RenderStyles Hex Bytes
This may be useful, this may be garbage. Either way, I was digging through old hard drives from 3+ years ago and found this. I figured this fits the Source Code section better than the Modding section since its hex bytes for a file, rather than some sort of modding tutorial. Keep in mind, I haven't touched CA or my TPS builds in about 2 years now, so I'm going off of memory, sorry if some of this is slightly incorrect.
What Is this? What's RenderStyles?
RenderStyles (better known as RS.rez or Engine.rez) are LTB files within the Game folder that control the lighting on models. If you look in attributes at a character model, you'll see the following
The Default.ltb is on just about every character model and weapon model in the game. As well as some prefabs like Barrels, Boxes, HiSec cases, and Papa boxes. Default is just a plain LTB file for general lighting. That's what when Rez Modded Wall Hack first came around, it was nothing more than a modified default.ltb in a hex editor. See where I'm going with this?
So how I managed to do this was I took a Default.ltb from CA, and modified it 1 byte at a time then went in game, to see what the change of the byte did. Took quite a few hours as the Default.ltb was kind of a good size to go through at 1 byte at a time.
Enough talk, gib me bytes
Alright, fine. These bytes were used when CA First patched Rez Mods. We were finding these bytes in memory and modifying them to bypass it to make Rez Chams via memory manipulation. I know D3D probably would have been easier, but meh, what ever.
This list of bytes was to change the default LTB to red through walls. That's it. This is a 1 solid color cham.
Like i said, possibly helpful, possibly useless.
What Is this? What's RenderStyles?
RenderStyles (better known as RS.rez or Engine.rez) are LTB files within the Game folder that control the lighting on models. If you look in attributes at a character model, you'll see the following
Code:
renderstyle1=RS/default.ltb renderstyle2=RS/NinjaTranslucent.ltb
So how I managed to do this was I took a Default.ltb from CA, and modified it 1 byte at a time then went in game, to see what the change of the byte did. Took quite a few hours as the Default.ltb was kind of a good size to go through at 1 byte at a time.
Enough talk, gib me bytes
Alright, fine. These bytes were used when CA First patched Rez Mods. We were finding these bytes in memory and modifying them to bypass it to make Rez Chams via memory manipulation. I know D3D probably would have been easier, but meh, what ever.
Code:
RS FILE BYTES 0x02: No effect (changed from 07 to 00) BYTES 0x10-0x1F: UNKNOWN 0x20-0x2F: B2 A0 80 3F 00 00 80 3F 00 00 80 3F 00 00 80 3F to B2 A0 20 3E 00 00 00 00 EE D0 D0 3D 00 00 80 3F 0x30-0x3F: CD CC 4C 3F CD CC 4C 3F CD CC 4C 3F 00 00 80 3F to BF B6 B6 3E 94 88 88 3E E9 F0 70 3E 00 00 80 3F 0x60-0x6F: 00 00 A0 41 02 00 00 00 01 00 00 00 02 00 00 00 to 00 00 0C 42 01 00 00 00 02 00 00 00 02 00 00 00 0x62-0x64: 0C 42 01 to FF FF FF 0x50-0x5F: unknown 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3F to BF B6 B6 3E 94 88 88 3E E9 F0 70 3E 00 00 80 3F 0x254-0x258: VISIBLE COLOR FF 26 00 00 80 to A1 99 22 10 80 0x46A-0x46D: BASE COLOR 00 99 00 21 to FF 32 11 66
Like i said, possibly helpful, possibly useless.
