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Royal Para Regiment

HD2 Preset editing

  • Spicy_egg234
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  • "A clumsy but forgiving and respectful idiot"
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2 months 1 day ago - 2 months 19 hours ago #1 by Spicy_egg234
HD2 Preset editing was created by Spicy_egg234
Me and Rellhaiser reversed engineered how the preset format works. It's, from what we could gather, 440 bytes of:
  • 32 Bytes for the name (30 characters, 2 padding). the padding seems to be 0x00 for user presets or 0xCD for built in presets.
    • This HAS to be Allied Gunner, Allied Sniper, Allied Rifleman, Allied Heavy-Gunner, or Allied Assault-Gunner, for it to show up in multiplayer coop, or the allied and axis variations for PvP modes, because mpmaplist's allowedpresets. you can still change the TEXTY ID (6500 for Allied Gunner) of allied <gun> and have a custom name, or point it to a custom TEXTY ID.
  • 4 byte number for ID of helmet, 0xFFFFFFFF for none.
  • 4 byte number for ID of item in hands, 0xFFFFFFFF for none.
  • 4 byte number for ID of item in shoulders, 0xFFFFFFFF for none.
  • 4 byte number for ID of uniform, 0x2C or 44 for =RpR= Uniform, 0xFFFFFFFF for none
  • 4 byte number for ID of backpack, or the aqualung and air radio, since it shares the same slot, 0xFFFFFFFF for none.
  • 4 byte number for pouch slots used (not ingame, but by the preset data). it does not seem to care if its 14, even if all 14 slots are not used.
  • 14 4 byte numbers followed by 4 byte numbers pairs, first 4 bytes being ID of an item in pouches, and the second 4 bytes being quantity of that item, 0xFFFFFFFF 0x00000000 for no item.
  • 4 byte number for backpack slots used (not ingame, but by the preset data). it does not seem to care if its 32, even if all 32 slots are not used.
  • 32 4 byte numbers followed by 4 byte numbers pairs, first 4 bytes being ID of an item in the backpack and the second 4 bytes being the quantity of that item, 0xFFFFFFFF 0x00000000 for no item.
  • 4 byte number meaning something important about the preset, but we know 34 == allied preset and 18 == axis preset, any other values are unused or for singleplayer.
  • 4 byte number of the TEXTY id to refrence, 6500 is Allied gunner, 6501 is Allied Sniper, and so on. you can put your own custom texty to customise the name of the preset.
  • 4 byte number for ID or index of the soldier to use, 0x00000000 for no soldier.
While i was able to figure some of this out on my own, Rellhaiser did most of the heavy lifting in reverse engineering the preset format, so big thanks to him. With his help, i was able to make a python script to make a 440 byte bin file that follows the format listed above, and another python script to take input from a command line user interface and generate the ID values required to feed my generator script to make the bin. The attached preset editor.zip file contains data.ini, PresetTool.py (the command line interface, use this to generate a preset bin), and Generator.py (no it does not edit presets.def, you need to do this with HxD yourself and the bin it spits out to replace any of the shit in game multiplayer presets) I hope somebody can make a better tool, this kind of editor really needs a gooey but i only know how to make the script part, i dunno how to make GUI's only CLI's. the PresetTool.py is extremely clunky and not that great, but it works if you want to make a preset to replace the shit default ones. if you want to make a user preset, this wont work but why are you trying to use this? edit mpmaplist to have every weapon in africa1 and go in a lan server with the modified mpmaplist and make your user presets there.

https://drive.google.com/file/d/1uvd72SnFW4tSWiOGoGUrsE-c_Rh8-XKd/view?usp=sharing

- the one with the TLC videos on his channel (@Spicy_egg234)
Last edit: 2 months 19 hours ago by Spicy_egg234.
The following user(s) said Thank You: snowman

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