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Topics - tirpider

#121
kitfisto15678 found an old PS2 gameplay video on youtube and it made me want to play on the PS2 again.

So I dusted off the server and fired up The_Shop.
After wheezing and complaining a bit about ports and such, it is alive.

I welcome anyone that cares to join. and I noticed 2 other servers while logging in.

The_Shop
in North America.
It is PC_Dedicated, but hosted on a home cable internet provider so I can only handle a few folks at a time.
I am behind a router, so it will ping at 9999ms, but I assure you it is playable.
More specific details:

Max Players: 6
AI per team: 24
Spawn Invincibility: 0
Difficulty: Medium
Auto team selection
Team damage off
Heros off
Aim Assist on
no booting of laggers


Maps
BESPIN: Cloud City (GCW) 999/999
RHEN VAR: Citadel (GCW) 999/999
TATOOINE: Mos Eisley (GCW) 999/999

Any of that can be changed on request.
I know it's a small server, but if you are into the nostalgia, it could be fun.
I'll leave it up for the rest of the weekend.

When I first checked for servers, the ps2 seemed to get hung up in a please wait/cancel loop, but after a few min of letting it do it's thing, I backed out and selected internet again and there the servers were :)
So you might need to try a couple of times.

-edit
The_Shop is currently offline.
Other internet duties have called upon our home bandwidth for the moment.
But, I will bring it back on from time to time. Same as before, sporatic appearances.
I might work out a schedule for it.

If anyone specificly wants it up, feel free to post at the end of this thread, or PM me. I check in here frequently and the server is just a power botton and a few mouse clicks away.

Till it returns, the SWBFgamers.com servers are good, and appear have a better connection than I ever could.

Keep fighting, PS2 players, and may the force be with you.
#122
SWBF1 Modding / GeometryAddon for vehicles?
July 08, 2012, 01:12:58 PM
Anyone know if it is possible to use GeometryAddon in the odf of vehicles, props, or anything besides units?

I don't have a project or example, but if this is possible, it could make for some interesting modularization (is that even a word?) of assets.
#123
HOW TO ISOLATE PIECES OF A MSH
(without using a model editing program)


WARNING:[spoiler]
The following method is long and a bit confusing at times.
It uses custom tools I built specificly for this.
It requires several programs and sometimes switching back and forth between them.
I am proud of the results, but I have to admit, it is way over complicated for what it does.
I just wanted to let you know what you are stepping in.

I Have to call these walkthroughs, because they really don't teach how to modify models as much as they show how I do it.

A side note: If you can follow along and 'get it' and have a better way to explain something, feel free to comment. I'm always open to suggestions, especially if they can help clarify a point.
If you don't 'get it' then please ask questions. I'll try to answer as direct as I can.
If you think this method is awful, let me know. We can all work together to find better ways to get what needs to be done accomplished.[/spoiler]



The following 5 walkthroughs will explain how to isolate and remove geometry from SWBF msh files and optionally make an addon msh or add them into other msh files.

It is very simular to hex-editing, but there are tools inplace to help eleminate some of the basic errors that hex editing is plagued with.

The benifit to this method, is that it allows for editing the msh files (and even kitbashing, to some degree) while maintaining all the nulls that would be lost using existing converters.

Some of the process is rough around the edges, some of it is incomplete. All of it is made up as I go. :)
Once you get the flow down, it isn't as involved as I make it out to be.  But it is a little tricky at first.

It involves hex-editing, munging, file and folder managment, spreadsheet work, and a little image editing.
I'll try to be as complete as I can, but it's easy to get hung up on any of the above.
Hopefully we will all be masters of all the above by the time this is done.

In this thread I will do (cut up) 5 examples. Each has a bit different method.
I focus on units, because that's what I have studied and they seem the most involved.

  • Piece Removal: Remove the backpack from: BFBuilder\Assets\Sides\IMP\MSH\imp_inf_shocktrooper.msh
    This method is good for removing pieces from an existing MSH.

  • Adding A Piece: Place the same backpack onto another unit.
    This is my method for "hex editing" chunks onto other units.

  • Make An Addon: Make the above Backpack into it's own msh (for use as an addon msh)

  • Extraction: [not done]<Isolate a part of a mesh thats embedded in another><subject to be determined>
    This is pure magic in the most conveluted manner possible.

  • Manipulation: [not done]<move and scale pieces>
    This is an insane adaptation of the Extraction magic.



-edit
I'm sorry, but I have canceled the last 2 portions of this guide. The first few are still good for basic tasks, but the last two are too much for me to explain.  More info at the begining of the Extraction post.
end edit




EXAMPLE 1
remove the backpack from: BFBuilder\Assets\Sides\IMP\MSH\imp_inf_shocktrooper.msh

We are going to take the shocktrooper's backpack off.
You can use the same method to take any named MODL off a MSH.
The difference between doing this to a unit and doing it to a prop is that the unit has an array of nulls(the skeleton) that must be left in place.


Basic Process:

  • Workspace Setup
  • MSH Teardown
  • MSH Modification
  • MSH Test


Tools Needed:[spoiler]
The following tools need to be installed and working.

  • Hex Editor : Freeware Hex Editor XVI32
    We'll actually be spending very little time in the hex editor.

  • Image Editor : Paint.NET
    I don't know GIMP or Photoshop, but they will work as well. In fact, for the purposes of this how-to, ms paint should work, as we won't be doing anything creative.

  • Spreadsheet : OpenOffice.Org Calc
    Only needed if you are going to be pulling msh data out of a SEGM or moving or scaling a mesh.

  • SWBF Mod Tools(BFBuilder, assets, ect) : SWBF Mod Tools
    For testing the finished product.

  • Tim Skillman's MSH Viewer : SWBF MSH Viewer
    For visualising all the msh data.

  • my msh toolkit : pre-alpha_msh_kit.zip
    Some customized tools that are tailored for this process. They are simular to other tools I have made, but these are newer, better, and will constantly be changed to make this process easier.

  • AutoIT : AutoIT
    I wrote the tools with this scripting language and the scripts that make changes to geometry require the autoit environment to run.
    If you are just moving chunks around, then there is no need for it, but if you are cutting pices out of SEGM's, then it's required.
    A cool addition to the AutoIT download, is the SciTE editor. It has native context highlighting for Lua.

[/spoiler]


References:[spoiler]

  • MSH file format information
    [info].msh structure notes
    [pic]Standard Unit 'Skeleton' Chains
    These 2 links describe a bit about how the information is organized in the msh files.
    A good way to see the info in action is to load a msh into the MSH INFO TOOL in the tool kit and see how your favorite msh's look in it
  • <links to more information>
[/spoiler]


Detailed Instructions:
Before Doing Anything:[spoiler]
We need to know if the piece we want is in a chunk, by itself, or imbedded in another piece.
We can get to them all, but if it isn't by itself, it will be a more complex operation.
I'll cover each, in time.

  • There is a program named "SWBF_MSH_INFO.exe" in the toolkit.
    Run it and load the msh you want to look at.
    (It loads the msh using BASIC like structures, so it is quite slow.)

  • When it's loaded, expand "HEDR" in the treeview on the left. Then expand "MSH2".
    You should see all the MODL chunks and thier names.

  • Look for a name that resembles what you want. (we're looking for the shocktrooper's backpack, so scanning through the names finds "Imp_inf_Trooper_Backpack". Bingo.
    We're in luck, it's in it's own chunk ank we're going with that for now. (I'll make another post in this thread that goes into how to get the geometry un-embedded from a chunk)


  • Thats it. We just needed to know what were looking for when we cut the msh into chunks, and I just wanted to show you how to look in a msh without a hex editor.
    There will be an additional post on how to find it if it isn't named.

[/spoiler]


Workspace Setup:[spoiler]

  • Make a project folder with a descriptive name. I'll call this one "shocktrooper_nopack".
    So, I need to create a folder named "shocktrooper_nopack" somewhere.

  • In that folder, create another folder named "sources"
    This is where we will keep our references, and source materials. Once you put something in sources... don't edit it. It's your primary backup of source materials.

  • We are working with the imp_inf_shocktrooper.msh, so go into your sources folder and create afolder named "imp_inf_shocktrooper".

  • Now go get the files for him and copy them to your projects sorces folder. All the files. TGA's, .options, msh's.

  • Extract the toolkit into your project folder or copy the "_tool" folder over.
    The _tool folder should be next to sources, but were going to move it again anyway, so , just as long as it's here.



[/spoiler]


MSH Teardown:[spoiler]

  • In the _tool folder there is a program named MSH2chunks.exe. Run it, and browse to the imp_inf_shocktrooper.msh in your sources folder.
    A console should pop up, with a bunch of stuff scrolling by, that this program chopping the msh into individual tags and folders.
    When it is done, you will have a new folder named "imp_inf_shocktrooper.msh_chunks" in the folder containing the msh.

    This has exploded all the tags into a very accesable array of folders.
    If you are familier with hex editing already, then you will probably find a lot of uses for this tool and it's couterpart, chunks2MSH.exe.

  • Move the _chunks folder to the root of your project folder and give it a working name. (Renaming is optional, but I find it helps me remember when I revisit old projects.)
    I'll call this "_nopack".
    This will be your primary work directory.

  • Move the _tool folder into the _nopack folder


  • Inside the _tool folder is a BuildIt.bat file.
    Copy it to the _nopack folder

  • Now, copy the TGA files from the sources folder to the _nopack folder.

  • run the Buildit.bat from your work directory (not from _tool).
    This will rebuild the msh file from the folders of tag chunks.
    It will ask you to press a key in the console when it is done.
    The finished file will be named tst_inf_tst.msh , and will be overwritten each time the buildit.bat is run.
    I always run the buildit.bat once before making any changes, then load the msh into the viewer.
    If is shows up and acts the same as the original msh, then I know everything is set up and ready to go.

    (after running BuildIT.bat)


[/spoiler]


MSH Modification:[spoiler]

  • Find Chunk folder
    Remember the name of the MODL chunk? (Imp_inf_Trooper_Backpack)
    Look in the _nopack folder for the numbered folder that has Imp_inf_Trooper_Backpack in it's name.

  • Move Chunk folder
    When BuildIT.bat is run, it creates a _recycle folder.
    This is to be used as a temporary space to hold chunks. (Chunks2MSH will ignore this folder and everything in it.)
    Move the Imp_inf_Trooper_Backpack chunk folder to _recycle.
    Don't just delete it.
    The point of this folder is simular to the recycle bin.
    You can delete it, but if it turns out you need something from here later, you have to tear down the MSH again to get it.
    I always save the recycle and tool folders as the source for my projects.

  • Run BuildIT.bat
    This will rebuild the msh from the remaining folders.
    Load it into the MSH viewer and see what you have done :)
    You should see the trooper without his pack.
    Almost done.

[/spoiler]


MSH Test:[spoiler]
Now the msh needs to be tested.
There are 2 basic tests: Use the viewer and Munge it.

Use the viewer
Loading into the viewer is a quick way to see what you are doing.
The viewer is unreliable in some regards. But for removing chunks it is fine.

Munge it
This is just putting the msh into a project in bfbuilder, munging, and testing it out.
Sometimes the viewer doesn't display things the way they will be in game, so it's a good idea to have a very basic test map dedicated to testing things out.
To test the MSH, you need everything for it. The .options, the odf's, if it needs to be called in a req, or have special animations, they all need to be prepared as well.
Ideally, you already have all that in the sources folder.
Setting up odf files and such is really a whole different ballgame than hex-editing msh's so I leave it to you to explore the tutorials, documentation and forum for that information ;)

A quick trick I use is that I already have the test world set up and all the odf's and lua prepared to accept a tst_inf_tst.msh.
So all I have to do is drop the MSH and it's files in the MSH folder of a side, munge and go.

If you are not satified with the tests, then it's back into the work folder to see what went wrong.
I don't have a trouble shooting guide for this, so you'll have to ask questions and figure a lot of stuff out.
(I'll answer as best I can)
If it works in the test level, then you are done.
There is still a shadow left, but that's a different tutorial.
[/spoiler]

Rename the msh from tst_inf_tst.msh to whatever suits you and do as you will with him :)

Done.

Example Files (5 mb rar)

-Some things left to do
--The shadow of the pack will still be there.
--Each MODL has a MNDX number. If there are duplicates, things wont work right. But It can handle a missing number.
--This can be done to the lowres model of the same unit for completeness.

/end EXAMPLE 1

In the next one we will put that backpack on another unit.
#124
I accidentaly spent 3 days figuring out how to get the skeleton from all_inf_pilot.msh into Milkshape 3D ascii format.

It turns out Milkshape likes its rotation info in radians.

Anyway, I won't begin to speculate on how this will be usefull, but I am certain it will be ;)

The file is a simple txt file and contains all the nulls from the model, named, parented, positioned and rotated exactly as they are in the MSH.

There is a giant cube in the scene. It can be deleted. (or not imorted at all.)

The file can be imported into Milkshape 3d and Character FX.
(It was a joy to play with the ik tool in Character FX without spending a month in pro grade docs learning XSI)

This is as far as I am with this study. I don't know much of the details but can answer some questions if you have any.

Tool Links:
MilkShape 3D 1.8.5 Beta2 is a 30 day trial modeler. (very low cost)
chUmbaLum sOft Forum can help you figure out some of the quirks of MS3D.

CharacterFX is a freeware animator that can import Milkshape's ASCII format. I'm a total newbie to modeling and animation, so it is ackward to use, but 1000 times more intuitive than XSI.

Enjoy :)

-edit
[spoiler]As a follow up, I now have the all_inf_trooperfleet mesh in milkshape, with the bones.
Everything is there except for the weights. (I converted the msh to an obj then imported into milkshape)

So, I'm looking for a couple of things.. how to convey the weights and keyframe information to Milkshape.

Then I can look for a path back into Battlefront.
I won't be making a msh exporter, that is certain.
But I might be able to kludge together some kind of Milkshape ASCII to SWBF MSH, thing.

The big thing isn't getting the msh's back and forth, or even doing the weights properly.
It's preserving and creating the ANM2 frame data.
That means making new animations outside of XSI.[/spoiler]

edit by tirpider: tagged title
#125
Till we can export animations, this isn't really usefull yet.

The red boxes are the 'bones' you weight the mesh to.
And, of course, this is just a logical map and does not reflect the actual locations.

edit by tirpider: tagged title
#126
I've got the wampa into SWBF1.
He is running around, using weapons, and acting exactly as he should,

EXCEPT that his feet are sunk about 4 inches below the terrain.

The animations for movement are all scalling correctly.
He is taller and wider than the other units using the same animation set.
The way his hands are positioned on the weapons is a little off, but that's a different issue. (I think the weapon issue is just because they aren't scaled up like he is.)

I don't know where to adjust where the bottom of the model is.
An odf setting?
Somewhere in the model itself?
In the .option?
In the set of animation msh files?

Any insight would help :)
#128
Released Assets / Urban Rebel Marksman
May 06, 2012, 03:48:49 PM
Urban Rebel Marksman

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=563




Urban Rebel Marksman
tirpider@yahoo.com
www.swbfgamers.com

Like my father always said: "use the right helmet for the right job."

This is the regular sniper without a backpack and with the Tantive IV troopers
helmet. I like to imagine that the helmet was not exclusive to the one crew on
that one ship. Or even to Counsulor ships in general.

Same OverrideTexture's as the original sniper.
override_texture  = body
override_texture2 = face

I might rivisit this one to merge the face and helmet texture.

Sources:
Body and Skeleton are from BF1 all_inf_marksperson
Helmet is from BF2 all_inf_tantive4trooper
lowres and shadow are made from the above models.

Credit for this Model goes to:
Seraja   - Unit Design.
Pandemic - SWBF1 and SWBF2 assets.
tirpider - Kitbashing and Hexediting.

Thanks to LucasArts for allowing us to poke about in your Star Wars toys.
Thank you swbfgamers.com for being a positive and supportive community.

visit http//www.swbfgamers.com
#129
Released Assets / Rebel Captain
May 03, 2012, 11:37:11 PM
Rebel Captain

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=559



the readme:

Rebel Captain
tirpider@yahoo.com
www.swbfgamers.com

Captain Antilles: .. This is a consular ship.. We're on a..
                  ~choke~
                  ..diplomatic mission..
Darth Vader:      If this is a consular ship, where is the ambassador?
~Star Wars EP IV A New Hope

Some guys are just born to lose.

Sources:
Body and Skeleton are from BF1 all_inf_luke
Helmet is from BF2 all_inf_tantive4trooper
lowres and shadow are made from the above models.

Credit for this Model goes to:
Seraja   - Unit Design.
Pandemic - SWBF1 and SWBF2 assets.
tirpider - Kitbashing and Hexediting.

Thanks to LucasArts for allowing us to poke about in your Star Wars toys.
Thank you swbfgamers.com for being a positive and supportive community.

visit http//www.swbfgamers.com
#130
Requests / Anyone knowC (not + or ++) Programmer?
April 28, 2012, 01:35:00 PM
I know this isn't explicitly SWBF related, but will enhance part of the model modding process.

I have found a sourceforge project that will create triangle strips out of a list of indexed triangles.

This is exactly one of the things holding back my model editing.

It is provided by the author in c source code and appears to be set up as a library of functions.

Is there anyone here that has a compiler environment set up and can help me build this into a command line/console tool for a win32 platform?

I can do most of the program design, I just need someone who knows c to help wrangle this into a program.

-edit
forgot the link to his site:
ACTC - The Triangle Consolidator, by Brad Grantham
#131
Released Assets / Imperial Medic - Worker
April 21, 2012, 02:41:50 PM
Imperial Medic - Worker
tirpider@yahoo.com
www.swbfgamers.com

The Rebel stronghold has been captured and the day is ours!
Now who's going to clean up this mess?
Every Galactic Empire needs support personel to take care of the mess the guys
with the big guns leave. (Ever see a DarkTrooper with a broom?)
We introduce the Imperial Medic and Imperial Worker. Ready to tend the wounded,
reclaim arms and armor, and even sift through rubble for precious intel buried
in damaged servers.

A very complete kitbash. The model pieces are clean, the lowres is complete and
the shadow volume is accurate.

There are 2 skins included. One for the Medic (default) and one for the Worker.

Override Texture compatible.
There are 2 textures for this model. The body and the helmet.
To override the default textures, include the following lines in the unit's odf:

OverrideTexture  = "imp_inf_sto_worker"        // the body
OverrideTexture2 = "imp_inf_sto_worker_helmet" // the helmet

I loaded it up in 3dObject Converter and got some 1024*1024 uv unwraps (bmp) for
each of the MODL pieces. They are in the uv.rar.

Sources:
Body and Skeleton are from BF2 imp_inf_officer.
Helmet is from BF2 imp_inf_stormtrooper.
lowres is made from the corresponding lowres of the above models.

Credit for this Model goes to:
Unit 33  - Design and Skins.
Pandemic - SWBF1 and SWBF2 assets.
tirpider - Kitbashing and Hexediting.

Thanks to LucasArts for allowing us to poke about in your Star Wars toys.
Thank you swbfgamers.com for being a positive and supportive community.

visit http//www.swbfgamers.com


Download here.
#133
Released Assets / Phase II Advanced Jet Trooper
April 19, 2012, 03:15:53 PM
Phase II Advanced Jet Trooper

A Phase 2 Clone with a J-12 Jet Pack (the pack from the BF1 Jet Trooper) and a Respirator Unit.

The readme:
[spoiler]Phase II Advanced Jet Trooper
version 1.0
tirpider@yahoo.com
www.swbfgamers.com

This armor represents an early transition from the Jet Trooper to the Airborne,
Paratrooper or even Jump Trooper armors. Modified features and additional
hardware allow for a more diverse array of battlefield roles, negotiating
dangerous terrain and air support, to deep space boarding parties and hull
maintenance. The clone in this armor was destined for unique tasks.

(not canon, but completely plausable)

Everything has been hex-edited on this guy, from the materials to the envelopes.
All the MODL chunks can be removed and hexxed onto another model if your into
that sort of thing.
All non-essential MODL chunks have been removed.
Since this model is made of all Pandemic assets, I would assume that it has
the same restrictions on it's use. (I'm not sure if there are any, besides not
selling it or using it in a commercial way.)

I loaded it up in 3dObject Converter and got some 1024*1024 uv unwraps for each
of the MODL pieces. They are in the UVmaps.zip.

Since all the textures have been renamed specificly for this model, I didn't
make any part override_texture compatible. If this is needed in the future, it
can be accomodated.

Sources:
Body is from BF2 rep_inf_ep3trooper.
Jetpack and ShadowVolume are from BF1 rep_inf_jettrooper.
Respirator Panel and Hoses are from BF1 imp_inf_pilot.
Skeleton is a generic rig I pulled out of one of the BF1 Rebels and customized
for this sort of thing.
LowRes is a modified BF2 rep_inf_ep3jettrooper_low1.

Issues/ToDo list:
issue - When loading the model into 3d Object Converter, it complains about bad
polygons. These are on the JetPack and are present in the source msh as well.
They do not affect it's ability to be used in-game at all.

issue - The respirator panel rides a little low. Just moving it up a bit makes
the hose connection look funky. I may end up re working the hoses to accomodate
moving the panel up.

issue - The lowres respirator started giving me fits and either didn't show up
or messed up the model. I didn't include it for the lowres. If I revisit this
model, it will be to fix this.

todo - Skinning. The Panel and Jetpack need some attention to make them an
integrated part of the model. I adjusted the color of the Jet pack to a simular,
but not equal shade of 501 blue. It still needs to be skinned.

Credit for this Model go to:
{TcF}Dr.Penguin   for the design.
Pandemic          for making the original, source files.
tirpider          for mad-scientist Fraken-hacking it all together.

Thanks to LucasArts for allowing us to poke about in your Star Wars toys.
Thank you swbfgamers.com for being a positive and supportive community.

-tirpider

visit http//www.swbfgamers.com
[/spoiler]

Download here.
wip topic is here.
#134
General / Better Jedi
March 30, 2012, 06:28:54 PM
Just a thought experiment.

I was discussing Samuel Jackson as Mace Windu (and his other roles) with my wife, and it occurs to me, that most of Mr Jackson's characters are all posturing and monologues.

I was thinking that as far as character actors go, Bruce Willis would have made an awesome Jedi.
Less talking and more action.
His answers to situations would (as a jedi) have involved more than a force push or a wave of the magic lightsaber, but perhaps a punch to the lip, or a foot sweep or 2.
I think he'd be a much more physical (and entertaining) Jedi.

Your thoughts?
#138
Tech Support / Quaternion Rotation expressed as degrees
February 27, 2012, 04:34:11 AM
So I have just figured out what a quaterenion is.
(basicly a way to represent rotations for 3 axis using 4 numbers)

A shot in the dark, does anyone know how to convert a quaternion back into degrees?
(without having to go back and finish the degree I never started...)


The KFR3 tag stores keframe info and I am guessing it is using quaternion rotations of joints and the length of bones to 'build' the skeleton for each frame.

I can visualize ( 90 , -0 , 90 ) but (0 , 0 , -0.117461 , 0.993078 ) just makes me ill.....

edit....
Maths - Quaternion to Euler Examples 90 degree steps - Martin Baker
This looks promising, but my spreadsheet hates the formulas.
#139
So I am paused on my programs for a bit to take a few swings at building my Tuskens, when this happened....

It seems things in JK3 are about 30 times larger than in BF1.
#140
SWBF1 Modding / [tool]MSH_TAG_SIZE_VALIDATION_TOOL v1.0
February 12, 2012, 02:00:58 AM
MSH_TAG_SIZE_VALIDATION_TOOL v1.0
by tirpider@yahoo.com

A Star Wars Battlefront 1 & 2 model utility.

visit http://www.swbfgamers.com/

This tool is an aid for hex editing.
It will look for tag sizes in any SWBF 1 or 2 .msh file you select, and determine if they are valid or not, offering to repair them if they are incorrect.

USAGE:
It is simple to use.

1 - Double click on the executable.
2 - Select a .msh file.
    The program will take a moment to analyze the file.
3 - If any problems were found, it will ask if you want to repair them.
4 - It will then ask if you wish to save a report on the .msh you selected.
-done.


The idea is to reduce the number of edits needed when doing simple hex edits.
The way I see it, everytime you alter a .msh by hand, there is a potential for a mistake to be made.

If you want to, say, change the name of a texture reference.
First you need to make the change, keeping track of the byte size diference caused by your edit.
Then update the size entry for the TX0D.
Then update the size entry for that TX0D's parent MATD.
Then update the size entry for that MATD's parent MATL.
Then update the size entry for that MATL's parent MSH2.
Then update the size entry for that MSH2's parent HEDR.

-or-

Simple change the entry and run it through this program.

I've tested on several files and in a 32 bit environment.  I have no idea what it will do on a 64 bit system, but I have included an x64 version in case it is needed.

The report might be usefull outside of tag size correction, as it lists all the tags in order and the offsets where they are found.  Also, all the offsets should be even. If you notice that any of the offsets are odd, then there is a malformed tag somewhere around the change. This program wont fix that, but the report can help find it ;)

I hope this saves time and makes room for bolder operation on .msh files.

E-mail me or contact me on www.swbfgames.com if you have ANY problems with it.
(include "MSH_TAG_SIZE_VALIDATION_TOOL v1.0" in the topic if you e-mail me.)

Thanks:
SleepKiller for asking about this feature. I hope this helps.
George Lucas for making my second favorite thing, Star Wars.
My wife for being my #1 favorite, and for putting up with late night coding.
Pandemic for making SWBF.
LucasArts, for the Empire of SW I can't get away from.