Bertilsson Posted October 27, 2013 Share Posted October 27, 2013 I just tested changing locations of spawn points without any in-game result :( I decompressed URB_Demolition.upk and opened it with UE Explorer. I then modified location values in DGN_DropShipSoldierSpawn.Prefabs.SoldierSpawns_DrpshipVol.SoldierSpawns_DrpshipVol_Arc1 and all the other xcom spawn points and also the player start (both realtive location and location)... and the result was nothing at all changed. Link to comment Share on other sites More sharing options...
bokauk Posted October 27, 2013 Share Posted October 27, 2013 (edited) I just tested changing locations of spawn points without any in-game result :sad: I decompressed URB_Demolition.upk and opened it with UE Explorer. I then modified location values in DGN_DropShipSoldierSpawn.Prefabs.SoldierSpawns_DrpshipVol.SoldierSpawns_DrpshipVol_Arc1 and all the other xcom spawn points and also the player start (both realtive location and location)... and the result was nothing at all changed.Did you try editing the location values in XComSpawnPoint_##.XComSpawnPoint that I mentioned? I haven't experimented with dropship spawns, but I know the above works, at least for the map I tried it with. I'd guess that different mission types use different spawn points (it's been ages since I've played the game). For reference, I used URB_Bar and I loaded it using the Developer Shell > Tactical Game . I think it was spawn point 18 that I edited (XComSpawnPoint_18.XComSpawnPoint). :smile: If you still have problems, I'll put together an example :smile: EDIT: I've just realised you and Amineri have been talking about the dropship evac zone and art assets. Misunderstood, sorry :smile: I'm pretty sure I managed to move part of a car to a different part of the map, but it wasn't the whole thing, can't remember exaclty. I know it was a a bit of a pain though finding the specific entity and location coords. Edited October 27, 2013 by bokauk Link to comment Share on other sites More sharing options...
Bertilsson Posted October 27, 2013 Share Posted October 27, 2013 (edited) amineri was propably talking a little bit about both, and I only tested the ue explorer --> DGN_DropShipSoldierSpawn.Prefabs.SoldierSpawns_DrpshipVol.SoldierSpawns_DrpshipVol_Arc1 which didn't work. But after you pointed out that XComSpawnPoint_##.XComSpawnPoint does work I re-examined amineris posts and realized that background information was perhaps more than just background... So I gave it another go which was complete success on first attempt!Decompress.exe URB_Demolition.upk Extract.exe URB_Demolition.upk Open any of ..\URB_Demolition\TheWorld\PersistentLevel\XComSpawnPoint_11.XComSpawnPoint to XComSpawnPoint_16.XComSpawnPoint which contains location of a spawnpoint at the 59:th byte, in each file, exactly as predicted. Copy the entire hex-contents Open the decompressed URB_Demolition in HxD Find the copied hex-contents and modify to liking.Thank you very much! (both) :smile: Edit: And yes, this makes it very possible to stick with the current offset-scheme even if it very likely conflicts with a few spawn locations in the new maps.It even makes it possible to fix the rooftop construction map so that soldiers are not spawning partially inside the tower wall where the skyranger is parked. Edited October 27, 2013 by Bertilsson Link to comment Share on other sites More sharing options...
Amineri Posted October 27, 2013 Share Posted October 27, 2013 It probably the case that the prefab evac zone object is just a left over art asset used for placing the dropzone -- that wasn't deleted from the mapfile before getting cooked. In that case making changes there wouldn't change anything at all. My initial motivation for all of this was in trying to figure out how only 1 of the 3 evac zones on UFO maps gets activated (had an idea for a mission type in which you are dropped at one point but can only extract at another). However, I haven't had much success so far. And yes, it appears that UE Explorer is displaying far less info than the UPK Extractor tool in this case. Makes sense, since UE Explorer isn't really designed to work with levels. -------------- I just decompressed/extracted the LSmallScout_River map, and as expected there are 18 spawnpoints intead of just the 6 like in URB_Demolition. The Spawnpoints number are 12-17 and 30-41. I'm starting to suspect that the evac zone is controlled by a PlayerStart mechanic. In the URB_Bar.upk extracted files there is only a single PlayerStart, "PlayerStart_2.PlayerStart". However in the LSmallScout_River.upk extracted files there are three extracted player starts, numbered 2, 5 and 6. Am thinking that that the "player" in terms of fitting into the 3D shooter model is basically the camera. So if there are multiple possible player start locations in a 3D Shooter multiplayer game then the game engine would randomize the start location. This might explain why in XGBattle the m_arrPlayers is sized to 4. A single alien player and 1 of 3 randomly selected human players (for UFO maps). Link to comment Share on other sites More sharing options...
Bertilsson Posted October 27, 2013 Share Posted October 27, 2013 (edited) I have now created a fix for the bug with 12 soldiers in the Pier Rescue mission and it worked without problem. So if anyone is actually playing the game with 12 soldiers and don't want soldier 12 standing on top of another soldier this is what needs to be modified: URB_PierA_Stream.upk (Spawnpoint13) Decimal offset: 2921093 (don't forget to decompress first) Org: 38 FF FF FF 38 FF FF FF FF FF FF FF 00 00 00 00 00 00 FF FF FF FF 05 03 00 00 5E 03 00 00 00 00 00 00 2C 06 00 00 00 00 00 00 0C 00 00 00 00 00 00 00 A6 06 00 00 00 00 00 00 FE FF 4B C4 00 00 4F 45 FF FF 3F 42 59 05 00 00 00 00 00 00 2C 06 00 00 00 00 00 00 0C 00 00 00 00 00 00 00 5C 05 00 00 00 00 00 00 00 00 00 00 00 C2 FF FF 00 00 00 00 9E 01 00 00 00 00 00 00 68 02 00 00 00 00 00 00 04 00 00 00 00 00 00 00 00 00 00 00 53 06 00 00 00 00 00 00 04 04 00 00 00 00 00 00 08 00 00 00 00 00 00 00 D7 02 00 00 00 00 00 00 0D 04 00 00 00 00 00 00 New: 38 FF FF FF 38 FF FF FF FF FF FF FF 00 00 00 00 00 00 FF FF FF FF 05 03 00 00 5E 03 00 00 00 00 00 00 2C 06 00 00 00 00 00 00 0C 00 00 00 00 00 00 00 A6 06 00 00 00 00 00 00 00 00 64 C4 00 00 55 45 FF FF 3F 42 59 05 00 00 00 00 00 00 2C 06 00 00 00 00 00 00 0C 00 00 00 00 00 00 00 5C 05 00 00 00 00 00 00 00 00 00 00 00 C2 FF FF 00 00 00 00 9E 01 00 00 00 00 00 00 68 02 00 00 00 00 00 00 04 00 00 00 00 00 00 00 00 00 00 00 53 06 00 00 00 00 00 00 04 04 00 00 00 00 00 00 08 00 00 00 00 00 00 00 D7 02 00 00 00 00 00 00 0D 04 00 00 00 00 00 00 XComGame.upk (XGPlayer.LoadSquad "un-nerfed" version) Decimal offset: 8571137 C6 94 00 00 50 55 00 00 00 00 00 00 A0 94 00 00 00 00 00 00 00 00 00 00 B1 94 00 00 00 00 00 00 97 03 00 00 8D 7B 00 00 33 05 00 00 D6 03 00 00 0F 00 A9 94 00 00 36 00 B1 94 00 00 0F 01 E3 93 00 00 1C 3D FC FF FF 20 21 AD 00 00 4A 4A 4A 4A 4A 4A 01 C5 FE FF FF 16 0F 19 01 E3 93 00 00 09 00 30 AC 00 00 00 01 30 AC 00 00 17 54 01 CC 93 00 00 2C 13 16 0F 10 25 01 CC 93 00 00 26 0F 00 A8 94 00 00 26 07 E4 00 82 96 00 A8 94 00 00 2C 13 16 18 16 00 96 00 A8 94 00 00 36 00 B0 94 00 00 16 16 0F 10 00 A8 94 00 00 01 CC 93 00 00 10 00 A8 94 00 00 00 B0 94 00 00 A5 00 A8 94 00 00 16 06 85 00 0F 01 CB 93 00 00 00 AF 94 00 00 0F 01 CA 93 00 00 00 AE 94 00 00 55 00 AD 94 00 00 0C 00 10 25 00 AD 94 00 00 16 40 00 AD 94 00 00 25 26 16 0F 00 A8 94 00 00 25 07 30 05 96 00 A8 94 00 00 00 A9 94 00 00 16 0F 00 A7 94 00 00 10 FD 00 A8 94 00 00 2C 06 16 00 AD 94 00 00 0F 00 AB 94 00 00 1C 3D FC FF FF 20 B4 A3 00 00 4A 4A 4A 4A 4A 4A 4A 16 19 2E B4 A3 00 00 00 AB 94 00 00 30 00 00 00 00 00 00 1B 1A 63 00 00 00 00 00 00 35 D4 44 00 00 D6 44 00 00 00 00 10 00 A8 94 00 00 00 B1 94 00 00 16 19 00 AB 94 00 00 30 00 00 00 00 00 00 1B FC 62 00 00 00 00 00 00 35 D5 44 00 00 D6 44 00 00 00 00 10 00 A8 94 00 00 00 B1 94 00 00 16 0F 19 00 AB 94 00 00 09 00 B9 A2 00 00 00 01 B9 A2 00 00 10 00 A8 94 00 00 00 AC 94 00 00 07 FD 02 98 00 A8 94 00 00 2C 05 16 0F 00 AA 94 00 00 1B B0 66 00 00 00 00 00 00 20 44 B8 00 00 01 9B 93 00 00 D7 19 00 A7 94 00 00 09 00 DE F8 FF FF 00 01 DE F8 FF FF 23 00 00 00 00 00 00 00 00 00 00 00 00 16 19 00 A7 94 00 00 09 00 DD F8 FF FF 00 01 DD F8 FF FF 00 AB 94 00 00 01 E3 93 00 00 4A 00 A7 94 00 00 4A 4A 16 06 8C 03 0F 00 AA 94 00 00 1B B0 66 00 00 00 00 00 00 20 44 B8 00 00 01 9B 93 00 00 D7 19 00 A7 94 00 00 09 00 DE F8 FF FF 00 01 DE F8 FF FF 23 00 00 00 00 00 00 C0 C2 00 00 00 00 16 19 00 A7 94 00 00 09 00 DD F8 FF FF 00 01 DD F8 FF FF 00 AB 94 00 00 01 E3 93 00 00 4A 00 A7 94 00 00 4A 4A 16 0F 19 00 AA 94 00 00 09 00 3D AF 00 00 00 01 3D AF 00 00 35 D0 44 00 00 D6 44 00 00 00 00 10 00 A8 94 00 00 00 B1 94 00 00 19 00 AA 94 00 00 31 00 00 00 00 00 00 1B 5C 02 00 00 00 00 00 00 35 D3 44 00 00 D6 44 00 00 00 00 10 00 A8 94 00 00 00 B1 94 00 00 4A 16 07 29 04 72 00 AA 94 00 00 2A 16 06 22 05 07 DA 04 9A 35 D3 0D 00 00 D5 0D 00 00 00 00 19 00 AB 94 00 00 09 00 C3 A2 00 00 00 01 C3 A2 00 00 2C 02 16 19 2E B5 46 00 00 19 00 AA 94 00 00 0A 00 12 33 00 00 00 1B EA 33 00 00 00 00 00 00 16 45 00 00 00 00 00 00 1B 56 61 00 00 00 00 00 00 35 32 0E 00 00 3D 0E 00 00 00 01 19 2E B4 A3 00 00 00 AB 94 00 00 09 00 79 A3 00 00 00 01 79 A3 00 00 4A 16 12 20 FC A8 00 00 14 00 00 00 00 00 00 1B 03 04 00 00 00 00 00 00 00 AA 94 00 00 4A 16 19 00 AA 94 00 00 0A 00 00 00 00 00 00 1B 41 6E 00 00 00 00 00 00 16 A5 00 A8 94 00 00 16 06 3A 01 04 0B 53 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 0B 00 00 00 02 00 02 00 1A 44 00 00 00 00 00 00 Can't make a toolboks mod for it though, since toolboks doesn't support custom modding URB_PierA_Stream.upkEdit: Will post updated toolboks mod shortly :) Edited October 27, 2013 by Bertilsson Link to comment Share on other sites More sharing options...
bokauk Posted October 27, 2013 Share Posted October 27, 2013 Can't make a toolboks mod for it though, since toolboks doesn't support custom modding URB_PierA_Stream.upkAre you sure? Do you get an error message or does the file just remain unmodified after applying the mod? Link to comment Share on other sites More sharing options...
Bertilsson Posted October 27, 2013 Share Posted October 27, 2013 (edited) Edit: I was completely wrong, custom modding map.upk's is no issue at all with toolboks Latest toolboks mod with modified pier spawn location and unique spawn locations for 12 soldiers:http://hem.bredband.net/bertrich/XCOM/Temp/Increased_Squad_Size_v0_95.zip Known issues: - Soldiers temporarily stutter when added, removed or rotated in the squad selection screen. - Setting SKYRANGER_CAPACITY to values above 10 (total 12 soldiers with OTS upgrades) is not recommended. - Officer Training School Squad Size I and II description texts are not reflecting correct number of soldiers. - Some off-duty soldiers has been relocated and a few other has been removed in the antfarm - Invisible soldier in the successful PSI-training cut-scene Edited October 27, 2013 by Bertilsson Link to comment Share on other sites More sharing options...
bokauk Posted October 27, 2013 Share Posted October 27, 2013 Excellent, it should work with all UPks. I made that change when Amineri needed to mod Command1 as you mentioned :smile: In fact, I think it should be able to mod XComGame.exe as well, if that's useful to you :smile: Glad you got the spawn points working :smile: Link to comment Share on other sites More sharing options...
Bertilsson Posted October 27, 2013 Share Posted October 27, 2013 (edited) In fact, I think it should be able to mod XComGame.exe as well, if that's useful to you :smile: It will save me the trouble of manually hex-editing the .exe-file to activate the developer console every single time I verify the cache... Which is very often given that I tend to break the game, a lot, without first making any backup or notes of exactly what I did. So useful is probably an understatement :smile: Edited October 27, 2013 by Bertilsson Link to comment Share on other sites More sharing options...
Krazyguy75 Posted October 28, 2013 Share Posted October 28, 2013 Can toolboks mod any of the other inis? I haven't really tried using them, but I was thinking of harvesting the multiplayer ini to store extra data. Don't know how possible that is though, just an idea floating around in my head. Link to comment Share on other sites More sharing options...
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