MonoxideC's discussion of SP>MP on IRC

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[users]XxhunterxX





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Post by [users]XxhunterxX »

hmm i have a longer harder way using htmv3 and hex
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sharkface217





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Re: MonoxideC's discussion of SP>MP on IRC

Post by sharkface217 »

Vegito619 wrote:<MonoxideC> keep in mind this isn't a step by step tutorial - it's ageneral overview so that people are are trying to figure it out cna make sure they are doing things right
<MonoxideC> ok first things first - you have to extract the bsp from the SP map that you want
<MonoxideC> that includes all of the dependencies, which will be things like bitms, shaders, sounds, etc
<MonoxideC> you can't do this with hmt3
<MonoxideC> it requires a custom tool - hmt3.5 will have something to do this
<Gil27> can 3.3 do it?
<SuperSunny> or hex workshop I believe, but harder
<MonoxideC> yeah gil it hink so
<MonoxideC> well super, in hex workshop you cant do it because you need the hundreds of dependencies as well
<MonoxideC> then you have to batch extract a MP map so you have all the individual resources
<MonoxideC> now - when you batch extract a map, hmt creates a file called mapname.sbsp.meta
<MonoxideC> that is NOT the bsp
<MonoxideC> it is the file header, EVERY bsp in the map, and all of the models
<MonoxideC> so what you have to do, is seperate the file header, bsp, and models in the MP map into seperate files
<MonoxideC> then, you can build the file header, SP bsp you wanna use, and the models into a new file
<MonoxideC> that's why some of you are getting garbage data for your filenames after you try to build
<SuperSunny> mono, that has to do with gren's magic tut, right?
<MonoxideC> yes
<MonoxideC> so whatyou have to do, is calculate the new index offset and modify HMT to build it there instead of the index offset of the original map
<MonoxideC> hmt3.5 has a prompt where you can manually specify the offset
<MonoxideC> then you can build the map and it will open in HMT
<MonoxideC> but you stiull have to correct some values
<MonoxideC> the sbsp has it's own magic value
<MonoxideC> it's specified int he scnr - you have to fix that value, or SE can't open the map and neother can halo, of course
<MonoxideC> that's pretty much all there is to it
<MonoxideC> generally speaking, anyway
<MonoxideC> it's not complicated at all, it just can't be done without tools and hmtv3 can't do it
<MonoxideC> it's more complicated on xbox, because bitmaps and sounds are stored int he file
<MonoxideC> and there is a size limit on xbox too, so it would probably take some manual tweaking to make sure everything is small enough


That was given directly off of IRC


Whoa......... That was like.............. cool. Sorry, im really stoned.........
JM





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Post by JM »

Vegito619 wrote:When its done :P
AAAAAARGH! i hate that line!
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HunterXI





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Post by HunterXI »

JM wrote:
Vegito619 wrote:When its done :P
AAAAAARGH! i hate that line!
get over it, but its out anyway. and boy is the process buggy...
This post printed on 100% recycled electrons.
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