file Level Editor List of Interiors?

  • ChilledMouse21
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27 Oct 2016 21:33 #1 by ChilledMouse21
Level Editor List of Interiors? was created by ChilledMouse21
I just started using MBP's custom level editor a couple days ago and I've been having a hard time finding the right parts (or interiors as the editor calls them) for certain things. I don't really know what's what, and certain things either make my game crash or send me back to the level select screen with a message saying "Invalid Packet Found". I was wondering if there's some sort of list of every part and what it looks like, because having to go through everything in the editor along with the potential game crash is becoming a pain in the ass.

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29 Oct 2016 04:06 #2 by Nockess
Replied by Nockess on topic Level Editor List of Interiors?
When you get the "Invalid Packet Found" error, it means the interior uses a texture that you don't have. The best way to solve it that I can think of is to take all the textures (.jpgs and .pngs) from the interiors download from the CLA and stick 'em in your interiors folder. That will fix the majority of the missing textures.
If it's possible (which I'm not sure it is), you can open a .dif with a text editor and see if it mentions some kind of file name you may not have. I've never tried this before even though I've ran into this error before (I just ended up using a different interior), so I'm just taking a stab in the dark right now. Try it. You may get somewhere.

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  • HiGuy
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29 Oct 2016 06:07 - 29 Oct 2016 06:07 #3 by HiGuy
Replied by HiGuy on topic Level Editor List of Interiors?

Rozi wrote:
If it's possible (which I'm not sure it is), you can open a .dif with a text editor and see if it mentions some kind of file name you may not have. I've never tried this before even though I've ran into this error before (I just ended up using a different interior), so I'm just taking a stab in the dark right now. Try it. You may get somewhere.

If you use a hex editor you can search for "NULL" (which will almost always be the first texture) and find the list of textures used by the DIF. Just note each texture is stored as 1 byte for length (0-255) and then <length> bytes for the texture. If you swap a texture with a longer or shorter name then don't forget to change the length byte.

PQ in a nutshell
function clientcmd12dothepq() {
    commandToClient(LocalClientConnection, '34onthedancefloor');
}
Last edit: 29 Oct 2016 06:07 by HiGuy.

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