
NOBLE_X6
Joined: Jun 11, 2011
:PCtrolling:
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Posted: Jan 14, 2012 10:01 AM
Msg. 1 of 11
hi everybody i need change the loading background pic of my map. please help
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stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Jan 15, 2012 03:03 PM
Msg. 2 of 11
ah thats a little easy but u need a hex editor, all u need to do if i remember correctly is replace the loading background bitmap tag with the one you want to use, then u need to get a hex editor, i haven't had to use mine in a long time but i think it was a free one called xvi or something like that, and open your bitmaps.map in it. Now heres the part I'm a bit vague about so i may need to be corrected, you have to search it for that tag name i believe, and when u find it, theres a symbol u have to add or delete after it to null it out of the bitmaps cache. I will try to post an edit after I've checked to see what it is you have to null out. EDIT: Quote: --- Original message by: IGM_theServer As far as I know, the bitmaps.map has nothing (OK, for the most part) to do with the game. Instead, tool uses it to read and compile bitmaps from it into the newly (or about to be) created map (so every map can have a different loading screen). So in a sense, this is not possible. But if you wanted to make a map with a custom loading screen, this is how you would do it: I had to do this with IG-WYS_beta. It is true that the bitmap for the loading screen is stored in the bitmaps.map. However, when tool compiles the map (using build-cache-file), it uses the bitmap from the bitmaps.map. The specific tag that we're talking about is ui\shell\bitmaps\background.bitmap. This tag isn't referenced anywhere in the map (that I could find), but is used by the game. What I did was this: 1) I had my friend, Atlan, create the background (which I then compiled properly into a .bitmap). 2) I backed up my old background image (just in case), and pasted the custom background into the tags\ui\shell\bitmaps\ folder as background.bitmap. 3) DO NOT COMPILE THE MAP AT THIS TIME. It will not work... At this point, get a Hex editor if you do not already have one (XVI32 is good). 4) Using the hex editor, open the bitmaps.map file in the CE maps folder. 5) Search for ui\shell\bitmaps\background. Note: There are actually two results that come up for this. One is the pixel count and the other is the actually bitmap. 7) On the first search, change the ui (at the selected area) to ig (for IG, of course). 8) Search again for that same string. Again, change the ui to ig. Note: You don't have to use ig; any two character string will do. 9) Save the bitmaps.map. 10) Recompile the map.
What we've basically done is forced tool to use the bitmap in the tags folder since it cannot find ui\shell\bitmaps\background in the bitmaps.map. Edited by IGM_theServer on Feb 11, 2008 at 01:44 AM Edited by IGM_theServer on Feb 11, 2008 at 01:45 AM Ah that probably explains it alot better than i did, but yea u just need to null thatout by doing what he said. Edited by stunts513 on Jan 15, 2012 at 03:10 PM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 15, 2012 03:32 PM
Msg. 3 of 11
You dont need a hex editor.
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Nne Ya Tano
Joined: Dec 24, 2011
Rebirth (2%)
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Posted: Jan 15, 2012 04:34 PM
Msg. 4 of 11
Open Guerilla and click open.
In the tags folder, go to ui/shell/bitmaps/background.bitmap
That's the image in the background while the game is loading. You replace this with another image, but I'd keep in mind the dimensions of the original to avoid any errors.
EDIT:You have to compile your map(s) to see the new background image. Edited by DarkHalcyon on Jan 15, 2012 at 04:49 PM
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stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Jan 15, 2012 06:53 PM
Msg. 5 of 11
the point of hex editing it was to make it so when the map compiles, it doesn't go to the bitmaps.map cache and get the file, i tried just replacing the tag before and had to find out how to do this as well. The hex editing makes the bitmaps.map have a corrupt entry which makes tool have to compile from the tag instead of the bitmaps cache, or something around the lines of that.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 15, 2012 07:59 PM
Msg. 6 of 11
Umm I don't understand, It works fine without hex editing...
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NOBLE_X6
Joined: Jun 11, 2011
:PCtrolling:
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Posted: Jan 16, 2012 08:22 PM
Msg. 7 of 11
.....(nothing)
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jan 16, 2012 09:12 PM
Msg. 8 of 11
It is required that it has been hex edited in the past. If your claiming you can compile fine with a custom one, then that means you've already done it before. When compiling a map, it checks all the bitmaps long with the names listed in bitmaps.map, and if it matches, a memory location for where that tag is written in the map instead.
Anyways, grab any HEX editor, search the loading screen bitmap in bitmaps.map, change a single character in it's name/path, save, compile map.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 16, 2012 10:19 PM
Msg. 9 of 11
That's odd because my bitmaps.map has never been edited before and both a custom cursor and loading screen compiled fine for me without an edited bitmaps.map...
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jan 17, 2012 12:22 AM
Msg. 10 of 11
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Jan 17, 2012 12:24 AM
Msg. 11 of 11
OH MY GOD GAMMAS POSTING OH MY GOD
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