Conversion Goodness

Discuss general issues about modding HaloPC. Post ideas for mods here.
User avatar
maca_§




Grunge

Posts: 5357
Joined: Mon Jan 19, 2004 8:54 pm
Location: Australia
Contact:

Post by maca_§ »

lol, i have never really realized how big the maw is!
anywho very nice job templar :D
  • Image
blink 182





Posts: 882
Joined: Sun Feb 15, 2004 6:28 am

Post by blink 182 »

ya im working on the same conversion as temp but we have 2 totally different versions and they replace different maps so it should be cool. his is a jungle and mine is Fires of Hell part 2. temp im me wen u get home
{IAS}Bunkerking





Posts: 720
Joined: Wed Feb 04, 2004 3:44 pm

Post by {IAS}Bunkerking »

nice job temlar ...add some more scenery
Templar





Posts: 502
Joined: Sat Mar 20, 2004 3:18 pm

Post by Templar »

That's whats taking so long for this mod to be completed, adding all the trees and rocks in good places...And also making them all be BELOW the ground (Few covie trees and rocks hangin' around the map, lol)
{IAS}Bunkerking





Posts: 720
Joined: Wed Feb 04, 2004 3:44 pm

Post by {IAS}Bunkerking »

ya scenery placement sucks
Templar





Posts: 502
Joined: Sat Mar 20, 2004 3:18 pm

Post by Templar »

Yea, damn covie trees...:( I had one high enough I drove a tank under it and didn't touch it.
{IAS}Bunkerking





Posts: 720
Joined: Wed Feb 04, 2004 3:44 pm

Post by {IAS}Bunkerking »

lol that sucks...what are covie trees
XeRoWaVe





Posts: 379
Joined: Sat Nov 15, 2003 11:12 am

Post by XeRoWaVe »

Hunter wrote:
Dark Cloud wrote:
I'm also going to reskin every vehicle and weapon.
Thank God that texture reskins for these maps aren't madatory to have... Hog skins, etc., that is.

(Hates skins.)

(Hates anything that dares touches his bitmaps file.)

(Hates anything that makes his computer run like a fat boy after a doughnut for 5 minutes while replacing his #W$#$%ed up bitmaps file.)
:lol:
Me too...but not if it's good...

I tried converting this but HMT had a fit and started telling me that I needed non existent files....it said:

"An unhandled exception has occured in your application." Blah blah blah...

But the important bit was:

"Could not find file "D\My Documents\Halo guides and pics\Mods\Maw Exterior Experiment (yes, EXPERIMENT, my release was gonna be different)\Build Folder\levels\d40\d40.sbsp.meta."

So anyway I read the tutorial over and over, but I didn't see anything about this needing to be there, so...ummm...HELP!

I'm converting b40_a right now, following the tutorial to the letter. (Well actually not, because the directories are different, Halo is on D: and I have only a few hundred Mb on C:....it's scary how fast I can fill a hard drive....)
:shock: :? :shock:

For more info on what I plan on doing, assuming I get the damn thing working:
http://www.halomods.com/forums/viewtopi ... c&start=40
i get that shit alot when i try to rebuild my bloodgulch map without mods but i followed the human turret tut and i get tath cannot find blahblahblah/bloodgulch.bsps.meta i tried it 3 times i get that same shit i was gonna do a mod with a conversion of d40.ter but someone alrdy started i was gonna add the nuke with a couple skins maby ai. and a couple human chain/rocket turrets and i tried the secondary fire tut with the rocket turrets so i could shoot normal rockets then a slow moving tank shell aka nuke explosion but it wont work ugh
Templar





Posts: 502
Joined: Sat Mar 20, 2004 3:18 pm

Post by Templar »

{IAS}Bunkerking wrote:lol that sucks...what are covie trees
Floating trees. There is one on AotCR (Look before the cavern, on a ledge (behind blue base for Monos conversion) There will be a floating tree, which has been dubbed, the covie Tree.
sepiku





Posts: 199
Joined: Sun Nov 30, 2003 2:05 pm

Post by sepiku »

is anyone still doing the hanger mod?


i want it ... bad
Templar





Posts: 502
Joined: Sat Mar 20, 2004 3:18 pm

Post by Templar »

Then make it...
sepiku





Posts: 199
Joined: Sun Nov 30, 2003 2:05 pm

Post by sepiku »

i tried but it wont open in sparkedit


it says search failed on an unnamed object
blink 182





Posts: 882
Joined: Sun Feb 15, 2004 6:28 am

Post by blink 182 »

ok heres wut u do-open up project/build folder/levels/test/mapname/mapname.scnr.meta in a hex editor. go to the end of the file. look for 'psbs' in the text. count 16 bytes (32 individual numbers and letters). change the 4 byte value in front of where u r to 00 08 00 00. save. rebuild map again
sepiku





Posts: 199
Joined: Sun Nov 30, 2003 2:05 pm

Post by sepiku »

THANK YOU.
{IAS}Bunkerking





Posts: 720
Joined: Wed Feb 04, 2004 3:44 pm

Post by {IAS}Bunkerking »

o iknow what ur talking about now
Pwn4g3




Wordewatician 500

Posts: 809
Joined: Tue Apr 06, 2004 8:29 am

Post by Pwn4g3 »

Or, if your using Hex Workshop, go to the end of the file, where it says psbs, click in the right hand panel where the first p in psbs is, and press left arrow key on the keyboard 16 times, then select the next 2 lots of 4 numbers, and change them to 0008 0000, click save (backup if you want).

Done!
{IAS}Bunkerking





Posts: 720
Joined: Wed Feb 04, 2004 3:44 pm

Post by {IAS}Bunkerking »

this is so easy idk y people dont get it
blink 182





Posts: 882
Joined: Sun Feb 15, 2004 6:28 am

Post by blink 182 »

pawn thats wut i jst sed lol
XeRoWaVe





Posts: 379
Joined: Sat Nov 15, 2003 11:12 am

Post by XeRoWaVe »

ty it worked but this is my first conversion and i cant figure out how to get spawns, weapons, vehicles, and etc into the map help plz
DHalo





Posts: 281
Joined: Thu Nov 13, 2003 2:52 pm

Post by DHalo »

Templar, before u leave, will u realese a tut on how to control projectiles, so someone else can continue when u leave?
Post Reply