[THUG2][PC]How to Merge/Stack/Make a Null spot

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dennis344
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Joined: Thu Jun 17, 2010 10:42 pm

[THUG2][PC]How to Merge/Stack/Make a Null spot

Post by dennis344 » Sat Jul 24, 2010 6:00 am

I learned this mostly from WizFiz, I haven't mastered it but I am pretty good at it.

If you want Video Tutorials just PM me.

1. You will need, A Hex editor, I like 010 Editor the best, and a brain. Optional : DXWind (Windowed game) and calculator if you're bad at math or anything like that :D.

2. Load a map up and put a grass platform down and then a water platform anywhere in the map and save it as any name you want.

3. Open it in what ever editor you are using, You will see some stuff at the very begging that's the map name and stuff, don't touch that. Go down a little bit and you will find something like this.
(Wont say the name of the item)
Grass : E9 XX XX 00 40
Water : 80 XX XX 00 40

The 2 values in the middle are postion, first one is the item, and the end value is you're height, the height goes by 4's.

So I put mine in the middle, So it would be
Grass : E9 5C 6C 00 40
Water : 80 64 6C 00 40

I am going to merge it, so you would look at the 5C in Grass and 64 in water, Change either one, I would merge Water into Grass, So I would make the water, 80 5C 6C 00 40, And then save re load it in THUG2, and it should be merged, To float is the last value, So 40? I would want it raised once, Make it 44 and it will float once.

Null Spot, Make a underground maxed down, and then go into you're editor, and go down and find F1 F1, change them to CD and it will be a null spot/Flying type of spot.

I hope this helps you all :D

Zmathue
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Re: How to Merge/Stack/Make a Null spot

Post by Zmathue » Sun Jul 25, 2010 5:34 pm

Yes, this is all documented here: viewtopic.php?f=6&t=12

If you wan't to add items you need to change the number of items stored in the header.

dennis344
Posts: 18
Joined: Thu Jun 17, 2010 10:42 pm

Re: How to Merge/Stack/Make a Null spot

Post by dennis344 » Sun Jul 25, 2010 10:17 pm

Yeah, I just made this little tutorial for people that don't want to read that huge wall of txt X_X, Once they get good at this they can check that topic to see more info and items, thats just a basic compile of what I know.

%.gone.
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Re: How to Merge/Stack/Make a Null spot

Post by %.gone. » Mon Jul 26, 2010 5:43 pm

If they don't want to read through the, how you put it, "wall of text" then they probably don't have the patients to do manually edited parks. Zmathue's topic is about as thorough as it's going to get, just saying.

ProHad
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Re: How to Merge/Stack/Make a Null spot

Post by ProHad » Mon Jul 26, 2010 10:07 pm

You wouldn't even really have to read through Zmathue's whole post, it's pretty much perfect for skimming.

qwertysind
Posts: 117
Joined: Sun Mar 14, 2010 9:07 am

Re: How to Merge/Stack/Make a Null spot

Post by qwertysind » Sat Oct 16, 2010 5:43 am

AA XX YY 00 40
if XX YY are positions, what is YY?
when i changed XX, item change position, but when i changed YY, item killed :D
and I didn't find it anywhere at map

Zmathue
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Re: How to Merge/Stack/Make a Null spot

Post by Zmathue » Sat Oct 16, 2010 3:08 pm

qwertysind wrote:AA XX YY 00 40
if XX YY are positions, what is YY?
when i changed XX, item change position, but when i changed YY, item killed :D
and I didn't find it anywhere at map
The item number is stored in AA and XX.

From: viewtopic.php?f=6&t=12
Zmathue wrote:--------------
Object Format
--------------

1 byte - object
1 byte - x value (also used for object, see Object Section)
1 byte - y value
1 byte - "00"
1 byte - height and direction

--------------
X and Y Values
--------------

The x,y values incriment every 4.
4 is one square.

Any other than every forth (or forth + 1 for the x values (see Object Section)) value in the last place value will freeze your game.
Edit: See the Objects Section

0,4,8,C,1,5,9,D - Good last place values. Red: X only
2,3,6,7,a,b,e,f - Bad last place values.

Examples of working values.
71,75,79,7d,81
-------
Objects
-------

Convert your object number to hexadecimal

If you number is FF or lower just put that into the object byte, if the x value end's in 1,5,9 or D subtract one from the x value.

Now if your number is higher than FF ex. 100, 1AB, 1CD then drop the one and put the other 2 digits in the object byte, if the x value ends in 0,4,8 or C add one to the x value.

Example -

Say we want to put the object

260) sk5ed_sand at the x-y values 6C68 and direction height 40

We now convert 260 to hex and we get 104

Drop the one and we get 04 place that in the object byte

Our code should look like this 04 6C 68 00 40

Now since the x value ended in 0,4,8 or C we add one to the x value and get 6D

And our final code is 04 6C 68 00 40
So just insert that into your park and enjoy.

qwertysind
Posts: 117
Joined: Sun Mar 14, 2010 9:07 am

Re: How to Merge/Stack/Make a Null spot

Post by qwertysind » Sun Oct 17, 2010 2:34 am

thx
It's hard, but intresting :D
will try to do something:D

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