I assume you already dumped your game copy to your computer and extracted its files. If not you can find lots of guides on the internet. Using the big box below you can upload 'hit_pack_xx.pac' files from the root of the game's disc. You will then be able to view and edit all its information within this tool. I would suggest downloading the files and editing them in blender but you do you. Using the section of the screen directly below to the left of the file upload area you can also import your own '.stl' files to get custom collision files. Otherwise select a file name to export as and download with the blue button at the bottom.
It won't work in singleplayer. They load what they need inside of I think .fpc files, not these files. The change will reflect in Vs mode though.
The way I calculate values is different from the game. While they usually agree they won't always. If all you did was load a file from the game it's best to just ignore it. Especially if its about the grids or any collision range.
Honestly I'm not sure how, but there is no evidence to say this information is within this file. I think the game creates objects and those objects contain information like its rotation, position, and what can/can't collide with it.
This website isn't super optimized so just give it some time. If you think there is a bigger problem open devtools (right click + inspect) and find the console tab. If something red appears report it.
Yes if you're in advanced mode (top right button) but I would never recommend that. Use the download buttons to get something to work in blender, change it in blender and export as an .stl, and load it in this tool.
I have a small audience so doing anything would get my attention. Using GitHub issues would be best but even a Reddit DM would work if you really wanted to (assuming I get an email).
I'm aware of this but am unsure on why.
That just means that given 1 byte (a range of 0 to 255) the collision range is too large. The game auto calculates the range if its value is 0 (or just pretends like the player is inside its range I don't actually know)
These are files that this tool is meant to read and modify.
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When importing or exporting from blender ensure the forward axis is X+, and up axis is Y+
The file can only be exported/imported in its binary version (no ASCII support)
Movement - WASDQE
Speed - Shift and V
Camera - Mouse
Position:
File Name
Triangle Index
Normal:v1
v2
v3
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Triangle Color Render:
Grid:
Active Collision Range:
Bounding Box:
Select the filename name you want to export as.
No matter what you see here the file can still be downloaded. Preferably you still want less warnings and errors.
This is the file you will download upon clicking the button above. This is shown to you to make debugging easier and document the file structure.
A * means that the offset is changed to a memory address automatically when in game. The purpose of value at the offset is still the same.
Also note that the file is reconstructed using my own math and may not match the game file you just imported. It should be nearly similar but keep that in mind.
Offsets to display (in hex):
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