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AI question
Posted: Thu Jul 08, 2004 8:37 pm
by Scarecrow
Okay i have 2 questions relating 2 AI's the first is i got an AI into Death island, but all it is is a group of lines and colours and the colours are attached to you. How do i fix it?
The second is, how can i duplicate the marines in AOTCR? I tried duplicating it in sparkedit but it comes up with Cant Duplicate or something like that......
Re: AI question
Posted: Fri Jul 09, 2004 3:17 am
by rossmum
Scarecrow wrote:Okay i have 2 questions relating 2 AI's the first is i got an AI into Death island, but all it is is a group of lines and colours and the colours are attached to you. How do i fix it?
The second is, how can i duplicate the marines in AOTCR? I tried duplicating it in sparkedit but it comes up with Cant Duplicate or something like that......
1. You PMId them wrong, go start over.
2. You can't duplicate them, so stop trying.
Posted: Fri Jul 09, 2004 11:01 pm
by rossmum
MasterChief2552 wrote:too bad, marines in mp would kick ass!
He meant SP, like the dead bodies. You can't duplicate them, unfortunately,
Posted: Fri Jul 09, 2004 11:24 pm
by Scarecrow
well is there any way that i can make it so that there are more marines?
Posted: Mon Jul 12, 2004 6:50 am
by maegus15
Tut on how to PMI and add AI to a level:
Ok, screw the tut, its bs. What you do is:
NOTE: You MUST have HMT v3.5
NOTE: You MUST have HHT v1.3 or higher(enless you want to Hex it)
(I am useing bloodgulch as a example, and the bot will be a elite major)
1: Make a folder in C: named: Project
2: Make a new folder inside the Project Folder named: BG Extract
3: Make a new folder inside the Project Folder named: BG BSP Extract
4: Make a new folder inside the Project Folder named: Elite
5: Make a new folder inside the Project Folder named:Model List
6: Make a new folder inside the Project Folder named: Build Folder
7: Open up bloodgulch.map in HMT v3.5
8: Batch extract the metadata
9: When is asks: "Etract BSP?" click YES
10: Once Batch Extract is done, click Tools -> Etract -> BSP\Model Sections
11: Select the folder: C:Project\BG BSP Extract
12: Once Extracting is done, close bloodgulch and open up b40.map
13: Go to Actor Varient
14: Recusively save elite_major_plasma_rifle into: C:\Project\Elite
15: Next go to Tools-> Generate Raw Model Offset List
16: Save it in the Folder C:\Project\Model List
17: Now go to Tools-> Extract -> Raw Model, it will open a secondary tool for HMT
18: Select Open CSV File
19: Open the CSV File that you saved in: C:\Project\Model List
20: Find: Charictars\Elite\Elite
21: Click Extract and select the folder: C:\Project\Elite\charictars\Elite
Ok almost done
22: Close the Raw Model Extractor
23: Now in HMT go to Tools ->Model-Decrapper\BSP Builder
24: Right Clich the top box and click add.
25: Goto the Folder: C:\Project\Elite\charictars\elite and select the File: elite.mod2.meta
26: Now just below the top box is 3 little boxes, on the first little box, select brouse(the button just to the left of the box)
27: Go to: C:\Project\BG BSP Extract and select the only file showing up
28: Do the same with the other 2 little boxes
29: Once all your little boxes are filled up with the file directorys click the button on the bottom of the windows that says: Decrap the models and build a new BSP Chunk while we're at it.
30: Now go to the Folder: C:\Project\BG BSP Extract and right click the file bloodgulch.sbsp.meta and click copy
31: Brouse to C:\Project\BG Extract\leves\test\bloodgulch and paste it in that folder, when it asks you if you want to overwrite files click: Yes to all
32: Now Brouse to C:\Project\Elite and copy all the folders in it
33: Paste them in C:\Project\Build Folder
34: Now Go to C:\Project\BG Extract and copy all the files in it
35: Paste them in C:\Project\Build Folder and click Yes to all when it asked you to overwrite files
36: Cut bloodgulch.map (Make sure you have a backup) and paste it in C:\Project\Build Folder
37: Open up HMT Map Rebuilder and click Open map
38 : Go to C:\Project\Build Folder and select bloodgulch.map
39: Select yes to the auto fill bla bla bla........
40: Add ALL the Meta from the charictars\elite folder and subfolders
41: Click BUILD
42: IT will start the build When it asked you if any new verticys have been added, click yes.
43: Select the folder: C:\Project\BG BSP Extract and slelect the file: bloodgulch.verticys.new
44: Next it will ask if any new indacates have been added. Click YES
45: Goto C:\Project\BG BSP Extract and select bloodgulch.indacates.new
46: New It will ask if you want to use the modified offset, Click YES
wait intill its done
YAY PERFECT MODELS AND AI!!!
Next step:
47: Cut bloodgulch.map.rebuild( From C:\Project\Build Folder) and paste it in your MAPS folder
48: Rename it so its only bloodgulch.map
49: Open up bloodgulch.map in HHT
50: Select vehicles and goto the ghost, go to the second actr tag you see and dependency swap it for charictars\elite\elite_major_plasma_rifle
51: Now close HHT and open up bloodgulch.map in HMT
52: Go to phisics, then goto ghost, Make the Center of weigt X (Or anything for that matter, it all makes it flip) and turn it to 5
DONE! AI'S WILL APEARE IN YOUR MAP! With Elite Bipeds!