[Tut] SP to MP (MonoxideC)

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Kurroda





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[Tut] SP to MP (MonoxideC)

Post by Kurroda »

I did not write this tutorial it was writen by MonoxideC ive just seen many people ask how to do it and i did not see this tut on the forum so here it is.
With the release of HMT3.5 perfect model injection and SP->MP conversion is finally made easy. This tutorial will take you through converting AotCR to a MP map and Injecting the Pelican Model.
Setting Up Your Project

When you're attempting something this big, I'd recommend creating a project folder like I have in the following image:

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It includes 5 separate folders - One for the Extracted SP BSP, one for the Extracted Multiplayer map that you are using as a foundation for the map, another for new items that you may wish to add (in the case of this tutorial, the Pelican), a fourth folder that all of the individual assets will be copied into just to keep things organized, and a fifth folder that you will build the HMT BSP Chunk in. If this doesn't make sense right now, keep reading and you'll see what I'm talking about. The rest of the tutorial will assume that you've created a project folder and the various sub folders as shown above.

Extracting Your Base Map

First things first, you need to batch extract you're Multiplayer Map that you are using as a base - in this case it's carousel. Open carousel.map in HMT, and go to Tools->Extract->Batch Extract to bring up the batch extract window.

- Choose "C:\Project\Carousel Extract" as the "Extract To" folder.
- Check the Extract Metadata checkbox
- Click Start Batch Extraction
- Choose YES for the "Extract BSP?" prompt

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The map will begin extracting into the specified folder. When the progress bar reaches the end, it may appear to freeze for a moment - the is because it is extracting the bsp, which is the largest part of the map by far. Be patient and it will finish. once the operation is complete, you'll get a message box stating that it was completed and a measure of how long it took.

While we still have carousel.map loaded, we also need to extract it's bsp/model areas. so that they can be recombined with the SP BSP later on

- Go to Tools->Extract->BSP/Model Sections
- Choose "C:\Project\Carousel BSP Build" as the destination folder

This creates three new files in that folder - carousel.sbsp, carousel.vertices, and carousel.indices. You will get a "Files Saved" message box once the operation is complete.

Extract The SP BSP

Ok - now that you have the basis for your map, you need to get the BSP from the single player map that you wish to convert.

- Open b40.map (Assault on the Control Room) in HMT.
- Go to Tools->Extract->Individual BSP

You'll see a list of all BSP's in the map along with information about their offset, size, and magic.

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- Select levels\b40\b40_a from the list and click "Extract BSP"

You will be prompted for the existing extracted multiplayer BSP. This is one of the three files that were extracted in the previous step (Tools->Extract->BSP/Model Sections)
HMT needs information from this file in order to correctly build the new BSP so that it is compatible with the MP map we have chosen.

- Browse to C:\Project\Carousel BSP Build and choose "carousel.sbsp"

Now we need to choose the scnr file from the extracted MP map. HMT will automatically update several values in this file. It's not required that you choose this file, but if you choose not to, you will have to update these values by hand with a hex editor.

- Browse to C:\Project\Carousel Extract\levels\test\carousel" and choose "carousel.scnr.meta"

Now you must choose where the SP BSP and all of its dependent files will be extracted to.

- Choose "C:\Project\AotCR BSP Extract"

At this point, the recursive extraction of the BSP will begin. Do not interrupt this procedure - if it appears that HMT has stopped responding, be patient. It will eventually finish the extraction, although it may take several minutes. When the extraction is complete, you will receive a "Done" messagebox.

Ok - we have successfully extracted our BSP, but we must rename the file and modify the XML so that HMT can recognize it as carousel instead of an aotcr bsp.

- Browse to "C:\Project\AotCR Extract" You should see several files and sub folders.

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* You may not have b40.map - I copy the SP maps into the folders where they are used from, but this is just my preference and isn't required.

The files we are interested in right now are carousel.xml and carousel.sbsp.

At the same time you have this window open, in another window browse to "C:\Project\Carousel Extract\levels\test\carousel" You will see the following files:

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Notice carousel.sbsp.meta and carousel.sbsp.xml - these files will be replaced by our SP BSP and accompanying XML file after some modifications.

- In the "C:\Project\AotCR BSP Extract" folder, rename "carousel.xml" to "carousel.sbsp.xml"
- Open the file in notepad, and look for this line: <Tag>rncs
Last edited by Kurroda on Wed Dec 07, 2005 4:42 pm, edited 1 time in total.
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DECOY




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Post by DECOY »

Isn't this the tutorial that comes with the HMT download?
http://www.customcrysis.com Crysis mapping / modding site under development.
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Post by CtrlAltDestroy »

Yes, really no point in reposting it.
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Post by Kurroda »

yeah it is i posted up for those people who do not look through the folders because alot of people have been asking how to do it so how bout u read so more forum post and this is what i said at the beggining of the tut
I did not write this tutorial ive just seen many people ask how to do it and i did not see this tut on the forum so here it is.
so i made clear that it is not mine
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Post by DECOY »

Tutorial post needs to be credited to MonoxideC.
http://www.customcrysis.com Crysis mapping / modding site under development.
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Post by Edwin »

DECOY wrote:Isn't this the tutorial that comes with the HMT download?
indeed it is, but like royal said, no-one bothers to read any instuctional materal they get with any program, ever. so we have to find a way to sneak it to them.
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DECOY




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Post by DECOY »

Thats fine.

But this tutorial still needs to be properly credited to MonoxideC
http://www.customcrysis.com Crysis mapping / modding site under development.
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Post by maca_§ »

Yup, credit where it's due :) or removal.
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Post by nsilva »

[quote="maca_
Sig file size too high.
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Post by Kurroda »

ok i have given credit were it is due and edwin thanks for agreeing on it not many people will take the time to browse threw the folders and u can tell that by all the request for this type of modding
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Post by Spartan Sniper »

nice tut might try it out later 8)
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Post by Kurroda »

dont no how many times i have tried it and the map takes forever to rebuild and i close it
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jcg414





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SP-MP Conversion Problem

Post by jcg414 »

I know I probably sound like a noob when I say this but, I'm having trouble viewing the map in Spark Edit. I went through the whole tutorial (but instead I used the Maw instead of AotCR, and Blood Gulch instead of Carousel) and everything was working. But in Spark Edit, when I try to view the Re-built map, it always says "Seek failed on an unnamed file". This happens when I try to open "bloodgulch.map.rebuild.map", or if i just change it to "bloodgulch.map". Am I doing something wrong?
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Post by eyyorerules »

try changing it to bloodgulch.map
btw shouldn't this go in the tutorials section or something?
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Post by jcg414 »

or if i just change it to "bloodgulch.map".
I already tried that.

I guess it should, but I'm posting on this one because this is the one I found.
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