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oEdit Question


dagame2584

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Guys I am no computer expert by any means. Can someone please help me with oEdit. I understand all of it til the following:

Open mstadium.o with Oedit.

Click on Texture - Manage Textures

Open the file that looks like the ADS0.bmp file or the stcs.bmp file in the nfshtool folder. Make sure you open the largest resolution of the files.

Open the UV Map Editor.

Left Click on the 000 on the right of the oedit screen. While comparing the screencaps to the wire mesh stadium find the parts of the stadium you want to edit.

OEDIT CONTROLS:

Click on a view and hit ctrl-f and it fills the screen and use ctrl-w to zoom in and ctrl-q to zoom out. Find the scoreboard, find the wall numbers, find wall ads and find other things and move them around. Get a feel for it. Don’t forget to save. I like to find all the walls and have them showing. By checking a component it keeps it showing while you look at other verts. By showing the walls I have an idea where everything is.

There are several controls available:

Don’t mess with Rotate or Auto or Scale. Cn’M is Click and Move click on some thing and move it. Select selects individual or multiple points and move moves those selected points.

To select a vertex a (blue point) press the select button and use the arrow to select a corner. Shift Click unselects a point.

MOVING THINGS IN OEDIT:

I like to open the stcs or ADS0 file in Oedit in the UVMap Editor. I resize it to fit in the lower left corner. With it open I cycle through the stadium components in the upper right hand corner. As I cycle through using the down arrow button on my keyboard I watch for the vertices that fit the ads0 in the file, like this:

See how the blue verts fit around the ads and make the scoreboard in the side view.

So you want to move something here is how you move a graphic. Select the graphic you want to move by clicking the verts on the corners (Make sure you have select clicked in the controls). Some graphics are stuck together and you have to deal with this. We’ll move the Majestic ad on the right. Select the ad and then in the view that you can see it the best move it where you want.

Well move it above the scoreboard. Make sure you have both vertical and horizantal selected and click on the move contol. Now move it above the scoreboard:

Now you can move the graphics around to say you want the insperia ad showing not majestic. Just move the verts in the UVMap Editor instead of in the Oedit views.

Some advanced controls are to select different verts ad globally edit their location. Using the Vertex Coordinates enter the x, y or z value and click update. The verts move to that point.

To turn the mstadium.o file to the .orl and .ord double click o2ord.bat.

To insert your updated file back into the jacoday.big double click pack.bat.

Copy the updated jacoday.big and paste it in the stadium folder run the game and the changes should be there.

SOME GRAPHICS TIPS:

For all this to be worth it you must make graphic enhancements.

Find or take quality high res photos of the stadium use the ads off the pics and use the nuances as well. For my Jacobs field mod I took a picture of the scoreboard I used the whole picture to make the scoreboard in the game.

A trick for the graphics editing is that if you have a 256x256 file in order to increasse the size of the file you must always double the size to 512x512 or 1024x1024 etc. You must then resize all the corresponding mipmaps (smaller files). Example if 0024-4.bmp is 256x256 but you need to make it bigger make it say 1024x1024 and then 0024-3.bmp must be 512x512 and so on and so forth.

Now since you resized the file you must edit the index file as well it should be one of the last files in the folder. Edit it in note pad if it is 0024 then find 0024 in the sting of numbers it should look like this:

gotr 0024-%d.BMP

MBP+2 60 x1 256 256 {0 0 0}

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 gotr%00%00%00%00%00%00%00%00

See the string: MBP+2 60 x1 256 256 {0 0 0}

Change the 256 to 1024

Save the file.

In some instances there may be missing transparencies:

Make the transparencies by creating an alpha file it is an 8 bit grayscale file white is what will be seen in the game black is what won’t be seen.

Save it as 0024-4a.bmp and then make subsequent copies for the other mipmaps.

Then edit the index file again

gotr 0024-%d.BMP

MBP+2 60 x1 256 256 {0 0 0}

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 gotr%00%00%00%00%00%00%00%00

Above ETXT put in the string:

alpha 0024-%da.BMP

and edit the 60 after MBP+2 to 61

so it looks like this

gotr 0024-%d.BMP

MBP+2 61 x1 256 256 {0 0 0}

alpha 0024-%da.BMP

ETXT 69 64 16 {0 0 0 0}

EAGL64%20metal%20bin%20attachment%20for%20runtime%20texture%20management%00%00%00%00%00%00

ETXT 70 gotr%00%00%00%00%00%00%00%00

That adds the alpha file.

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the part I don't see is it making the shape of the scoreboard.

I like to open the stcs or ADS0 file in Oedit in the UVMap Editor. I resize it to fit in the lower left corner. With it open I cycle through the stadium components in the upper right hand corner. As I cycle through using the down arrow button on my keyboard I watch for the vertices that fit the ads0 in the file, like this:

See how the blue verts fit around the ads and make the scoreboard in the side view.

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