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CR: Adding Levels

Technical research related to the structure of Mass Effect game files.

CR: Adding Levels

Postby WarrantyVoider » 07 Jan 2014, 17:51

I found a neat way to add new levels :D will add information soon



greetz WV
always backup your files!
mess with the best or die like the rest!
"I tried everything!" - "mkay, please list that..." ; please dont pm me for help, we have a help section

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Re: CR: Adding Levels

Postby Blad3Zer0 » 07 Jan 2014, 23:22

Wow. I guess it won't be long before we can make our own Firebase maps, or N7 assignments.
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Re: CR: Adding Levels

Postby WarrantyVoider » 08 Jan 2014, 21:21

ok, here the short story:
1. from the last research of thrinking the TOC, I used that knowledge to simply add a new filename and zeroed the SHA1
2. then I copied entry.pcc to my new filename, here its WVTestLevel.pcc
3. ran TOC updater, so the size is ok
4. now I can access it by console with
at WVTestLevel


conclusions:
1. files can be added to toc, yay
2. these files are accessible from console and generally ingame
3. you can name your level as you like
4. SHA1's are not used
5. TOCs can be autocreated (will make tool)
6. you can use other level files as base
7. well now we have to figure out how to add stuff from scratch (more tools)
8. "at" can be used for testing

further findings:
-it seems neccesary that the level file has a PlayerStart0 object and a collision cyclinder (for defining startposition)
-the level object itself contains mesh data too! its format is from PhysX, called NXSMESH, infos are welcome
-MainSequence may or may not be used
-TheWorld,BioWorldInfo,PlayerStart0,PersistenLevel seem essential

greetz WV
always backup your files!
mess with the best or die like the rest!
"I tried everything!" - "mkay, please list that..." ; please dont pm me for help, we have a help section

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Re: CR: Adding Levels

Postby The Fob » 08 Jan 2014, 22:39

Holy shit Warranty Voider that is AMAZING!!!!
One massive step closer to missions for fetch quests! You are a hero!
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Re: CR: Adding Levels

Postby almostfaceman » 08 Jan 2014, 23:28

Going by what The Fob just said, I'd have to echo his sentiments. Moar modding ftw!
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Re: CR: Adding Levels

Postby giftfish » 09 Jan 2014, 01:00

Holy awesomesauce, Batman!

Nice job :D
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Re: CR: Adding Levels

Postby WarrantyVoider » 09 Jan 2014, 10:49

Happy New Year everyone :D

greetz WV
always backup your files!
mess with the best or die like the rest!
"I tried everything!" - "mkay, please list that..." ; please dont pm me for help, we have a help section
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Re: CR: Adding Levels

Postby almostfaceman » 09 Jan 2014, 23:56

Happy New Year to you as well. Hey, you may wanna consider changing your name to WarrantyExtender, since your modding skillz extend the replay-ability of some of our favorite games. ;-)
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Re: CR: Adding Levels

Postby realsurvivor686 » 10 Jan 2014, 18:30

Damn...This is awesome.

Is there a donate button for this project?
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Re: CR: Adding Levels

Postby AVPen » 14 Jan 2014, 22:39

Most... fascinating, most fascinating indeed. :ugeek:

So using this method, would it primarily be restricted to just adding new levels/maps to the game? Or could this method be extrapolated further to add new content to the game such as new cutscenes, dialogue sequences, war assets, etc?
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