Hex structure recognizations.

Thursday, June 4, 2009




HAI CHILLRENS! Pixel here.... (click images for them to be more clear)

Today we are going to learn about the structure of a hex. The schedules, sub schedules, and textures!
These are the most important parts of a hex that we will be using for now.
As for the two main sections of a hex window, they are
HEX and DECIMAL


First off, the schedules in Altana Viewer are shown for each effect as shown here:->






Now, schedule names are always 4 digits long, either letters, numbers, or both.
Searching for the desired schedule using its four digit name in hex will bring up the schedule's "hex block" (the entire data of that particular schedule) as shown here.




Within some schedules such as this "main" schedule contain sub-schedules, which are the basic data of another schedule that your desired schedule triggers or calls upon.
Here the examples of sub-schedules whithin our example "main" schedule: -->












Now, the block is the entire data of the schedule, so how do you know how big the block for each schedule is???
WELL! by this number
<---Those two digits determine how large the block is. The sequence goes like this: 123456789ABCDEF etc. The letters represent a two digit number such as 10,11,12,13 etc. Sometimes you might want to change the size of the block to accomodate adding or subtracting sub-schedules for added or less effects (but thats another guide). Just remember that the size of the block has to always be an even number of lines, so add 2 lines or subtract 2 lines. Also, within some schedules are sub schedules for things such as sound effects, the speed an effect happens (like no delay in the effect happening or a long delay, depends on the digits you enter in that sub-schedule) and so on. Sound effects are pretty often 4 numbers but sometimes are not, and are then sometimes listed in Altana viewer as its own schedule for which you can search for using that 4 digit name if for some reason you need it. Also, alot of things in hex are relative to the individule .dat and are not always the same. (there are alot of differences in older .dats and newer .dats) but alot of the more basic things tend to stay consistant.
Tired yet?
(yeah me too)
OK NOW TIME FOR TEXTURES.
Textures can be located using Changetex, you can do a search much like you would for a schedule in Hex for texture locations too.

<--You'll notice that textures are usually filled with ?s and @s in the decimal area such as this: (remember the image of sides at the top) This is important because later on you will learn to find and extract the desired textures as well as their animation schedules so you can import only those sections into another hex for a much cleaner and refined mod. Sometimes textures share similar names in hex but will ultimately be named differently (because the hex will clash with itself otherwise). So if the name is similar, search for the similarity and highlight all of that block until you run into the next texture. Remember that textures are usually quite large in size in hex form.

Now for sound effects.
Sound effects are quite easy. they are always under all of the textures toward the bottom and usually have the letters sesep in the block, sometimes repeated.

Remember, alot of what is done in Hex is triggering. Find a schedule, find the trigger you want to change in that schedule (which is what the sub-schedule is), and change the name of that trigger to corrospond to your desired trigger.
Make sure sure what you are trying to trigger is where its supposed to be, example. Hit effects are all in 1-0-0.dat. So in a weapon you search for hit1, change it to whichever other schedule name you want within 0.dat, and voila!
Any questions? just ask and ill post with some claryfication.

0 comments:

Post a Comment