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[Trial]Rebuilding SP Maps(this is for trial)

Posted: Mon Jul 30, 2007 5:42 am
by CDK908
this tut will only teach you trial-> trial not full-> trial.

How To Rebuild a TRIAL SP map


Original tut buy Sacrebleu for halo full adopted by Kid908/Cdk908

Note: There are 165 Steps in this tutorial!!!!!!!



Requirement:
Hex Halo Map Tool Version 3.5(Hex HMT V3.5)
Hex Editor(This Hex Editor: click here to download!!!!!!)
Halo Full B30 and Bloodgulch map(unmodded)
Halo Trial B30 and Bloodgulch map(unmodded)
Note Pad
No Knowledge of Modding or Hex is required everything is explained in this tut...*



*All control of hex editor will not be explain but control used in this tut is.



Step by Step Guide:(There are 4 Parts to this tutorial)



Part 1:

001. Create this folder: PMI SP
002. In side "PMI SP" create the following folder:
------ BSP
------ Rebuild
------ Original Map
------ Hexed Map
003. In side "Original Map" copy the Full Halo Maps(B30 & Bloodgulch)
004. In side "Hexed Map" copy the Trial Halo Maps(B30 & Bloodgulch)(Copy Make sure you still have the original map at your side just incase)
005. Open Hex Editor
006. Open B30 Full(from "Original Map")
008. Find "Go To" or press "Ctrl G"
009. Type this into the Offset Box: 0x800
010. Select from there Up Till you've selected all of it(from offset 0x0 to offset 0x800)(Easy Way is to press and hold "Ctrl" and hold the "^"[up button])
011. Copy the selected
012. Close B30 Full
013. Open B30 Trial(from Hexed Map)
014. Paste(Must Be At Offset 0x0)
015. Save and close B30
016. Open Full Bloodgulch(from "Original Map")
017. Go to the following offset: 0x800
018. Select from 0x800 to 0x0
019. Copy
020. Close Full BG
021. Open Trial Bloodgulch(from "Hexed Map")
022. Paste(Must Be At Offset 0x0)
023. Save and close Bloodgulch
024. Close Hex Editor



Take A Break and review what we did:

Part 1: OK We Just Finished Part 1 Of the SP Rebuilding for trial. Part 1 is the preperation for rebuilding to get the map ready for hmt with the paths and headers and other part so extraction can be correct.

Break Over...



Part 2:

025. Open Hex HMT V3.5
026. Open B30 Trial In HMT V3.5(from "Hexed Map")
027. Go to "Tools," "Extract," then Batch Extract
028. Under "Extract To Folder:" there is a white bar. Locate that.
029. Next to the white bar there is a black bar with "Browse," click it.
030. Locate your "PMI SP" folder
031. Find "Rebuild" folder in the "PMI SP" folder
032. Click "Ok" at the bottom of the browser window
033. Under the White bar and above the gray bar locate the 3 small check box
034. You'll See the following:
------ Extract Sounds
------ Extract Textures
------ Extract Metadata
035. Select "Extract Metadata"
036. Click the black bar with "Start Batch Extraction"(Next to the 3 small check box)
037. Click yes to "Extract BSP"
038. Get snack and stuff while you wait for it to extract
039. There will be a window pop up, Click the only avaliable option.
040. Close B30 Trial
041. Open B30 Full(from "Original Map"
042. Go To "Tools," "Extract," then "BSP/Model Sections"
043. Locate your "PMI SP" folder
044. Find "BSP" folder in the "PMI SP" folder
045. Click "Ok" at the bottom of the browser window
046. Wait For it to finish Extraction
047. Click the only option in the pop up window
048. Close B30 Full
049. Open Bloodgulch Trial(from "Hexed Map")
050. Locate What you want to put in the SP map(such as sniper rifle or shotgun, etc.)
051. Locate Tag Information(located above Resource Brower and Utilities)
052. Find the check box with "Recrusive" next to it
053. Check the box
054. Next to it locate a black box with "Save Meta" in it
055. Click it
056. Locate your "PMI SP" folder
057. Locate "Rebuild" folder in the "PMI SP" folder
058. Click "Ok" at the bottom of the browser window
059. Go to "Tools," then "Generate Raw Model Offset List(CSV File)"
060. Locate your desktop
061. Save it
062. Go to "Tools," "Extract," then "Raw Model"
063. Click "Load CSV File"
064. Loacate the "Offset" file on your desktop
065. Click "OK" at the bottom of the browser window
066. Find the model of the item(s) that you extracted
067. click "Extract" at the bottom lift corner
068. Locate your "PMI SP" folder and "Rebuild" folder inside the "PMI SP" folder
069. Move your browser window so you can see the full name of the model you're extracting
070. Follow the path to the correct folder that it is listed in it's name(ex. weapons\shotgun\fp\fp is the name of the model, so go to the folder weapons, then shotgun, then fp and save it there)
071. Repeat Steps 65 to 71 until you finished extract all the models for the new items you are adding
072. Close all open window that we opened for this tutorial except the original Hex HMT V3.5
073. Go to "Tools," then "Model DeCrapper/BSP Builder"
074. Right click the large which box
075. Click Add
076. Locate the ".mod2.meta" file you extracted(ex. shotgun.mod2.meta in weapons then shotgun)
077. Repeat steps 74 to 77 until added all the ".mod2.meta" files you extracted
078. Next to the White bar under Existing Vertex Area Click Browse
079. Locate your "BSP" folder in your "PMI SP" folder
080. Select the only file there and click "Open"
081. Next to the White bar under Existing Index Area Click Browse
082. Select the only file there and click "Open"
083. Next to the White bar under Existing BSP Block Click Browse
084. Select the only file there and click "Open"
085. At the very bottom you'll see a black bar with "De-Crap These Models and Build a New BSP Chunk While We're At It"
086. Click it
087. Close all open window that we opened for this tutorial except the original Hex HMT V3.5
088. Open you're "PMI SP" folder
089. Go into the "BSP" folder
090. See if these following files are there:
------ B30.indices
------ B30.sbsp
------ B30.vertices
------ B30.indices.new
------ B30.sbsp.meta
------ B30.vertices.new
091. Copy the "B30.sbsp.meta" file and go to this directory:
------ PMI SP\Rebuild\Levels
092. Rename it:
------ B30a.sbsp.meta
093. Copy it
094. Go into the "B30" folder and paste it
095. Click yes to replace it
096. go back one folder(PMI SP\Rebuild\Levels)
097. Right click on "B30a.sbsp.meta"
098. Left click "delect"
099. Right click your "Recyle Bin"
100. Lift click "Empty Recycle Bin"
101. Go to "Hexed Map" folder
102. Copy "B30.map" file
103. Go to "Rebuild" folder
104. Paste it
105. Close that window



Take a Break and Review what we did:

Part 1: OK We Just Finished Part 1 Of the SP Rebuilding for trial. Part 1 is the preperation for rebuilding to get the map ready for hmt with the paths and headers and other part so extraction can be correct.

Part 2: we just got everything ready for the actual rebuilding. we extract the new items to add into the original map which we extracted everything to rebuild it. we also decrapped the raw models and created the new sbsp.meta file and put it in the correct folder and rename it correctly.

Break Over...



Part 3:

106. Go to "Tools," then "Rebuild Map"
107. Next to the white box under "Original Map" click the black box with "Browse" in it
108. Locate your "PMI SP" folder
109. Go into "Rebuild" folder and select the "B30.map" file
110. Click "Ok" at the bottom of the browser window
111. Click "yes" to "Do you wish to automatically fill in the required files based on the path and name of the selected map file?"
112. Next to the white box with "[scnr] Scenario" to the left and click the black box with "Browse" in it.
113. Locate your "PMI SP" folder
114. Go into "Rebuild" folder
115. Go to the following folder: "levels," then "B30"
116. Select "B30.scnr" and click "Open"
117. Next to the white box with "[sbsp] BSP Chunk" to the left and click the black box with "Browse" in it.
118. Select "B30a.sbsp.meta" and click "Open"
119. Next to the white box with "[tagc] Multiplayer Scenario" to the left and click the black box with "Browse" in it.
120. Go back to the "Rebuild" folder
121. Go into the "UI" folder
122. Select "ui_tags_loaded_solo_scenario_type.tagc.meta" and click "open"
123. Click "Add" under the large white box with "Additional Files" above it
124. Add all the tags of the new items(ex. shotgun.antr.meta, shotgun.coll.meta, fp.mod2.meta etc.)
125. Repeat Step 124 until you've added all the files you want in your new map.
126. Click "Build" at the top right corner
127. Wait until a pop up well...pop up.
128. Click "yes"
129. Locate you're "PMI SP" folder
130. In "PMI SP" folder, open "BSP" folder
131. Select the "B30.vertices.new" file and click "open"
132. Wait for the next Pop up
133. Click "yes"
134. Select the "B30.indicies.new" file and click "open"
135. Wait until another pop up
136. Click "Ok"
137. Close all windows opened for this tutorial



Take a Break and Review what we did:

Part 1: OK We Just Finished Part 1 Of the SP Rebuilding for trial. Part 1 is the preperation for rebuilding to get the map ready for hmt with the paths and headers and other part so extraction can be correct.

Part 2: We just got everything ready for the actual rebuilding. we extract the new items to add into the original map which we extracted everything to rebuild it. we also decrapped the raw models and created the new sbsp.meta file and put it in the correct folder and rename it correctly.

Part 3: We just finished rebuilding the sp map. yay us! next step will make the map use able in halo trial.

Break Over...



Part 4:

138. Open "PMI SP" folder
139. Go into the "Rebuild" folder
140. Copy "B30.map.rebuilt.map"
141. Go to your desktop
142. Paste "B30.map.rebuilt.map" there
143. Rename it to "B30.map"
144. Cut it
145. Navigate to your halo trial directory
146. Paste it into your map folder
147. Click Yes to the replacement
148. Open Hex Editor
149. Open "B30.map" in Hex Editor(B30.map from your map folder)
150. Copy the following hex from the following offsets to a Note Pad with the correct labling:
------ 0x08(the first 3 sets of hex codes starting at the listed offset)[Map Size]
------ 0x10(the first 3 sets of hex codes starting at the listed offset)[Index]
------ 0x14(the first 3 sets of hex codes starting at the listed offset)[Meta Size]
151. Open "B30.map"(the original, unhex/rebuilt one)
152. Go to "0x800"
153. Select from "0x800" to "0x0"
154. Copy it
155. Go back to the rebuilt "B30"
156. Select the first Hex code
157. Paste
158. Go to Offset "0x5e8"
159. Replace the hex codes starting at "0x5e8" with the one that you copy from "0x08"(Must be typed)
160. Go to offset "0x5ec"
161. Replace the hex codes starting at "0x5ec" with the one that you copy from "0x10"(Must be typed)
162. Go to offset "0x2c4"
163. Replace the hex codes starting at "0x2c4" with the one that you copy from "0x14"(Must be typed)
164. Save
165. Close Hex Editor and Test the map



Take a Break and Review what we did:

Part 1: OK We Just Finished Part 1 Of the SP Rebuilding for trial. Part 1 is the preperation for rebuilding to get the map ready for hmt with the paths and headers and other part so extraction can be correct.

Part 2: We just got everything ready for the actual rebuilding. we extract the new items to add into the original map which we extracted everything to rebuild it. we also decrapped the raw models and created the new sbsp.meta file and put it in the correct folder and rename it correctly.

Part 3: We just finished rebuilding the sp map. yay us! next step will make the map use able in halo trial.

Part 4: We just change the map size, index information, and meta size of the map so halo trial will read the entire map!



Special Thanks to:/For:
goilla/hex offsets
Sacrebleu/SP Rebuild Tutorial

Post any Problems you might have!!!!!!!!!!!!.....Other then Not Having Hex HMT V3.5...

Posted: Mon Jul 30, 2007 1:01 pm
by Andrew_b
Wrong Section?

Posted: Wed Aug 01, 2007 3:11 am
by assassinator
lol thats da same thing that on www.halotrialmods.org/forums but its so stupid how these people only release it using the hex hmt. why cant you just make a mod using the normal hmt as you wont release hex hmt

Posted: Thu Aug 02, 2007 6:35 pm
by CDK908
the reason is because you guys will begin to put illegal stuff in if you find out how to actually put full items into pc....

Posted: Thu Aug 02, 2007 8:32 pm
by assassinator
CDK908 wrote:the reason is because you guys will begin to put illegal stuff in if you find out how to actually put full items into pc....
Well i defintly wouldnt all i really want to do is put a hunter in bloodgulch and add the water tag (in fog) into the bloodgulch map and also make my own mods withought relying on BYOM or downloading any other mods and use there mods and make a new map out of other people's mods