H:CE content on Xbox

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xorange




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H:CE content on Xbox

Post by xorange »

I might just be stating the obvious here, but I'm going to go ahead anyway for the benefit of anyone who hasn't yet realized this.

It is relatively simple to take HaloCE content and put it into Xbox maps.

By "content" I mean just about whatever you want. i.e. both existing and newly created tags
By "relatively simple" I mean that it's only slightly more difficult than taking content from one Xbox map & putting it in another Xbox map.

Disclaimer
Obviously, not all content will be equally difficult to transfer.
i.e. moving over models/bitmaps/sounds will be harder than moving over collision models/physics & the like.
Also considering the differences between certain HaloCE & Xbox meta,
& the differences in the format of the map file, there may be a small learning curve.
Also, the following assumes significant knowledge of modding Halo using several existing tools.
For more info regarding the HEK, please refer to the tutorial that came with it.

Anyway, here's what you do:

Tools
The usual: Tool, Guerilla, HHT, Hex Editor, 3dsmax or gmax
(Sapien isn't necessary, so if Sapien doesn't work for you, like it doesn't for me, then YAY! for you.)

1.) Use 3dsmax or gmax to create a basic Halo level.

Follow the HEK tutorial but only go through "Level Creation - Part 1" & skip the smoothing groups.
Also skip "Level Creation - Party 2" as it's not necessary for this.
Now export the jms & compile into tags.

EDIT: You can skip this first step if you want and just use the tutorial level as your map. It really doesn't matter at all. You may want to make a backup of the original files.

2.) Open the new scenario tag in Guerilla & add whatever you'd like.

Hell, add everything if you want. heh

EDIT: If you are using the tutorial level, then step 2 here is where you'd be opening your tutorial.scenario in Guerilla...which should be obvious.

3.) Compile into a .map

The tags that come with the HEK are significantly different in their "raw" form than they are after they are compiled into a map.
In fact, many of the tags, once compiled, are identical to their Xbox counterparts. See? That's the key. :wink:
SO, this dummy map is the map you will use to add content to so that you can then compile it and thus, "convert" the tags to a form that will easily work in Xbox maps.
You will not be playing this map, so it's not necessary to put a lot of effort into it.

EDIT: If you are using the tutorial level, you may want to make a backup of the precompiled tutorial.map

4.) Open the map in a hex editor, go 0x4 bytes into the file and change 6102 to 0700.

This is the map version number....must be the HPC version number of 7 to open in HHT/HMT.

5.) Open the map in HHT, find the content you want & extract the meta.

6.) You can now inject this meta into an Xbox map.

This will be slightly more or less work depending on whether you are adding a new tag to the map or updating an existing tag.
If you are updating an existing tag the updated meta size may or may not be the same exact size as the existing meta, depending on what changes you've made.
If it's the same size, then obviously you can just inject the meta right over the old meta....super easy.
This is usually the case if you've only updated something similar to what the HMT plugins modify. If you add a function or something then the meta will probably end up larger.
If the updated meta is larger now, or you are adding a new tag then you'll of course need to find something to overwrite....still pretty easy.

7.) Now you need to adjust the dependencies in HHT as they'll likely be completely wrong.

See? It's almost exactly the same as moving content between Xbox maps. :D

This way you can make all kinds of changes to existing Xbox content that we could never do before, or to create brand new Xbox content using the HEK!
Just don't make more than 2 scenery objects spew blood...too much lag. hehe

Obviously it would be much more convenient to be able to directly convert the H:CE tags to Xbox injectable meta,
but this pretty much has the same outcome.
Until we have some sort of tool (no pun intended) to compile Xbox maps, we have to do things like this. :wink:

I hope someone finds this useful. :D
Last edited by xorange on Mon May 31, 2004 2:06 pm, edited 1 time in total.
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Post by Spartan III »

So, you are trying to say that we may be able to insert new features. Example: Automatic opening doors, but we won't be able to insert new levels. I mean, think about it, Halo for the Xbox in the modding scene has been in an ancient burial ground since HPC arrived, inserting new maps can't be possible! Still cool though, i might give it a shot.
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yes!

Post by powerpak »

SUCCESS!!!, good job xorange. Hopefully there will be a program made that will do most of that stuff for you. So what is the extent of the map creation? From what I read, you could completely insert a new map into xbox. Would it be possible to delete the BSP and other parts of MP xbox map files in order to inject, say, death island in place of the original BSP of the MP map file? You wouldn't really need the banshee, flamethrower, or shade in there so long as we can get the map in. I would be happy. I would like to help you with making a program that will do this but I am not sure where to start. Have you told grenadiac about this? Maybe he can help you make a program.
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Post by Corin415 »

why would we need a program to do this all for us? What xorange stated can be done by hand pretty fast, depending on what your importing but none the less, creating a progam seems very troublesome :?

Anyways awsome info ^^ been looking thru HCE maps all morning for something cool to import in

my 2cents
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meh

Post by powerpak »

what i meant by program, is a program that will be able to automatically inject the BSP of a Halo custom edition map to and xbox map almost as in map rebuilding, for xbox.
here is an example.
open the program, select the level you want to play in on xbox that is in H:CE, like death island, then, select the level you want to inject death island over on xbox, like bloodgulch, once it creates the level like xorange says then the program could extract the BSP of death island, delete the BSP of bloodgulch and inject the death island BSP inplace of the bloodgulch BSP.
Even if a program is not made I plan to try it anyway.
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Post by xorange »

Well, what I was really talking about is just about everything besides the BSP & scenario.
Sorry, I didn't mean for there to be a misunderstanding.
The above tutorial is really about transfering things like scenery, weapons, bipeds, etc.

Anything is possible but putting a whole new level in Xbox would be considerably more work.
On this note, I do have a couple ideas in the works at the moment. :wink:

One thing that I think may be easier (read: less difficult) to do would be to modify an existing level.
For instance, compile a new bloodgulch, with modified terrain, and migrate only the necessary changes to Xbox.

If you compare the Xbox bloodgulch.map & the HaloCE bloodgulch.map you can easily see that the whole BSP section is formatted quite differently, but...
...assuming each block of the BSP (i.e. level verts, indices, BSP nodes, etc.) is still formatted the same, but just arranged differently, then it may not be too difficult to identify each block, and thus migrate changes.

I agree that creating a program to modify levels would be the shit, but we definitely have more work to do yet.

Remember, anything is possible....just keep hacking. :D hehe
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Post by Spartan III »

xorange wrote: The above tutorial is really about transfering things like scenery, weapons, bipeds, etc.
Weapons meaning the Fuel Rod Gun with a FP mode perhaps? And all the tags for it. If that's true, wahoo!
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Post by SuperSunny »

Well, Sapien MIGHT be necessary. If you've ever used it, it's almost 100% needed to get a map to be polished correctly. Without it, your map won't have as much good things, and it'll be plain. Sure, SparkEdit can do it, but it only does half the things Sapien does by the way.
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Post by xorange »

SuperSunny wrote:Well, Sapien MIGHT be necessary. If you've ever used it, it's almost 100% needed to get a map to be polished correctly. Without it, your map won't have as much good things, and it'll be plain. Sure, SparkEdit can do it, but it only does half the things Sapien does by the way.
Hey SuperSunny,

There might be a situation where Sapien is necessary, but for the most part it's not.
The reason is that the map is just a simple dummy map, that will be cannibalized, so to speak, but never played....thus the map doesn't need to be polished at all.
It just needs to contain things...so you can transfer them to Xbox.

You can add everything to the scenario using Guerilla.
There's no need to actually populate the level with the things you've added, so there's no need for Sapien.

See what I mean?
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Post by SuperSunny »

Actually, you do for the most part. Radiosity. Without it, your map'll be plain dark. And even if their is a way to do Radiosity without it, you cannot do manual-radiosity to paint your tunnels. Also, you cannot refresh the index file to get your collision models to work.
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Post by Grenadiac »

mmm...sounds like we need a mapfile converter. Now THAT would be cool hehe. /me ponders
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Post by xorange »

SuperSunny wrote:Actually, you do for the most part. Radiosity. Without it, your map'll be plain dark. And even if their is a way to do Radiosity without it, you cannot do manual-radiosity to paint your tunnels. Also, you cannot refresh the index file to get your collision models to work.
Not to be rude, but I'm not sure you read the whole thread.
I'm not talking about transfering any part of the level geometry, so radiosity isn't necessary.
The actual map, and it's lightmap, are completely irrelevant.

Essentially I'm just using tool as a tag converter.
The map only needs to be complete enough to compile properly.

This is kind of a silly debate, because Sapien works fine for most people.
Sapien doesn't work for me, so I have to come up with creative solutions. :wink:
Anyway, running radiosity from tool should work fine...though I haven't had occasion to try this yet.

I have extensive experience with collision models, but I'm not sure what you mean about refreshing the index.
I'm curious though...could you elaborate?
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Post by xorange »

Grenadiac wrote:mmm...sounds like we need a mapfile converter. Now THAT would be cool hehe. /me ponders
Yes we do! That would be EXTREMELY cool.

If you decide to persue it, more power to ya'...& I'd be more than happy to help.
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Post by [users]MaCeGaC »

ive been away for a VERY VERY LONG TIME... i guess i can go back to xbox modding! with all this stuff and all
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Post by mrhyperpenguin »

has ne 1 tried this?
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Post by xorange »

MaCeGaC wrote:ive been away for a VERY VERY LONG TIME... i guess i can go back to xbox modding! with all this stuff and all
Wb! Yes, you should. :D
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Post by xorange »

mrhyperpenguin wrote:has ne 1 tried this?
I'm working on a few things right now.
Not quite sure what'll come of it yet. :wink:
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Post by quartern8 »

man u people who make all these things possible are crazy, and i love it
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Post by whistlingcool »

Grenadiac wrote:mmm...sounds like we need a mapfile converter. Now THAT would be cool hehe. /me ponders
Hm, does that mean it is possible? I asked you about the bsp and you said it wasn't possible at the moment. /me ponders
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Post by Grenadiac »

Yes, it is possible. What we need to do though...

1) compare meta from HCE and xbox to find differences. There are about 80 tags, we would need to compare most if not all to see if there are differences.

2) BSP format is different for HPC, probably HCE as well. We would need to convert that to xbox format.

3) The raw data for models, bitmaps, sounds. We would need to take care of that when building the xbox mapfile. Sounds present a special problem because the encoding is different (I would assume so).
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