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Traffic Lights - memory adress (Problem).


miclin
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Hi,

Some of you may know the problem, that it is not possible to just add trafficlight 2dfx to a new trafficlight model.

 

The names seem to be hardcoded somewhere.

 

After some reasearch in the .idb I found some adresses like:

 

.data:008CD508 _miCjTrafficLight3 dw 0FFFFh

.data:008CD504 _miMtraffic2 dw 0FFFFh

 

 

But I dont quite understand this. All trafficlight models have a variable with their name but only "1111111111111111" written in the adress?

 

How do I change the name of the trafficlights? - annybody a idea?

Edited by miclin
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You want to import new trafficlight posts models to the game I'm I right ?If thats the case then you can create the default lampost and set its geometry using RpAtomicSetGeometry to the new model , of course this new model should be imported with the Loaddff funtion

Edited by Manfred Von Karma
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yes, exactly.

 

Injecting the new ID of the model in one of the addresses seems to work. --> But the lights don't get renderd.. only the light shadow on the bottom.. hmm //EDIT: nevermind forgot to add the 2dfxdata to the model.

 

 

Which doesn't help, since I want to ADD some.

Edited by miclin
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  • 2 years later...
spaceeinstein

To give an explanation for this years-old topic, the game looks for world objects that match a list of hardcoded model names. Each object is initialized with a value of -1. When it finds a match, it replaces that value with the found model index number. Elsewhere, tons of hardcoded properties are assigned to the object, e.g. fire hydrant spray, aquatic life, crane behavior, etc. In order to include more models, you need a somewhat detailed knowledge on how to hack the game because you're adding something to the game instead of replacing something. It's probably better to request someone else to do this for you.

Edited by spaceeinstein
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