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Complete Walkthrough:
- Download my script here. Find out where you installed gmax. Inside the gmax folder will be a directory called "scripts". Inside that folder is another folder called "startup". Copy the script you just downloaded into that folder and start up gmax.
- Download "GMaxSLGRAB", found here, or here. It is a simple binary that will grab the full text buffer from the maxscript listener and save it to a file of your choosing. If the above link is dead you can also get the tool here. Extract it someplace convenient, then run the program. A window will pop up, move it off somewhere out of your way.
- Next you need the rendering software, which is called Yafray. Go here and download the Windows version of the software.
- Now it's time to start the fun and games. Load up gmax. Your scenes will need to meet a couple of requirements before you can do a successful rendering. For one, you need to set up a camera. You do that by going to the "Create" menu (it's the mouse cursor pointing to the star on the right side of your screen), and click on the camera icon. Choose a "Target" style camera, then click and drag somewhere in your scene. Where you click is where the camera will be, where you drag to is where the camera will point. Once the camera is created, you can fine tune the view by clicking on the boxes of the camera and moving them about.
- You also need to put a light into gmax. If you know nothing about lighting you will want to learn about them (hint: use google) to get the most out of rendering, but for now, we'll just plop in an Omni light. Again go to the Create menu and click over to the Light section. Hit the Omni button, then click in your scene. The effect on your scene will be immediatley obvious. Switch to Modify mode and move the light to be exactly where you want.
- Lastly, you have to set up a viewport to show what your camera is seeing. Pick a port, and right click on the title of that viewport. Mouse down to Views, and pick the Camera option at the very top.
- Now for the scripts.
- After installing my script, you probably noticed right away that a new interface has appeared on the left side of the screen. If you don't like it there, position your mouse very close to the edge of the screen and doubleclick. That will detach the interface into a floater window. In this interface is a bunch of options and rollouts and such, which I describe in full detail right here. You can ignore most of them for now, the default options will in general be good enough to get a scene rendered.
- Click on the "Save As" button in the interface. A file dialog appears, navigate to wherever you installed yafray and name the file you want to save to.
- You need to open the Listener. This is just a text console where debug info for maxscripts gets printed. Or in our case, mesh info. Over on the very far right of your gmax screen will be a little icon that looks like a hammer (the Utilities panel). Click it, and a ways down should be a button that says MAXScript. It should be the very last button. Press that button.
- Press the button that says Open Listener and the MAXScript Listener should appear, perhaps with some text in it.
- Select the viewport that you set to show the view of your Camera. Deselect any objects you have selected, and in the Yafray Exporter interface press the "export" button. The Listener window should go bonkers with output and provided all goes well the script won't crash. Yay for you, you just exported a scene (almost).
- Next, you have to get that text from the Listener into an XML file that Yafray can parse. Remember that little utility I had you run? The one with the big "GRAB" button? Press that button now.
- Almost done! The next step is actually running yafray. To do this you need to open up a dos window. To do that find it in the Start menu (usually under "Accessories"). You will need to change directories to the yafray directory. To do that, type in a command such as this:
cd "C:\Program Files\yafray"
And hit enter. Now you have to remember what you named the file as, and run a second command and hit enter: yafray myscene.xml
- Quite quickly the program will spit out a bunch of text and you'll see a progress meter tick out the rendering process. When it finishes, it will dump a file called gmax_render.tga into the directroy. Open that image in your favorite paint program and if all went well, you'll see a stunningly rendered version of your scene.
- If not, continue on to the troubleshooting section. You are now ready to render anything you want as often as you want.
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This is the easiest way to put a vehicle in a level with out one already
First there needs to be scenery in the level Ok open Hmt3 up. Then go to vehicles Choose the vehicle that u want to place in Next copy the Meta offset Then open scenery and choose the piece of scenery that you choose to get rid of. Paste that into the meta offset for one of the scenery The new vehicle that you chose is now in the game where the scenery would normally be. I will place a Banshee in Hang ?em High First I opened the vehicle section and chose vehicles/banshee/banshee_mp Then I copied its Meta wich is BA1C70 I then opened the scenery tag and opened scenery/floor_arrow/floor_arrow Then I pasted BA1C70 over 848BE0 After that save Start the game and hopefully my tut worked
How to import bots into multiplayer; by daevltimi
This tutorial will show you how to import working AI into any multiplayer level, Before you begin you must remember that only the host of the server can kill the bots unless certain measures are taken, this is because halos net coding doesn?t allow for the npcs to be seen in the same places for every player, I will explain how to prevent this later in the tut,
Anyway to begin you batch extract the map you want to import the bots to using hmt,
You should save this to a separate folder specially made for the map. When you have done this you go into a single player map with the character you want to put into the multiplayer map in it, ( choose assault on the control room usually)then go to actor variant, select the character you want and recursively save its meta,
save it to the same folder as the multiplayer map you saved and then rebuild this map
now the bots are in the map you need to put them somewhere, if you don?t already have it download hht (halo hacking tools) and open up the rebuilt map, go to the vehicle tag and select ghost, then select the actv tag in the right hand menu it should be nulled out bring down the scroll down list and select the character you imported,
Then open up hmt again and in bipeds swap the character you imported with characters/cyborg/cyborg, open up halo and see if it worked.
Now to make it so everyone can kill them simply put them into a gun turret rather than a ghost, if your selected map doesn?t already contain a turret then you can usually put one in using spark edit 3, go into tools in the se3 menu and click on import tag into scenario, select vehicles then covenant gun turret
then simply swap a vehicle with the turret and your done,
There you go enjoy your brand new bots of death.
How to give the right mood to your mod
By Daevltimi
Before I begin I must say that this is not as much a tutorial as a catalogue of advice to guide you through the world of scenery, lighting Etc. it can be reordered in many ways to give the user of your mod the desired emotions when they come to play it.
I must also warn you against making the mistake many have made and so have bought down the standard of their own mods, we do want to see our hands in front of our faces, making a pitch black mod only makes it frustrating boring and pointless.
Ok now we?ve got that over with lets begin,
We?ll start with a mod centred on stealth, and let?s say it?s in bloodgulch as the example for the outdoor map of this scenario. I will move onto an indoor map for this later.
A lot of scenery will be needed for this, rocks, small trees and shrubs should prevail for this type of mod, we don?t want to use huge trees such as the type found in timberland because this takes away the air of suspense and eases the tension between players, the level should be littered with tunnels, houses and bases for hiding and scuttling around, unnoticed, it needs 1 or 2 vantage points just to speed up the game play now and then , these should be quite a challenge to reach though and in no way a camping spot, weapons should be swift and powerful, no automatic firing guns you must keep in mind that people will probably have their fingers permanently stuck to their triggers, waiting for people to walk into their sights they should also be few and far between, forcing players to conceal themselves rather than pick fights with the nearest passer by. The lighting should be dimmed not dark but more like the light of dusk, just to loosen peoples senses a little, vehicles should be at a minimum, if you insist on vehicles use a ghost, preferably reskinned to be darker, and in difficult places to retrieve it from such as narrow tunnels.
Now for the indoor level I will choose hang ?em high, indoor stealth games present a new sense of entrapment, the player will feel urged to find ways of getting away from the rest, rather than rush to find them, little scenery should be used as there are already multiple hiding places but it should still be implemented, I recommend rebuilding your map with small rocks or other hiding places, plants don?t generally merge well but with the right skin the panels found in bloodgulch can be used as additional tunnels or hiding places, it should be a little dimmer than the levels of light found in bloodgulch stealth I mentioned before, to provide a sense of foreboding doom, the weapons should be the same as before, no rapid fire and very few littered around, vehicles must be at an absolute minimum but again ghosts are best if you feel you are lost without them, and finally the high points of the level should be enclosed in most places but open in a few, just for snipers and to let those on the ground have a small advantage in knowing the whereabouts of their foes for a small period of time.
Next we will move onto mods set in dreary, dingy and dark places like swamps. For this I would use the level battle creek, it has much flatland and is excellent at providing the feeling of fear, sorrow and loss which you may not notice you are feeling but is always there in levels like 343 guilty spark, you will need to change the bitmaps of the walls first, they should be dreary green as if they are growing a layer of moss which has presided there longer than you could know. If you can (I don?t know if this is possible with the tools we have at present) the ground should be like a thin layer of water, with the sound of squelching feet as you walk, scenery should be small bushes hiding the ground with nothing but a small hole here and there and the occasional dead tree, it should be very dimly lit so as seeing across the map is almost impossible, weapons should be close range, like shotguns, and assault rifles you may want to decrease damage done by assault rifles, sniper rifles and pistols are a big no no, rocket launchers are critical for this kind of level, they can be used as a great way of making people need a quick change of pants and can also show the true power of light, vehicles should be cars with the ability to skid much more than usual and slowed down a little, tanks, and maybe banshees, ghosts are terrible, they can be used to sneak around and take away the sense of the instability of the ground with their ability to perform sharp turns, and ease of riding.
Indoor mods of this type are near impossible and never seem to come out right anyway so I will not be covering them.
I will now move onto mods with the theme of war, I will be using sidewinder for this mod, these are best set in the light of day and have mainly man made structures, importing the pieces of shattered metal from the wizard level would be a good idea, these should be scattered randomly and thickly around all constructs made from metal, such as bases and tunnels, you will also want something to make temporary looking bunkers from, like the logs in bloodgulch (this is the only time I condone logs) and put them in the corners and by the walls maybe 2 at the side of each base, weapons should be ranging through all the human weapons, there should be many in the bases in ordered rows, and spread thinly throughout the level so as to make it seem as though they have been dropped by dead marines, the same should be with the vehicles, there should be many human vehicles at the bases such as cars, tanks and if you can manage it the turrets from the hogs, you will want lots of scorched bitmaps for vehicles and various parts of the floor walls and scenery, and if you can duplicate the weapons you should add a nuke in a moderately hard place to reach so as to provoke a mad scramble by the players to get to it first.
For the indoor level I would choose boarding action, it presents the players with least hiding places and makes excellent use of teamwork. The barricades should be used greatly at bases and then more thinly spread the further away from the base you are, this will make for a real challenge and sense of danger in ctf games, again the shards of metal should be imported and spread everywhere, there should be no vehicles and weapons should be again many at bases and few around the level, you should only have human weapons for a sense of realism all weapons of these types should be enabled, though the rocket launchers ammo should be restricted a little. The light should be fairly dull but not dim, as if there were no lights but the windows were open.
This is the end of the 1st instalment of my setting the mood for your mods tutorial pair, in my 2nd instalment I will be discussing, human covenant wars, earth mods, and driving mods.
Pre- Detailed Tutorial I will be posting a fully detailed tutorial with all the tricks that I've discovered, by the end of this weekend. For now though, you can play with this. Hopefully you know how to batch extract, and rebuild a map file. 1. Open the folder you batch extracted your map to. 2. Go to "weapons" and drop the whole chainfrag folder that I included, into "weapons". 3. Now add the 2 files that I included in the zip, that are in the file called "frags", into the "weapons\frag grenade" folder. Just the 2 files, not the folder. 3. At this point, if you just rebuild the map without adding any files, in the rebuild section for HMT, you will have chain spawning frags. The file is self recursive. 4. Now lets say you want to spawn rockets at the end of the chain. 5. In the decompiled map folder, open "weapons\chainfrag\effects" 6. Look for this file "chain4.effe.xml". 7. Right click it and open it with notepad. 8. Now look for the lines that read "<Filename>weapons\frag grenade\frag grenade2</Filename>. There should be 4 of them like this. 9. Now change "frag grenade\frag grenade2" to "rocket launcher\rocket", on all four lines. 10. Save the file. 11. Rebuild the map now. In HMT, after selecting the unedited map, and choosing yes to auto add the required fields, just hit build. Now you have a frag grenade that will spawn rockets as its final detonation. You can also spawn weapons, scenery, and power ups. Vehicles, and bipeds are also possible, but the game crashes more often than not. I'm still working on this. In the full tutorial I will show you how to... Get MC to spawn things when his sheilds are down, Have a grenade spawn 3 different projectiles, then 3 different other ones, Make incendiary grenades, Put the correct visual and sound effects into chain spawning, Making other weapons spawn, Plus more stuff.
How Create Duplicate Vehicles With Their Own Properties. By Polysorbate/Deimos This tutorial is given with the assumption that you have some basic knowledge of map rebuilding.
1. Create a new folder on your DT and name it DI mod 2. Copy the unedited Death Island map to that folder 3. Open the map you just copied with HMT3 4. Batch extract the map and select Metadata and Models; to DI mod folder 5. Now you should have the original map file, and a bunch of folders in the DI mod folder. 6 Open the folder "vehicles" 7. Copy the "warthog" folder to your DT 8. Now rename it to "warthog2" That's the easy part, now for the real fun! 9. Put the warthog2 folder back into the vehicles folder 10 Open the warthog2 folder, you'll see 2 types of files in here, XML and META. The ones we'll be editing are the XML files.
I'll give you an example of what needs to be done.
11. In the warthog2 folder, right click on the file that's named "bullet.jpt!.xml", and choose Open With- notepad. 12. You should see this...
<?xml version="1.0"?> <!--Halo Map Tools: Metadata Structure File--> <Results> <Map>Death Island</Map> <Tag>!tpj????????</Tag> <Filename>vehicles\warthog2\bullet</Filename> </Results> 13. Now the important part is the Filename, this file is one of the easiest to change, because you only have to change one line. Now change <Filename>vehicles\warthog\bullet</Filename> to <Filename>vehicles\warthog2\bullet</Filename> The easiest way to do this in all the files to go to edit in notepad and do find, look for vehicles\warthog and add the 2 after the warthog. This is telling it to look in the warthog2 folder instead of the original one. To make a unique vehicle, you have to do this to all the files, including the ones in the subfolders: shader, effects, and bitmaps. After you do it a couple times, it gets easier. Remember to only change the lines that read "vehicles\warthog" And only the instance of warthog that is directly after vehicles. 14. Change all the xml documents and then, you are almost finished. 15. Now that you have changed all the "vehicles\warthog" to "vehicles\warthog2", you are ready to put the new one in the map. 16. Go to the main DI mod folder and open levels. You'll see several folders here, the one you need to go into is "test", so open that. 17. Now open the folder "deathisland" 18. You need to edit the XML file "deathisland.scnr.xml", so open this with notepad. 19. Now do a find again and look for warthog 20. You should see this... <Dependency> <Location>0x3A84</Location> <Tagclass>ihevtinuejbo</Tagclass> <Filename>vehicles\warthog\mp_warthog</Filename> </Dependency> 21. Now copy this and paste it just below the original so it looks like this... <Dependency> <Location>0x3A84</Location> <Tagclass>ihevtinuejbo</Tagclass> <Filename>vehicles\warthog\mp_warthog</Filename> </Dependency> <Dependency> <Location>0x3A84</Location> <Tagclass>ihevtinuejbo</Tagclass> <Filename>vehicles\warthog\mp_warthog</Filename> </Dependency> 22. First, change one of the warthogs to "warthog2", again only the one right after vehicles. 23. Now, the last thing you need to change is the Location which is included in what you copied. You'll see that the original reads "<Location>0x3A84</Location>" you need to swap this with some scenery object. 24. Copy this, go to edit and find in notepad and paste it... scenery\small beacon\small blue beacon</Filename> 25. TAKE NOTE OF THE LOCATION, WHICH IS 2 LINES ABOVE IT, it should read "<Location>0x22E4</Location>", now delete this area from the first dependency to the second one, so you'll be selecting these lines <Dependency> <Location>0x22E4</Location> <Tagclass>necsejbo????</Tagclass> <Filename>scenery\small beacon\small blue beacon</Filename> </Dependency> now delete them. 26. Now go back to the warthog2 location line and replace "0x3A84" with "0x22E4" 27. Now save the file. 28. Go to HMT3 again and at the top choose Tools, Rebuild Map 29. At the top of the window, where it reads original map, select the unedited map file in the DI mod folder 30. When the window comes up that asks about auto filling the required fields, choose yes. 31. Now at the bottom, lower left, where it reads "Additional Files", hit the add button. 32. It does not matter what order you add the files but I do the scnr.meta file in DI mod\levels\test\deathisland, first because that is the one I usually forget. 33. Now add all the files from your warthog2 folder, again, also the subfolders. 34. Now hit Build, in the upper right corner of the HMT3 window. 35. Wait for it to recompile the map. At this time if you get an error, pay attention to what it reads because it will give you a good idea of what file you need to go back and change. Often it will say something like, a required dependency for (the file name), was not found. If you see this, go to that file and make sure you renamed all the warthogs after vehicles, to warthog2. 36. Once it is done the rebuilt map will be in the DI mod folder. 37. Take this file out and rename it to "deathisland.map", if you have file extensions eabled, otherwise, just "deathisland" 38. Now drop it in your maps folder. 39. It will work at this ponit but your new warthog is still the same as the original. 40 Open the new map with HMT3 and under vehicles you should see...
vehicles\warthog\warthog\mp_warthog vehicles\warthog\warthog2\mp_warthog
41. Now just for fun go to projectiles, and change the warthog2 bullet to a rocket 42. Save it 43.. Now the warthog2 will be anywhere there was previously a blue beacon, (I advise deleting some with Spark Edit, or the map could be laggy), when you fisrt start the map. You should turn vehicle respawn off because the new warthogs will spawn at the same points as other vehicles. The map will still work, but it will keep adding vehicles until it gets to laggy to play, just try it with respawn on and you'll see. That's it, now you have a warthog that fires normal bullets and one that fires rockets, because you copied everything, you can change the physics, speed and anything else. To sum it up, the computer now sees the original warthog and warthog2 as 2 completely different vehicles. The ONLY exception to this is the model. If you change the model on one, the other will have the same model. I'm sure there's a way to counter this, but I have not found it yet. If you change the skins on them though they will be different. You can do this the same way with all the other vehicles, and the turret. I had to go through about 100 errors, while trying to rebuild the map, before I finally got it to work. I hope this helped you. If you have any problems, you can P.M. me through the site and I will try to answer you asap.
mini-tut on getting models from HMT3 into Milkshape :
Open HMT3
Find [mod2]PC Models, click on the thing that you want to export.
if /fp is after the name, it means when you carry the weapon. Otherwise, it means when its on the ground. When there are multitple models, the first one means the closest, the second one means you see it farther away, etc...
Anyways, open Milkshape, and go to File - Import - Wavefront OBJ and browse for the model that you exported from HMT3.
Edit to your wish -
Click on Select, click on Vertex down on the menu at the bottom of the toolbar, go into one of the 3 modeling screens, select what you want, go back over, select Extrude or Move, and move them around.
mini-tut on getting models from Milkshape into Halo :
In MilkShape, do File - Export - Wavefront OBJ.
Open HMT3
Find [mod2]PC Models, click on the model that you originally exported from HMT3
Click import, browse for the new model, click import, save, and play.
Note : If it says you can't import, then somehow you changed the number of vertices.
Changing weapon projectiles (beginners hex editing)
You will need:
A hex editing program, I recommend Hex Workshop Halo Offsets List
Introduction:
In this tutor you will learn how to change weapon projectiles or begin Hex editing. This tutorial assumes you have done all previous tutorials.
Step 1, Download and Opening the Configuring the Program:
Download and install Hex Workshop. The program should already be configured.
Step 2, Opening .map file:
For this tutorial, we will just be changing the pistol's projectiles to fuel rods. First of all, right click bloodgulch.map and open with Hex Workshop. Make sure all your MAPS folder is backed up! At first just a whole heap of numbers and letter will appear, don't worry this is normal. 

Step 3, What does what:
Well, in Hex editing there are two main terms, a Value and an Offset.
Offset: Where the value is located in the file.
Value: What the code is telling the game to do.
Step 4, Getting the offset:
First off, extract all the offset files to somewhere. Open the Blood Gulch off set list. Up the top, click the Weapons button to go straight to the weapons offset list. Locate the Pistol, and copy the offset sequence (Far left).


Step 5, Finding the offset:
Hex Workshop should already be open. Click Edit>Goto. A new window will pop-up. Where it says off set, well put the offset sequence in. Select the Hex option and press Go. You will now be at the pistol offset.

Step 6, Entering in the value:
Now, in the offsets list, go back to the top and press Projectiles. This will take you to the projectiles section. This time we are not selecting the offset though. We want the Value. This time we cannot copy and paste, you have to type in the sequence manually.
 With out editing anything in Hex Workshop type in the sequence.
 It will overwrite the old sequence automatically. Notice the edited text turns red? That just makes it easier for you to know what you have edited. You will also notice that the 40 on the end didn?t change colour because there are the same numbers. The value has now been changed to make the Pistol shoot fuel rods.
Step 7, Saving your work:
When you save your work it will give you the option of backing up your file. You should have already backed everything up though. To save, click the little save icon or go to File>Save. Both do the same thing. Your work is now saved. The red text will now return to blue.

Step 8, Testing your mod:
You should already know how to do this. If you just want to test your mod, it will already be saved so you can just go straight into Halo and play it. If you want to hand it out to the public, well you know how .ppf patching works.
Conclusion:
Well done, you have just created your very first mod for Halo. Just a few notes: When Hex editing, always think ahead. Say if you make the Assault Rifle shoot Warthogs, what is going to happen when they try to re-spawn at their original position? Nothing, because there is no original position, so instead of the Warthogs re-spawning, the game will crash.
so first open HMT3 with D40 (the maw) and open the tab in resource browser effects and go to SCENERY\HALO_DESTROYED\EFFECTS\EXPLOSION_HALO click on it and go to tag information on top and click the checkbox RECURSIVE and click save meta. make a new folder and call it bloodgluch meta and in that new folder make an other new folder called explosion1 (cauz yes there is an explosion 2). And save the meta there. We got explosion 1 exported. Now go in particle system in the resource browser and go to LEVELS\D40\DEVICES\POA_EXPLOSION\EFFECTS\POA_EXPLOSION here we got our explosion 2. Save the meta data recursive again in the folder explosion2. ok! we got the meta data that we needed to make a nuke! But were just a the begin... dont jump now Ok so open bloodgluch in HMT3 and go to tools batch extract. In your folder bloodgluch meta, make a new folder called batch export. clik OK. good. now clik only export metadata chekbox. Click start batch extraction, it will take a few sec. When its done go in the folder of explosion1 (in windows explorer) and copy the folders that are in the folder of explosion 1. Paste all that in your folder batch export and click yes to all for remplace. Do the same thing for explosion 2 (paste folders from folder explosion2 in the folder batch export ). Lot of folders heh? Still when your in your batch export folder paste a copy of bloodgluch. ok go back in HMT3, go to tools and clik rebuild map for the original map open the copy of your bloodgluch that we pasted. To the box that apears and asking you if you wanna fill the required files, clik OK. Now, at the bottom, to additional files clik add. go to your batch export folder and add theses file in theses folders: in your folder batch export , clik on scenery, halo_destoyed, effects. add all theses files. ok. Clik add again, go to levels, d40, devices, poa explosion, effects. add that file. done............. almost! . click BLUID. open the rebuilded map (bloodgluch.map.rebuild.map) in your batch export folder. ok now go to Effects in resource browser, and go to meta :SCENERY\HALO_DESTROYED\EFFECTS\EXPLOSION_HALO. On top in tag information, copy the meta in the box (its 6 letters and numbers). Still in Effects, paste that over all the metas of: WEAPONS\FRAG GRENADE\EFFECTS\... (EXAMPLE: WEAPONS\FRAG GRENADE\EFFECTS\IMPACT METAL) (TIP: ALWAYS CLIK SAVE ON THE SIDE AFTER EDITING META) BUT NOT OVER "WEAPONS\FRAG GRENADE\EFFECTS\EXPLOSION" AND "WEAPONS\FRAG GRENADE\EFFECTS\THROW". You HAVE to remplace the frag grenade metas if you wanna have the rocket work with a NUKE. goooood. now if u wanna have a nuke explosion with the rocket, go to WEAPONS\ROCKET LAUNCHER\EFFECTS\... and paste the meta of explosion halo over all the metas of WEAPONS\ROCKET LAUNCHER\EFFECTS\... , but NOT WEAPONS\ROCKET LAUNCHER\EFFECTS\EXHAUST, NOT WEAPONS\ROCKET LAUNCHER\EFFECTS\FIRE, NOT WEAPONS\ROCKET LAUNCHER\EFFECTS\FIRE ROCKET AND NOT WEAPONS\ROCKET LAUNCHER\EFFECTS\ROCKET EXPLOSION. ok almost done.... Now go to Particle System, now copy the meta of LEVELS\D40\DEVICES\POA_EXPLOSION\EFFECTS\POA EXPLOSION and paste it over WEAPONS\FRAG GRENADE\EFFECTS\EXPLOSION MED. Now copy the meta of WEAPONS\FLAME THROWER\EFFECTS\DEFOLIANT and paste it over WEAPONS\ROCKET LAUNCHER\EFFECTS\ROCKET EXHAUST. Now copy the map youve just edit and pasta it in your maps folder of your game!!!(rename it bloodgluch.map) DONE!!!!!!!!!!!!
The only thing left to edit is in Damage, edit the damage radius
Instead of re-installing halo there is a way to grab the maps from the CD
Go to your CD drive <D:> then there should be a folder called "FilesCAB"
open that up, you will see some files that have the extention .cab, open
one up (the maps are in all of the files)
extract them to wherever you want and your done!
1. Question: How do I put AI in to MP?
Answer:
1. Batch extract a MP map, checking all check marks. I'll use Blood Gulch as an example.
2. Recursively extract elite major plasma rifle, into the batch extracted MP map's folder.
3. Put Bloodgulch.map into the extracted folder, and rebuild the map
(Making sure to add the new elite actv)
4. In HMT, save the meta of a vehicle as VEHINAMEHERE.vehi.meta
(Non Recursively) into a folder somewhere.
5. Open up the Elite Actv, and at the top you will see ID then a bunch of numbers. Well, thats the ID of the tag, just in Decimal format.
6. Open up Calculator, and go to view, and make sure Scientific is arked. Go to Dec, and type in the numbers after the ID: from HMT.
7. Now click on Hex, and copy what's in the answer bar. Go into HMT, and click on the Utilities section.
8. Paste the Hex ID into the left Util. bar, and press Swap Endian. Now you finally have a useable ID! (note you must do this for ALL ID's you ever want to use)
9. Open up that Vehicle meta you saved earlier in a hex editor. You need to look for a vtca reference (an actv reference, but backwards) Skip the first one, as it won't do anything. For you advanced people, only use the ref's in the seat chunks. For you New guys, just skip the first vcta you see, and use any after that.
10. Once you have a good vtca to use, you will see FF FF FF FF in the hex window after a few zeros. Guess what?! It's the perfect size for that Elite actv ID!!! So put it in.
11. Save and inject the new Vehi meta, and Now you have crappy looking elite bots!
12. Uncrappifying - Save the elite biped and open in a Hex editor. Go find the ID of the cyborg_mp model, and look at the top of the bipd meta. You will see 2dom, that's the tag reference to the elite's Mod2. Replace the ID of the elite mod2 with your cyborg_mp ID. When you're done with that, take the antr ID from Cyborg_mp biped, and paste in the elite's bipd, You should be all set! Enjoy!
2. Question: What is Capture the Grunt gonna be like?
Answer: It will be the flag model replaced with a perfect Grunt Model.
3. Question: How do you rebuild a map?
Answer: http://www.halomods.com/tutorials/Mapping/maprebuild/maprebuild.php
4. Question: How do I skin?
Answer: With photoshop: http://www.halo4pc.com/index.php?showtopic=219
5. Question: How do I remodel (make a gun, vehicle, etc) something:
Answer: http://www.halo4pc.com/index.php?showtopic=27
6. Question: How do i turn a sp map into mp?
Answer: Not answered yet
7. Question: How do I rename something?
Answer: Open up your UI.map with Hex Workshop. Then click on find and check "text string" Next search for whatever you want to rename. Ex. "Warthog"
Keep looking until you find something that looks like W.a.r.t.h.o.g. Now replace those letters with whatever you want it to be. To delete, just put a space where the letter is. (The name can't be longer than the original)
8. Question: How do I change individual things in a map, such as making one rocket hog shoot plasma grenades, and another shoot frag grenades?
Answer: Better Answer coming soon
9. Question: Where can I find HMTv3 Plugins?
Answer: Find them here http://www.halo-mods.com/index.php?showtopic=2623&hl=modder
10. Question: Is there a specific topic here that has a downloadable AI mod in it (For any level but DI)?
Answer: As of yet, No
11. Question: How do I find the identifier (ID) of something?
Answer: Open up calculator and HMT, and in HMT go to the tag you want to find the ID for. At the top, you should see ID: then some numbers (ex: ID: 3872982373 @ 0x302DE5C (The numbers in bold would be the ID)). These numbers cannot be used as is, because they're in decimal format, and anything you'll be hexing needs to be in hex. This is where Trusty-McCalculator comes in. Go to View > Scientific, then click on the "Dec" radio button. Type in the numbers after "ID:" from HMT, then click the "Hex" radio button, and calculator will convert it to Hex. Still can't use it though, Why? It's not quite right yet. Copy the converted ID, and go back to HMT. Expand the Utilities section, and you will see two bars. The left bar is for swapping endian, which is what we want to do with our ID. So Paste the ID in the left bar, and click "Swap Endian." You can now use this ID anywhere you want, It's in the correct format.
12. Question: What is a tag reference? (tag ref)
Answer: In Hex, when looking at a tag, you will see Tag Ref's everywhere. They're pointers to other tags, like in Bipd, they point to the model that biped needs to use, the animation trigger, and a lot more.
So whats a tag ref look like?
vtca 00 00 00 00 00 00 00 00 12 65 34 88
^^^ This is made up, but a tag ref can also look like
2dom 56 43 23 78 00 00 00 00 12 43 75 37.
These are both tag references, and a tag reference is a pointer to another tag. So how does it point to a tag? by the Identifier. For example:
in either
vtca 00 00 00 00 00 00 00 00 12 65 34 88 or
2dom 56 43 23 78 00 00 00 00 12 43 75 37
The bolded numbers would be where the tag ID goes. So whats with the numbers at the beginning, or: 2dom 56 43 23 78 00 00 00 00 12 43 75 37?
Don't even worry about those, you won't need to do anything with 'em. Hopefully if you understood this, you now know what tag ref's are.
13. Question: How do I activate the console? (Be able to kick, ban, etc)
Answer: On your desktop, right click on your Halo shortcut (make one if you don't have one) and click properties. Go to Target. In that, there should be something like "[harddrive]/[other directories]/Halo/halo.exe"
All you have to do is put a space at the end, then you can put your flags after that.
The flag to activate the console is -console. To use it in-game, press ~
The 3 basic commands for a non-dedicated server are:
sv_kick (player name/number)
sv_ban (playername/number)
sv_players to retrieve the player numbers.
Note: If you use the playername type of sv_kick, names with spaces need to be in quotations.
PS: for more help with the console in-game, press ~, then TAB
14. Question: How do I make Grenades explode so they throw objects across the screen, but do no damage?
Answer: Make sure that youre modding the right values, ex: you wouldn't want to make the force of the Grenade itself high, 'cause that would make anything the grenade bounces off go flying. Instead, make sure you change the Grenade explosion/shockwave info. Another way to do what you want is make the damage extremely low, something like .00001
15. Question: How do I make a Grenade shoot out of my gun, instead of just dropping out of my gun?
Answer: Change the speed to something like 0.0001. If you just edit the speed then it will constantly move and will never blow up. What you should probably do is just change the arc/weight tag to something smaller, like 0.001, - this will make it go farther, but it will still drop and explode.
16. Question: In the AI tutorial, do you have to add every last file that was recursively extracted for the Elite, or are there just specific ones you need?
Answer: Only one file, the actv, is all that's needed. Any other tags that that tag needs to use are automatically added.
17. Question: I've seen many mods that have a completely round log with flat ends in BG. Where is it?
Answer: scenery\trees\tree_leafy_fallentrunk\tree_leafy_fallentrunk However, you must swap this tree trunk into the map with some other scenery object.
18. Question: What are the names for all the Single Player Maps?
Answer:
A10 - Pillar of Autum
A30 - Halo
A50 - Truth and Reconciliation
B30 - Silent Cartographer
B40 - Assault on the Control Room
C10 - Guilty Spark
C20 - Library
C40 - Two Betrayals
D20 - Keyes
D40 - The Maw
19. Question: How do I swap Scenery in?
Answer: Just use SparkEdit3.
20. Question: How do I put vehicles in maps that don't have any vehicles?
Answer: If the vehicles are already in the map file, just swap one with a scenery object. If not, just rebuild the map with vehicles, and then swap.
21. Question: How do you get the models to be coherent?
Answer: Not Answered Yet
22. Question: I know how to duplicate a vehicle or a weapon etc. and change it, but what I want to know is how do you place it?
Answer: Your best bet would be to replace a scenery object with your duplicated object, then move that in SparkEdit.
23. Question: How do you change the MC's color in SP, not just by changing the texture, because some mods like general camo are hardly noticable under the green color.
Answer: Try removing all of the Blue channel in the Cyborg_Multipurpose bitmap.
24. Question: How do you put human (warthog) turrets into MP maps?
Answer: Coming Soon
25. Question: How do you modify the size, length, etc. of collision models?
Answer: This data is all raw, just like models are, so find the raw data (with a hex editor) and go from there. This is the most I can help you on this, but I suggest coming on IRC to ask someone who knows more about it than me.
26. Question: How would you add the pistol scope to the assault rifle without having to swap the hud interface?
Answer: You don't have to swap the hud interface at all, it's just a bitmap.
27. Question: Whats the multiplayer covenant mod going to be like? Can you choose from all the species or just Elites?
Answer: Ah, I haven't really thought much of it, I may just drop the idea.
28. Question: I just downloaded a mod, how do I open it and insert it into Halo?
Answer: Usually there are instructions in the readme, but you can be sure if there are .ppf files, you will need ppf-o-matic.
29. Question: Is there a way to edit the weapon hud interface?
Answer: You are going in the wrong direction. Any graphical changes can be made by editing the proper Bitmaps.
30. Question: How come there is always an exception in AI maps?
Answer: Which maps, and who made them?
31. Question: How do I use the Halo dedicated server? Where can I get everything I need for it?
Answer: You can get it here. It is a standalone program that basically sets up your computer as a server that dedicates all of its resources to managing an online game, so that game is less laggier. the downside is that you cant play on a computer with a dedicated server, so the idea is to get a friend to set it up.
32. Question: How do I use ppf studio to make maps into patches?
Answer: You need the original map, and the modded map, and they must be the same size. Put the original map where it says in ppf studio, and the modded as well. Find a save spot, and press go. For a better tutorial, check this out: http://www.halomods.com/tutorials/Basics/BOLLppfmake/bollppfmake.php
33. Question: Has anyone made a mod where you can ride on the wings of banshees, kind of like you do on tanks?
Answer: No one has done this yet. And HunterXI, it is already quite possible, as seats are only chunks, just make a new chunk, update the chunk count, and recalculate chunk offsets.
34. Question: I've seen so many mods where you shoot MC out of guns. I'm wondering if anyone can tell me how for all the guns
Answer: To shoot MC's, all you have to do is go to Bipeds> Cyborg (or MP_Cyborg) then copy the meta in the little bar. then go to projectiles, and pick a any. In the same little bar, paste in the value you copied above, and click 'save'... voila! you can shoot MC's!
35. Question: How do I make the Marines drop 8 grenades?
Answer: All you need to do is get a plugin for HMT and then make it from 4 to eight. Check here.
36. Question: If there's some way of linking a light bridge with another object, shouldn't it be possible in some way to replace a gun's projectile with whatever that link is and use it as a remote control?
Answer: In SP, this should be possible, but since Halo MP netcode doesn't allow scripting, you couldn't do it there. In SP, I myself wouldn't really know how to take the action from the bridge holo control and make a weapon activate it.
37. Question: I always get an exception error when I swap models using the model plugin. Why is this?
Answer: As far as I know, it's because the vertices and indices aren't swapped as well. I really have no idea on this one, tjc2k4 would be the one to ask.
38. Question: When I start a server on another computer... I can see it in the select game list, and so can everyone else, but I'm the only one who can join it. What causes this? If its the firewall I have built into windows then how do I disable it?
Answer:
* Open Network Connections (Click Start, click Control Panel, and then double?click Network Connections.)
* Click to select the High?Speed Internet connection that you want to unprotect.
* In the task pane on the left, under Network Tasks, click Change settings of this connection.
(Or, within the Network Connections folder, right-click on the connection that you want to unprotect and then click Properties.)
* On the Advanced tab, under Internet Connection Firewall, select the following:
To disable Internet Connection Firewall, clear the Protect my computer and network by limiting or preventing access to this computer from the Internet check box. This disables the firewall, your computer and network are then vulnerable to intrusions.
39. Question: I looked on the halo modding for dummies section and I have hex workshop, and opened the map I want but now I need Iron_Forges offset list. Where should I go and what should I do?
Answer: These are the offset lists Thanks to DrLime.
or
here
As for what you should do? Just let jour imagination guide you. Try swapping some offsets.
40. Question: Every time I do the AI mod I get gathering exception data... I swapped the elite ID into the FF FF FF FF spot. Why?
Answer: I don't really know, I've had many people reply to me that the tutorial works, maybe your rebuilt actv is a bad one... try one from another level.
41. Question: I know how to make weapons fire things, but how do I stop them from falling on me?
Answer: I assume you mean vehicles. Well, seeing as they don't have any velocity, you're kinda screwed. Try messing around with velocity, or try throwing them in place of grenades.
42. Question: How can I make a warthog leave a contrail?
Answer: Not Answered Yet
43. Question: Does anyone know how you could change yourself into a covenent?
Answer: Not Answered Yet
44. Question: How do you make marines explode on death?
Answer: Not Answered Yet
45. Question: How do people get those flat metal panels into levels?
Answer: They make them out of logs. (Make their own collision model, make their own PC model, make their own skin.)
46. Question: Okay, I've duplicated some turrets for a mod, but there isn't enough scenery to replace them with. I'm putting them in Ice Fields, but I don't want to replace the rocks and trees. I've tried to put them where the grenades and weapons are, but that doesn't work. The turret doesn't even show up in the map when I do that. Is there a way to add them in without replacing something else?
Answer: All that's needed to be done is duplicate scenery, import tags with SE, copy and replace existing scenery with SE, swap the new scenery with the new vehicles with HMT, and move with SE.
47. Question: How do you make warthogs have flame contrials and do wheelies?
Answer: You may be able to have it in a permanent wheelie by adding hover to the front tires. To make them have flaming tires, look in "Particle System", and look for something that's involved with dirt, and swap it with "Flamethrower_Defoliant".
48. Question: How do you make the muzzle flash brighter without causing it to stay on? I attempted to do this, but my muzzle flash stayed on continually.
Answer: I know it's controlled by a ligh tag, so maybe if I map it out I'll post what you need here.
49. Question: My halo dedicated server works fine, and people can see it, but they cannot join.. anyone know the reason? I have a wireless connection.
Answer: Well, it could be that WindowsXP firewall is up, or NAT is enabled. If NAT is on, then anyone trying to join your server will only connect to your public IP, not your private one. All I can really say is google for more information on NAT, and see if you have a DMZ-Plus mode. If so, activate that.
50. Question: How do you make nukes like the one that MonoxideC made?
Answer: I will be creating a new weapon tutorial one of these days, it'll cover this. Until then, read this:
Okay, to make a nuke, you need to save some meta and rebuild the map. If you want, you can duplicate the rocket launcher and mod the duplicated rocket launcher so you can have a nuke and the rocket launcher in the map.
1. Open up HMT and open The Maw map (d40). Open up the Particle System menu, click on "levels\d40\devices\poa_explosion\effects\poa explosion," and save the meta. Make sure the box next to Recursive is checked.
2. (I'm assuming you have already batch extracted the map you want to mod.) Find where you saved the meta, copy the folders and paste them into the folder where you batch extracted the map you want to mod. Click "Yes to all" when you paste the folders. Now rebuild the map you want to mod, and add the meta for the POA explosion.
3. Open the map you want to mod in HMT. Find "weapons\frag grenade\effects\explosion med" under Particle Systems and swap it for the newly imported POA explosion meta. Now, find "weapons\rocket launcher\effects\rocket exhaust" and swap it for "weapons\flamethrower\effects\fp_defoliant3." This will change the explosion and the flame effect of the rocket. Now, you'll want to change the damage of the rocket to get the full effect of the nuke. You can do this under Damage. (If you duplicated the rl, then exchange the meta values for your duplicated weapon.)
4. I'd recommend changing the ammo and clip size of the rocket launcher so there aren't multiple nukes. You can do this under Weapons and changing some numbers for the rl. You can also change the arc, speed and life span for the rocket under Projectiles.
5. Save all your changes and copy the modded map into Halo's map folder. You now have a nuke in the map you modded. This does not change the sound to what MonoxideC put in his mod, and there is no little flare in the middle of where the nuke explodes.
51. Question: What exactly does life span do? Is that how many seconds it lasts?
Answer: It's measured in distance, and it's how long an object will last before it explodes (rockets) or disappears (bullets and things of that sort).
52. Question: When I swap Jackals with Marines, they won't attack me. I tried all kinds of things, but it still doesn't work. Why?
Answer: It's attack is based on the team. Change the team or part of the actv that reads team, and you'll be set. You're on your own with this one.
53. Question: How do you make a Pelican destroyable?
Answer: Not Answered Yet
54. Question: What is a good seat for an Elite?
Answer: Try banshee-B-Driver.
55. Question: How do you make things invisible (for example a hog?)?
Answer: You can swap the meta of its texture with a shader such as the teleporter shield or active camo.
56. Question: How you can add unlimited ammo to plasma weapons, and also turn off the overheat?
Answer: Not Answered Yet
- Dirt
1 - Dirt
2 - Pebbles
3 - Snow
4 - Wood
5 - Metal
6 - Metal
7 - Metal
8 - Rubber
9 - Unbreakable Glass
10 - Red Shielding
11 - Grunt Blood
12 - Metal
13 - Hunter Blood
14 - Elite Blood
15 - Elite Blood
16 - Reflective Shield
17 - Engineer Blood
18 - Jack Shield Sparks
19 - ?????
20 - Green Blood
21 - Metal Spark With Blood Splat
22 - Shields
23 - Blood
24 - Blood
25 - Unbreakable Glass
26 - Unbreakable Glass
27 - Unbreakable Glass
28 - Water
29 - Grass
30 - Shields
31 - Glass
32 - Reflective Metal
MATERIAL DEFINITION
Sometimes its name comes as 'col left rudder' or something.
I suppose its not quite a material name like 'rubber' but the structure is the same.
There exists a reflexive pointer to material list @ 0x234
(This is constant for all collision models).
It will specify a chunk count and an address for the start of this material list.
Each chunk/material definition is 0x48 Bytes long.
(Although this doesn't seem 100% constant more like 95%)
If you measure 0x24 bytes into the block there is a short,
if turned to FFFF results in a 'black hole' behavior. If turned to various other int values, ie: 0400 for wood.
Then when you hit/melee/collide with this thing, it gives off different sound/visual effects.
This is good because you don't have to swap metas, and potentially erase cool effects.
FRAME DEFINITION
Reflexive pointer to frame list @ 0x28C
It specifies a chunk count and an address
(This is constant for all collision models)
ie: Fallen Trunk
0100 0000 50CF 4E40
1 Frame Chunk of 0x40 Bytes beginning at That offset.
Swap the Endian, Subtract the Magic, (Subtract the Meta if your working with the sub-files).
And there's your offset.
Inside the small meta files
that turns out to be 0x3D4
The Frame definition is
0x40 Bytes long.
0x20 Bytes in is a single quad which if turned to FFFF turns off the collision model.
I don not know if this is an intended result, or if its some kind of parsing error.
0x34 Bytes in is another reflexive pointer to the frame collision definition.
ie: for fallen trunk
0100 0000 90CF 4E40
FRAME COLLISION DEFINITION (REFERENCED TO BY REFLEXIVE POINTER IN FRAME DEFINITION)
Given the 0x60 byte Frame Col Def. Block.
**NOTE**
When I say @POS I am referring to the fallen_trunk.coll.meta
This is for example purposes only.
**END NOTE**
@POS 0x414
0600 0000 F0CF 4E40
6 Chunks :: Size 0xC bytes at 0x474
@POS 0x420
0600 0000 38D0 4E40
6 Chunks :: Size 0x10 bytes at 0x4BC
These are the force plane definitions.
@POS 0x42C
0600 0000 98D0 4E40
6 Chunks :: Size 0x30/0x6 = 0x08 bytes at 0x51C
@POS 0x438
0600 0000 C8D0 4E40
6 Chunks :: Size 0x8 bytes at 0x54C
@POS 0x450
0600 0000 F8D0 4E40
6 Chunks :: Size 0x48/0x6 = 0xC bytes at 0x57C
@POS 0x45C
0C00 0000 40D1 4E40
12 Chunks :: Size 0x18 bytes at 0x5C4
@POS 0x468
0800 0000 60D2 4E40
8 Chunks :: Size 0x10 bytes at 0x6E4
BLOCK 1 (All shorts, except for that FFFF FFFF?)
0000 0000 0100 0000 0500 0080
0100 0000 0200 0000 0400 0080
0200 0000 0300 0000 0300 0080
0300 0000 0400 0000 0200 0080
0400 0000 0500 0000 0100 0080
0500 0000 FFFF FFFF 0000 0080
BLOCK 2 (THE FORCE PLANE BLOCK [ALTERED FOR MY OWN PURPOSES])
0000 0000 0000 0000 35FA 7F3F 9A99 993E
0000 0000 0000 0000 0000 80BF 9A99 993E
0000 0000 0000 80BF 0000 0000 CDCC AC3F
0000 0000 0000 803F 0000 0000 CDCC AC3F
0000 80BF 0000 0000 0000 0000 CDCC AC3F
0000 803F 0000 0000 0000 0000 CDCC AC3F
Does the force plane always go z, z, y, y, x, x? And if so, does the pattern repeat?
BLOCK 3 (All Shorts)
0000 0100 0000 0000
0000 0100 0100 0000
0000 0100 0200 0000
0000 0100 0300 0000
0000 0100 0400 0000
0000 0100 0500 0000
BLOCK 4 (All shorts)
0500 0000 0500 0080
0400 0000 0400 0080
0300 0000 0300 0080
0200 0000 0200 0080
0100 0000 0100 0080
0000 0000 0000 0080
BLOCK 5 (All shorts)
0000 0000 0000 0000 0000 0000
0100 0000 0200 0000 0000 0000
0200 0000 0200 0000 0000 0000
0300 0000 0600 0000 0000 0000
0400 0000 0100 0000 0000 0000
0500 0000 0700 0000 0000 0000
BLOCK 6 (All shorts...Or Verticies?)
0100 0000 0200 0000 0100 0000 0B00 0000 0000 0000 0300 0000
0200 0000 0000 0000 0400 0000 0900 0000 0000 0000 0400 0000
0400 0000 0500 0000 0300 0000 0A00 0000 0100 0000 0200 0000
0500 0000 0300 0000 0600 0000 0800 0000 0100 0000 0400 0000
0000 0000 0600 0000 0500 0000 0800 0000 0000 0000 0200 0000
0600 0000 0100 0000 0000 0000 0A00 0000 0000 0000 0500 0000
0300 0000 0700 0000 0700 0000 0900 0000 0100 0000 0300 0000
0700 0000 0400 0000 0200 0000 0B00 0000 0100 0000 0500 0000
0000 0000 0500 0000 0200 0000 0100 0000 0200 0000 0400 0000
0300 0000 0200 0000 0000 0000 0300 0000 0300 0000 0400 0000
0400 0000 0600 0000 0400 0000 0700 0000 0200 0000 0500 0000
0100 0000 0700 0000 0600 0000 0500 0000 0300 0000 0500 0000
BLOCK 7 (CO-ORDINATE BLOCK [ALTERED FOR MY OWN PURPOSES])
CDCC ACBF CDCC ACBF 9A99 993E 0400 0000
CDCC AC3F CDCC AC3F 9A99 993E 0000 0000
CDCC ACBF CDCC AC3F 9A99 993E 0100 0000
CDCC ACBF CDCC AC3F 9A99 99BE 0600 0000
CDCC AC3F CDCC ACBF 9A99 99BE 0200 0000
CDCC ACBF CDCC ACBF 9A99 99BE 0300 0000
CDCC AC3F CDCC ACBF 9A99 993E 0500 0000
CDCC AC3F CDCC AC3F 9A99 99BE 0700 0000
THE STRETCHING THE LOG EXAMPLE
I'll tell you straight out, I haven't yet figured out how to stretch a collision model unconditionally. There seems to be a limit on how big it can get, for this log anyway. My analysis of the other data blocks may yield results in the future.
BUT, for the standard log-streching, I have some addition information in regards to forces exerted on each of the walls. If you haven't seen my SPRING-LOG movie go here:
http://files.halomods.com/viewtopic.php?t=1787
The streching of the log deals with BLOCK 2 and BLOCK 7.
(NOTE THAT IN FRAME COLLISION DEFINITIONS, THERE MAY BE MORE THAN 7 BLOCKS. IF SO, THE LAST BLOCK IN THE DEFINITION HOLDS THE CO-ORDINATE BOUNDARIES)
As far as I have discovered, there seems to be a limit of about 1.35 for the X, Y and Z values. Alas. I shall endevor to find a way around this.
Step 1
FIRST STRETCH THE CO-ORDINATE DATA
Lets take for example the first line of data in BLOCK 7
CDCC ACBF CDCC ACBF 9A99 993E 0400 0000
AAAA <- quad, AAAA AAAA <- double-quad
The First three double-quads are the X, Y, and Z boundaries
respectively.
The last double-quad is a vertex to which it refers.
ie: CDCC ACBF is the X-boundary.
If your using a hex-editor (which I strongly suggest)
then if you highlight this d-quad, then you'll notice
it has a float value of -1.35.
I didn't exactly stretch it or multiply the origional by
a integer as xorange or GlasssJAw did, I simply set it
to a number I liked.
Ensure that your consistant with your co-ordinates for making
a panel or cube.
Ie:
CDCC ACBF CDCC ACBF 9A99 993E 0400 0000
CDCC AC3F CDCC AC3F 9A99 993E 0000 0000
CDCC ACBF CDCC AC3F 9A99 993E 0100 0000
CDCC ACBF CDCC AC3F 9A99 99BE 0600 0000
CDCC AC3F CDCC ACBF 9A99 99BE 0200 0000
CDCC ACBF CDCC ACBF 9A99 99BE 0300 0000
CDCC AC3F CDCC ACBF 9A99 993E 0500 0000
CDCC AC3F CDCC AC3F 9A99 99BE 0700 0000
You'll notice that my x-bound is varying between
1.35 and -1.35.
y-bound between
1.35 and -1.35
z-bound between
0.3 and -0.3
The original log file did as well, although
it was more like 1.35094 ...
9AEB ACBF = -1.35....
You can perform similar streching for each co-ordinate,
but keep in mind, I believe these to be only defining
the vertex at specified co-ordinates.
The above blocks (not BLOCK 7) I believe define the
connections of verticies in the collision model.
So increasing these numbers arbitraily may result in
holes.
NOW, go to block 2 (The force plane block).
In the original it appears as:
69DF 593C 0000 0000 35FA 7F3F 87BF 863E
CBBE 8BB4 CF1F A733 0000 80BF F862 7B3E
998D 643C A0F9 7FBF DB49 00B4 D0C1 933E
942B BABB F1FE 7F3F F914 7E33 649C 8C3E
0000 80BF 0000 0000 0E0A F334 95EB AC3F
0000 803F B73A EC28 DA6A 82B4 99EB AC3F
These 0x10 packets define the forces exerted throughout
the collision model.
In the fallen trunk example (not necessarily others)
Packets 1 and 2 define z-forces [up/down]
Packets 3 and 4 define y-forces [-/+]
Packets 5 and 6 define x-forces.[-/+]
The format of the packet changes slightly depending on what
axis it deals with.
ie: For z-axis.
Skew-X, Skew-y, Force-Z, Distance-Z
Skew-[XYZ]
What do I mean by Skew?
Well, here's the deal.
If you put a skew of 1 (float32) or 0000 803F
then it will result in a 90 degree inclination.
If you want say, a 60 degree incline then the value
should be 60/90 = 0.7 = 3333 333F
The same goes for y-skew.
Force-[XYZ]:
Its a ratio of gravity. So a value of 0.9999 results in
a stable platform. 1.0 doesn't work for some reason.
So, if you want a spring, turn it to say 1.45.
Careful though, falling hurts ??!!
Distance-[XYZ]:
This is the distance at which the force is applied.
Unfortunatly this value is limited as well.
To ensure consistancy, try to make sure that
these axis distances match the vertex point distances
in BLOCK 7.
For y-axis:
Skew-X, Force-Y, Skew-Z, Distance-Y
For x-axis:
Force-X, Skew-Y, Skew-Z, Distance-X
NOTES ON HALO HACKING
Definitions
Byte: 2 characters (0-10 and/or A-F) ex: 4c, 34, da, etc.
Word: 2 bytes ex: 1a 23, 12 34, ac 31, etc.
Dword: Also refered to as double word, integer, or int, its 2 words (hence double word) ex: 1a 23 12 34, 12 54 0a c5 etc.
Meta: The controls and data, it takes resources and uses them to do something.
Pointer: A dword that stores an offset within it. Directly from the map, it has magic added. ex: The values use in offset swapping are actually meta pointers, they have magic added.
Identifier: Also called IDENT a unique number representing a tag. It is a different value in every map. First byte is 'E'.
Offset: An address to a value somewhere in the file.
Value: Number referring to something in the code.
Tag Type: Categories that tags are put in, such as projectile tags are in the "proj" tag type.
Endians: Endian is the style the information is stored in. Big endian is stores information in a normal readable state, and little endian stores the information backwards.
Index: The offset list/tag information list inside of a map.
Tag: Any object used in the map.
Useful Programs
HMT, HMTV3, Halo Map Tools - An easy to use tool great for swapping projectiles and stuff. Also cam be used for more complex things
SE, SparkEdit - 3D map viewing and editing tool. Used mostly for placement of objects.
HHD Hex Editor - Used for editing the hex in halo maps.
HHHT, Helpful Halo Hacking Tool - Used to apply PPF patches to levels
HEK, Halo Editing Kit - A likely myth, a program unlikely to released for making levels and mods simple form GearBox Software for Halo PC. The release date is unknown and may be non existant.
Swapping Identifiers
1. Locate the Meta for whatever your changing using the offset list.
2. Locate the tag for whatever your changing. ex: jorp
3. Locate the identifier of the object your changing, Its the 4 bytes following 4 '.'s after the tag.
4. Locate the identifier for what your putting in there on your offset list.
5. Replace the ident for the original object with the ident for the second object
Finding the Index
1. Open any map.
2. Go to offset 0x10.
3. Get the int there.
4. Swap it's endian.
5. Go to the result as an offset.
6. Go to +0x28 for pc maps and +0x24 for xbox maps.
Notes on the index
Every 32 bytes is a tag page.
The first every four bytes up until 12 bytes are the tag types.
Then the next four bytes is the identifier.
After those, the next four bytes is the meta pointer.
Then finally the last four bytes is the filename pointer.
Swapping Endian
It's simply reversing the order of the bytes in groups of four.
Examples: 01 23 45 56 = 56 45 23 01; a0 d1 f2 c2 = c2 f2 d1 a0
Swapping Offsets
Swapping offsets is simply switching two tags around. You can swap anything from bitmaps to vehicles to particles to projectiles, etc.
1) Get a hex editor and an offset list, like Iron Forge's: http://forge.halomods.com/offsets/retail.php
2) Open the map you want to swap in, in the hex editor.
3) Look up the offset for the the tag you want to change on the offset list under the proper category.
4) Goto that objects offset in your hex editor.
5) Now at that offset there is a dword that should end with 40, 41, 80, or 81.
6) Now on the offset list look up what you want to go in place of that tag.
7) Replace the dword at the offset for the new dword or "value" from the new object.
Now just save the map and run.
9) Enjoy!
1. open up the UI map in hex editor
2. use this meta offset to find the names of the maps... 134958...
3. once you get to the right spot, look for the level name you want to change
4. change the name to what ever you want. YOU MUST KEEP THE PERIOD THERE
5. save the file and test it!
A lot of people have been wondering how to make the levels darker. Before all of you go making the pain staking mistake off changing all your textures to darker colors I am here with a much eaiser answer. First of all you need HMT v3 and the sky plugin from the HMT forum. The values are set as RGB values for the fog. Similar to hexideceimal color assignments in order to get black fog you need to assign zero to all three values, R, G, and B. The other options are personal. If you want the darkness to start right in front of your face make the start distance small. I have included a pitch black bloodgulch picture, and the HMT picture setting that were used to make it. The only texture you may want to change is the sky, as you can see its a bit out of place, and My example may be a little too dark.
((EDIT)) This picture may show a little more of what you can do, the other one is pretty dark... I lowered the thikness to 0.8
Hope this helps, I was able to mimick NitrousOxides setting in Bloodgulch by doing this, so I thinks this is what he did in Forest Gulch.

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