Duplication Tutorial

Discuss general issues about modding HaloPC. Post ideas for mods here.
Demonic Spartan





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Post by Demonic Spartan »

Whatever. Pretty much this site sucks. I hate it, along with all of halo modding! It's boring and you guys warp it so you have skill. Ever tried actually playing the game?

I hate you all.
Last edited by Demonic Spartan on Sat Feb 07, 2004 7:35 am, edited 2 times in total.
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peabnuts123





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Post by peabnuts123 »

do you hate www.stupidmodideas.com lol :D
Last edited by peabnuts123 on Sat Feb 07, 2004 5:12 pm, edited 1 time in total.
Beastman




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Post by Beastman »

haha thats y u almost have 1000 posts? we are gettin off topic lets stop this just wasting space
peabnuts123





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Post by peabnuts123 »

i agree, btw your avs working now
MonoxideC




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Post by MonoxideC »

No offense to Deadly Shaodw, but did none of you ever see Hog Wars??? Iron Forge release that mod the day that HMTv3 came out, and it does exactly what Deadly Shadow is doing...

LOL... this has been possible for months now, and there are tutorials on it floating around out there - there's even a nice one on Iron_Forge's site!

forge.halomods.com - The link is on the front page of this site for crying out loud :P

Read it. Learn it. Live it.

~Mono
DarkFish





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Post by DarkFish »

Hehe, Monoxide is right, Iron_Forge's tutorial is basically like this one, only you replace stuff, rather than messing about with all that adding, he put it up a month or so when I asked him to tell me how he did HogWars...

When I followed that, however, I couldn't edit the model for the Different vehicles. Even though I did copy the mod2 file, and renamed and re-referenced it, it still changed all the Vehicles models, and not just the one I chose. Maybe I could try adding the mod2 file, seeing if that will work...
Anyway, the same happens with bitmaps, even when I use the EOS button.

DarkFish (Halo-Mods)
MonoxideC




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Post by MonoxideC »

Even when you duplicate a mod2 tag, it still points to the same raw model data in the map, since the actual model isn't stored in the mod2 metadata - It's stored elsewhere in the file.

Same thing with bitmaps, except it has pointers to an offset in the bitmaps.map file.

However, you can edit the raw pointer of a bitmap in HMT. Make sure you click save afterwards, though - and before trying to inject the new file. This saves the changes back to the meta, and makes the new offset active in HMT. (That's probably why it wasn't working for you DarkFish) If you wanna add the texture to the end of the bitmaps.map file (which is probably the case if you duplicated) you can just click the EOF button then save - this will auto-fill in the correct EOF offset of the bitmaps.map.

Sorry for the confusion - I guess I never really explained how to do this kind of stuff.
halofan141





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Post by halofan141 »

That's what I've ben saying the whole time, this tut isn't very special since it still kills the obj that you replace it with :(
Deadly_Shadow




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Post by Deadly_Shadow »

I think I know why. You have to go into bloodgulch.snr Meta. Then add another location. Then in Xml put location as the new one. You cannot share 2 locations so 1 of the objects dissapears.
halofan141





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Post by halofan141 »

Exactly.
Deadly_Shadow




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Post by Deadly_Shadow »

I will try to fiqure it out later.
halofan141





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Post by halofan141 »

If you can that would be awesome.
Deadly_Shadow




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Post by Deadly_Shadow »

Okay. I'll do it now.
Runner





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Post by Runner »

Errr in mine, i still have the flag and all, but, BUT the new tank i created still follows the original tanks stuff...For example, I named the new tank shadow(for simplicity).I raised the speed for the shadow in HMT3....Nothing happened. Then, I raised the speed for the scorpion, it went faster, AND the shadow went faster as well. I do not know what I am doing wrong and it is killing me! (not literally)
Dark Cloud




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Post by Dark Cloud »

*puts on a "Hi! My name is "Annoying Little Problem that always occours!" sticker*

Eat lead! *fires pistol rounds into him*

Ok, now it's LITERALLY killing you! :wink:


BTW, Deadly_Shadow, how exactly do you do what you said to do on adding a new location? When opened in Notepad, there's just random symbols and "E's" in the meta file... :?
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Post by Deadly_Shadow »

I know... I'm not sure how I am going to... Some of that meta makes sense to me actually. Most of Xml does. But.. Not enough to do it... Yet.
Runner





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Post by Runner »

uhh dark cloud, don't you just open the xml document in note pad? not the actual meta file?
Deadly_Shadow




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Post by Deadly_Shadow »

You may need to edit Meta :cry:
peabnuts123





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Post by peabnuts123 »

Runner, your problem is that if you notice in the tut he only duplicates the weopons, not the speed files only the weapon.
Icetiger





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Post by Icetiger »

Great work Shadow. This tut was exactly what I was looking for! I was wondering about switching the references for models so you could import brand new ones ever since I read on forge's site about it. This tut takes it further and into more detail. This is a big breakthrough that I don't think most of the people here realize. I am going to take full advantage of this in my underwater gulch mod. You are the best Shadow! :lol: :lol: :lol: :lol: :lol: :lol:

And one more thing. How would I convert a model into the mod2 format to be used in rebuilding?
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