 3.1415925. This will highlight several enteries. Goto the cfg.Flag entery and above it u will see a 32 bit float value as above. The very last 1 before the text cfg.flag is the 1 u are after, With left mouse button click and drag over this value, right click, copy. DONT CLOSE the dat file, now open your Modded ship and do a text string search for cfg. goto the cfg.flag. U should now have 2 dat files open in ur hex editor. Compare the 2 cfg.flag enteries, in ur modded ship u will see that the 32bit float entery : 3.1415925 in the last instance in the original ship dat file is missing from ur modded ship dat file. Locate the 32bit float value in ur modded dat file ( value will be 0 ) and select the float value and right click paste. Flag now right way up.

Its the same 32bit float value IF you have any gun mounts upside down, also its the last instance of said gun mount. Every item thats placed on a ships hull has in total 6 required values for its possy. 3 for XYZ as per norm plus 3 for its rotation bundle also in XYZ format but from left to right its X. Z. Y. Always remember that Y and Z are swaped around.
The problem is that I am not sure what search function to use to find the value 3.1415925. I used the 'Find' option under edit and chose "32 bit unsigned long", but it doesn't work at all. "32 bit signed long" doesn't work either.

I also have no idea where to find the K nodes - no matter where I look, I don't see them. This probably sounds really stupid and there is probably a simple answer. However, I have never done any hex-editing before.
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Old 12-07-05, 01:00 PM   #3
Canaris
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Hm, long is no floating point value. You should try 32 bit float instead.


For K-nodes search like in picture and look above the found for a type 4 node with same ID.


But i suggest to use 010editor because HWS31 will destroy your file if you try to change big parts, for example delete the tga from a dat-file.

MfG
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Old 12-07-05, 03:56 PM   #4
AG124
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OK, I'm making some progress, but I still have problems.

I've found the flag cfg entry in the .dat of the parent ship and located the last entry with a float value of 3.1415925. I think it's DA0F 4940. But when I open up the Lake Ship's .dat and locate the same entry, the float value isn't 0 - it's correctly listed as 3.1415925. Pasting the same entry over that one does nothing to the upside down flag.

I don't understand why the float value is listed correctly when the error is supposed to be that the value is 0. Am I looking at the wrong entry - it doesn't seem likely though.

(BTW - Completely unrelated but before I began any of this process, one of the ship's deck crates disappeared. That's one less I have to worry about. I haven't tried to get rid of the other yet.)

Here is a screenshot of the value in Hex Workshop that I am talking about.

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Old 12-07-05, 04:41 PM   #5
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i thought everybody knows this, but sometimes pack3d turns nodes round just like the flag, so your crates are upside down in your ship, just flip it back in pack3d

i tried this just now with the flag and you can flip it too

i flipped the flagnode for the dido in pack3d named cfg#FLG_NCL_Dido
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Old 12-07-05, 04:59 PM   #6
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yes it works

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Old 12-07-05, 06:09 PM   #7
AG124
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Quote:
i thought everybody knows this, but sometimes pack3d turns nodes round just like the flag, so your crates are upside down in your ship, just flip it back in pack3d
No, I don't want the crate back - I'm quite glad it's gone. Actually, I'll probably get rid of the second one the same way.

I knew gun mounts could be flipped, but I didn't know it applied to crates (or any nodes forward of midships for that matter.) The original issue was brought up on the 8th(?) page of the "Mod Request for More Ship Types" thread.

I have already posted the original advice which was provided on this thread. But you say I can simply flip the flag instead. :hmm: Exactly what values do I have to change to actually flip the flag?
Thanks.
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Old 12-07-05, 06:16 PM   #8
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Thats very interessting. Would be a real Help for me too.
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Old 12-07-05, 06:27 PM   #9
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i changed xy from 3.1415925 to 0.0 and xz from 0.0 to 3.1415925 in none 3d nodes, a node called cfg#FLS_NPT_Br in the britisch torpedo boat
numbers could be other way round with differend units i dunno yet
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Old 12-07-05, 06:29 PM   #10
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oh and if you dont want crates AG124, why just not remove them from the .eqp file
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Old 12-07-05, 06:30 PM   #11
AG124
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I nullified all entries in the .eqp file, but it didn't have any effect on the main deck cargo.
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Old 12-07-05, 06:34 PM   #12
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ah the big crates no your right
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Old 12-07-05, 06:59 PM   #13
AG124
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I have fixed the flag.

However, I cannot do anything with the second crate. I can bring the bow one back on deck or reverse it again, but no matter what I do to the second one, it will not move. I don't see why both crates won't move from the same types of changes.
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Old 12-07-05, 07:06 PM   #14
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Never mind - it's gone now. I will soon start a thread with screenshots of two new ships. I may have a preliminary shot of a third tonight too.

I am only going to start three other new ships in addition to the ones I have now, and I may be suspending one under construction. I have to finish the ones I have so that they are as close to perfect as I can get them.
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