[Help] Crywolf & navimap

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  1. #1
    Novice RickG is offline
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    Apr 2019 Join Date
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    [Help] Crywolf & navimap

    Hey RZ forum,
    Before I cretead this thread I've already looked for all answered topics and Karli video from youtube. Ofc I followed and tried all of them. So really I tried but I have to ask some assistance from you guys.
    Crywolf : Common issue is missing Crywolf,Barracks from the map list (ingame M)
    I tried to add Crywolf with the correct values (same on client and server side too) not at least I decoded MPR to a folder and here was the issue (haha nope) movereq(kor).txt had \\ in front of Crywolf. Deleted those two \ and decoded everything back to MPR. Replaced the old with this fixed one. Also I double checked en+de coded it again, just in case. It doesn't work ...
    Move.txt -server
    movereq_eng.txt -client (saved from movereq_eng.bmd)
    movereq(kor).txt - client (saved from Lang.mpr)
    I used Pentium tools for opening the .bmd file, en/decoding Lang.mpr for xteam tools.
    I tried to add a new line for a different map but I simply coudn't add new line in the .bmd file. I'm 99% sure I made a mistake somewhere but really I don't see it.
    I use s14 x-team files. @KarLi
    Navimap : Long story short : I changed the original Icarus map to this extended version with cages. It works fine , no problem at all. But as far this is an extension , players must have to see it when push tab. So I researched a lot and found Client\Data\Interface\GFx\NaviMap folder where If I'm right all navigation maps located. I successfully converted it to .png - this is the original Icarus. My problem is : how to get the "new" Icarus navimap ? and how to convert it to back .OZP
    I tried to use Pentium tool, I could check the .att.map.object files. I found something what is similar to the original navimap but i dont know how to export it.
    @DragonSeth @myheart

    Icarus map

    Thanks :)
    Attached Files Attached Files


  2. #2
    0x4D696E68 myheart is offline
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    Jun 2017 Join Date
    356Posts

    re: [Help] Crywolf & navimap

    .ozp is .png noncrypted , just add 4 bytes "89 50 4E 47" at first and save as .ozp or remove first 4 bytes and save as .png

  3. #3
    Novice RickG is offline
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    Apr 2019 Join Date
    4Posts

    re: [Help] Crywolf & navimap

    Quote Originally Posted by myheart View Post
    .ozp is .png noncrypted , just add 4 bytes "89 50 4E 47" at first and save as .ozp or remove first 4 bytes and save as .png
    Which programme should I use to add "89 50 4E 47" bytes ? and how can I export the Icarus cages zone navimap ?

  4. #4
    0x4D696E68 myheart is offline
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    Jun 2017 Join Date
    356Posts

    re: [Help] Crywolf & navimap

    Quote Originally Posted by RickG View Post
    Which programme should I use to add "89 50 4E 47" bytes ? and how can I export the Icarus cages zone navimap ?
    you can use any hex editor

  5. #5
    Gamma DragonSeth is offline
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    Aug 2011 Join Date
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    re: [Help] Crywolf & navimap


  6. #6
    Novice RickG is offline
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    Apr 2019 Join Date
    4Posts

    Re: HELP crywolf & navimap

    Quote Originally Posted by myheart View Post
    you can use any hex editor
    Quote Originally Posted by DragonSeth View Post

    Thanks both of you guys. Now the import/export can't be easier. One problem less :) Tested and It works :)

    About the new map : (Icarus with cages)
    So the only thing is left to figure out how to export navimap. I opened .att and map files with Pentium tools. I took some pictures there is something similar like navimap.
    EncTerrain11.att
    Terrain11.att
    As you can see here, there is no export option. The only one is the EncTerrain11.map where .jpg export aviable. That's all what I found. Maybe I'm wrong , maybe not.

    Can you explain how does it work ? or How do you do it for yourself ?

    - - - Updated - - -

    Update: Crywolf,Barracks problem solved. The problem was movereq(kor).txt didn't overwrite somehow ... Thanks to @Dope Boy One



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