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High Wall


kevineasyc

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I gave a rough idea of how to do it in the 'modding wall.dat' thread, in the very first post. That's really all you need to figure out how to do it, along with Pirate's Oedit tutorial. It takes some getting used to, but isn't that hard.

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can someone make a .bat file like the bat selector where you enter the height of the walls for a stadium you want and it changes the file?

This would be really, really difficult, probably impossible, since any particular stadium can have countless different wall heights. It might theoretically be possible if the stadium only had one wall height, but you also have to manually open oedit and change the height of the wall section.

If you open the wall.dat file in Word or MS Works or something, there will be 3 columns. The center is the wall height in inches. You need to find the wall section you want to change, change it graphically, then change it to the correct number in wall.dat. That's all that really needs to be done.

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I've listed everything you need to do to this point. Find Pirate's Oedit tutorial, and follow it until you get the mstadium.o file created. then, open up wall.dat in Microsoft Word, and you should see 3 columns. I'm most familiar with Forbes Field at this point, so you'll probably want to do this with forbday.big. When you open up the mstadium.o file in oedit, find parts 177, 200, and 190, which is the center, right and left field, respectively. One of the tricks about oedit is that it shows the mirror version of a park, so what looks like left field in oedit is actually the right field, and vice-versa.

So if you click the little check box next to 177, 200 and 190, you'll get all 3 to remain up there permanently. Look at the little blue points, called vertices, on the front or side view and look for something in the upper-left or upper-right corner of the wall section. Go to the view or edit menu, can't remember which, and open up vertex properties. Then click the select tool and select one of the corners (it must be a corner, if you select an inbetween point it will say 'multiple'), and in vertex properties it should list numbers next to x, y, and z. The y-value is what you need to remember.

Open up wall.dat in Word (leave mstadium.o open), and leave it open in the background. You should be able to poke around and see that y-value in the wall.dat file. Now what you want to do is go to edit->replace, enter the y-value you know of, under find, and the value you want to change it to under replace. Then replace every value of that you want with the new value. So if the original y-value is 120.something, meaning 10' since 120 / 12 = 10, and you want it to be 100, change it to 1200. Be sure not to change any other values in the wall.dat file besides for the 2nd column.

once this is done, go back to mstadium.o, select all of the points formerly at 120, click next to the y-value in vertex properties in oedit, type in 1200, and hit enter. The points should move up to 1200. Repeat for the other parts.

The most important thing is you have to root around in these files yourself to get used to it. I can post some pointers, but most of this is just getting familiar with the program.

Then follow pirate's oedit tutorial about how to pack everything up, while also creating a .bat file called wall.bat that has this in it:

ECHO wall.dat insertion

pause

gfxpak -p ENTER STADIUMNAMEHERE.big wall.dat

pause

then run that, run o2ord.bat and the packing .bat file as listed in pirate's oedit tutorial, and voila.

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Sean O, i have a problem. I done all the things you told me except I have a problem with the data part. I open up the mstadium.o file and recorded the y-values, which were 0.00000000 and 189.something and 190.something. But when I open up the wall.dat file I couldn't find any of these y-values except for 0.000000 in the y-column. So i edited the 0.000000 to 1200 and change the mstadium.o file and then recompress it. When I started the game using Forbes field I got a weird looking wall. Please help.thanks!

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Forbes field may not be the best field to start with then, try working with one of the minor league stadiums. When you open up mstadium.o in oedit, you should be able to see "show all parts" somewhere in the menus, and this will help you find which parts the walls are in, typically it's in 3 sections. I seem to remember now that Forbes has some weirdness with wall heights.

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Oh, I realize that I shouldn't have change the 0.00000 but I still can't find the 189.something and the 190.something values in the wall.dat file

I just changed the 203.xxxxx values. I dunno if the physics worked yet because I havent tested it yet but the stadium walls looked perfect.

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Forbes field may not be the best field to start with then, try working with one of the minor league stadiums. When you open up mstadium.o in oedit, you should be able to see "show all parts" somewhere in the menus, and this will help you find which parts the walls are in, typically it's in 3 sections. I seem to remember now that Forbes has some weirdness with wall heights.

Yeah, I actually lowered the walls. Will this create an "invisible" wall where the originals were? And what about the scoreboard in left field? I set my walls at 8'. What should happen if the ball is hit there?

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If the ball is hit to 9', it will pass right through the graphical wall. What you need to do is go to the mstadium.o file and move all of the vertex points down to 96 so the collision detection matches the graphics.

The scoreboard in that place is so screwed up I just fudged it for Braves Field, I seriously have no idea what they were trying to do with it. Suggesting Forbes Field was actually probably a really bad way to start because of the collision randomness. The AAA/AA stadiums are much easier, since there's only 1 outfield wall height.

The real difficulty comes in moving the x and z coordinates of the point, since that requires a good bit more work.

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The x and z were my next project. I will check out the minor league stadiums. Thanks

I'll help you out here. Here's some info for a quick 'n dirty version of Cleveland Stadium that I'm doing now. What I always do is select the 3 wall sections for the outfield, put the mouse over the vertex in Plan view, then look through wall.dat until I find something close enough to it that I know that's the collision detection. Now, one thing to keep in mind is that for straight sections, not every vertex will have a collision detection point. This is important, because otherwise you'll spend forever looking for a phantom point in wall.dat. So if it's clearly a straight section, there's a good chance there's no difference there, and the extra vertex was put there to help out texture mapping.

Now, once you find which point in wall.dat corresponds to a point in mstadium.o, open up notepad and write something like this, from Cleveland Municipal:

-265, -749 -> -485, -945 -> -445, -925 - x

This is my shorthand for the x, z point original, then after the arrow, the first change I made to it (also x,z), and then the third section is the final change I made to it, and the x denotes that I replaced it all in wall.dat. It is impossible to underestimate how much staying organized will help you here, since all these numbers will rot your brain real quick.

Here's the entire cleveland stadium notepad file I had opened, if you want to crosscheck what I did in that place. It's one of the best to start with, because even if it has more parts than any other park in the game, the field is perfectly symmetrical.

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

(Note, this first part is the length in inches from home plate to the walls at the Coliseum)

RF: 3600

RC1 - wall: 3996

RC: 4500

LC - wall: 5004

LC - end of rectangle: 3840

LF: 3000

---------

145 Foul Ground, Right Field)

---------

2552, -887 -> 1800, -1140 - x

2418, -555 -> 1160, -1255 - x

51, -812 -> -70, -1130 - x

-98, -798 -> -295 , -1040 - x

-265, -749 -> -485, -945 -> -445, -925 - x

-441, -655 -> -655, -785 -> -550, -758 - x

-655, -441 -> -835, -605 -> -600, -605 - x

-749, -265 -> -985, -420 -> -650, -420 - x

-798, -98 -> -1105, -130 -> -1035, -160 -> -700, -160

-812, 51 -> -720, 51

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

-778, 360 -> -810, 685

-555, 2418 -> -780 , 1600

-887, 2552 -> -635, 2430 -> -600, 2430

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

-134, 3770 -> -134, 3115 -> -85, 3300

-422, 3484 ->

-672, 3122 ->

-816, 2840 ->

-928, 2569 ->

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

Outfield:

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

341

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

3902, 0 -> leave

4067, 166 -> leave

4274, 470 -> leave

4272, 1503 -> 4735, 1400

4155, 2150 -> 4930, 2320

3960, 2719 -> 4910, 2460

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

315

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

3687, 3171 -> 4665, 3670

3171, 3687 -> 3670, 4665

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

328

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

2150, 4155 -> 2320, 4930

1503, 4272 -> 1400, 4735

470, 4274 -> leave

166, 4067 -> leave

0, 3902 -> leave

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Damn Sean. You were right. 344 parts. I cant even find all the walls. Wanna give me a heads up? By the way, we are talkin about "Cleveland Municipal" right?

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Damn Sean. You were right. 344 parts. I cant even find all the walls. Wanna give me a heads up? By the way, we are talkin about "Cleveland Municipal" right?

Cleveland Municipal, yeah. Ok, So for the left field (remember that Oedit shows it mirrored, so left field shows up as right in the top view) is 341, right field is 328, and center field connecting walls are 315. The foul wall close to the outfield is 146 and 245, I think, respectively, and it just snakes out from there.

It takes some getting used to, but that's the start of it.

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