Removed.
ggctuk removed the information because it was from GT.
Here is the GT link
http://www.gametoast.com/forums/viewtopic.php?f=1&t=18970
and below is Battlebelk's post about converting SWBF2 maps to SWBF
quote from BB:
And also you can easy hexedit swbf2 terrain: 1 byte change and other 1 delete.
Open swbf2 terrain in hexeditor and change byte with offset 4 from 16 to 15 (in hex field) and then look down unitll first terrain texure tga, select and remove byte before name of texture.
After this fix terrain can be loaded in swbf1 Zeroedit without crash but texture paint and foliages will have displacement compare to original swbf2 terrain so you have to repaint it. Water have same position as it is in swbf2, only need fill it.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi166.photobucket.com%2Falbums%2Fu93%2Fbattlebelk%2Fswbf2_terrain_fix.png&hash=0211281b4d7fbcbe3daecccb037546fd07598736)
noted. thanks
maybe this is more to the point:
http://www.gametoast.com/forums/viewtopic.php?p=328840#p328840
quote from BattleBelk:
Only problem is:
for swbf1
Quote:
There is a limit of 32 collision primitives per model (or 31 primitives + 1 collision mesh).
for swbf2
Quote:
The maximum allowed number of collisions per object is now 64 That is, 64 TOTAL objects, so:
64 primitives
-or-
63 primitives and one collision mesh.
Thus swbf1 cant callculate collison objects more than 32, as result glitch.
But there is a way, couse
Quote:
Remember that all collision meshes are merged into one mesh at munge time
Main idea is to use hexedit for rename extra collision primitives (more than 31) to collison meshes.
Example:
Code:
p_-so-rob43 -> collision43
So after munge it will 31 primitives + 1 collision mesh (all collision meshes merged in 1). And it works but in some cases need to use XSI aswell.
I recomend to use Ultimate Unwrap 3D for count collision primitives
All collision primitives and meshaes inside MODL chunk in msh and name after NAME
Collision primitives should be only child in Bones hierarchy
And also swbf2 use name of collision for setup special Vehicle,Soldier but in swbf1 you need to set it in ODF
for more information refer to artguide in both mod tools and also Riley's site
Just letting people know that this method can sometimes cause overly excited collision. So you end up with the oppisite problem of what you had before.
Added to the How-To Thread.