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H2Core\H2G Help Topic and Map Repository *Updated 04-03-07*

Posted: Sun Mar 04, 2007 6:09 pm
by Anthony
::H2Core\H2G Help Topic and Map Repository::

Well I figured we need a place to put all the good converted maps along with some info on how you got it to work, that way other people that need help can come here and see how they can fix it. You can also post tutorials on how to use the app here.

::Downloads::

H2Core & H2G (Last Updated 04-02-07)
Application used to Build/Rebuild maps and edit tags
http://www.halovicis.com/forums/viewtopic.php?t=217

Halo 2 Map Checker
Calculates the MD5 of a map and compares with a list of already checked clean maps
http://rapidshare.com/files/19619523/H2 ... r.rar.html

::BSP List::

00a_introduction
-scenarios\solo\07a_highcharity\high_0 (Working)

01a_tutorial
-scenarios\solo\01a_tutorial\01_bsp_0 (Unkown)

01b_spacestation
-scenarios\solo\01a_tutorial\01_bsp_0 (Unkown)
-scenarios\solo\01a_tutorial\01_bsp_1 (Unkown)
-scenarios\solo\01b_spacestation\01_bsp_2 (Working)
-scenarios\solo\01b_spacestation\01_bsp_3 (Unkown)
-scenarios\solo\01b_spacestation\01outro_bsp (Unkown)
-scenarios\solo\07a_highcharity\high_0 (Unkown)

03a_oldmombasa
-scenarios\solo\03a_oldmombasa\earthcity_1 (Working)
-scenarios\solo\03a_oldmombasa\earthcity_2 (Unkown)
-scenarios\solo\03a_oldmombasa\earthcity_3 (Working)
-scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp (Working)

03b_newmombasa
-scenarios\solo\03a_oldmombasa\earthcity_3b (Working)
-scenarios\solo\03b_newmombasa\earthcity_4 (Working)
-scenarios\solo\03a_oldmombasa\earthcity_cine_intro_bsp (Unkown)

04a_gasgiant
-scenarios\solo\04a_gasgiant\alphagasgiant (Unkown)
-scenarios\solo\04a_gasgiant\ag_cinematic_bsp2 (Unkown)
-scenarios\solo\07a_highcharity\high_4_cinematic (Unkown)
-scenarios\solo\04a_gasgiant\production_arm (Working)
-scenarios\solo\04a_gasgiant\ag_cinematic_bsp1 (Unkown)

04b_floodlab
-scenarios\solo\04a_gasgiant\alphagasgiant (Working)
-scenarios\solo\04b_floodlab\alphagasgiant2 (Working)
-scenarios\solo\04b_floodlab\cableroom (Unkown)
-scenarios\solo\04b_floodlab\research_arm (Working)
-scenarios\solo\04b_floodlab\cableroom2 (Unkown)
-scenarios\solo\04b_floodlab\production_arm2 (Unkown)

05a_deltaapproach
-scenarios\solo\05a_deltaapproach\bsp_00 (Working)
-scenarios\solo\05a_deltaapproach\bsp_01 (Working)
-scenarios\solo\05a_deltaapproach\bsp_x05 (Unkown)

05b_deltatowers
-scenarios\solo\05a_deltaapproach\bsp_01 (Unkown)
-scenarios\solo\05b_deltatowers\bsp_02 (Working)
-scenarios\solo\05b_deltatowers\bsp_03 (Unkown)
-scenarios\solo\05b_deltatowers\bsp_01_transition (Unkown)
-scenarios\solo\05b_deltatowers\bsp_02_transition (Unkown)

06a_sentinelwalls
-scenarios\solo\06a_sentinelwalls\sentinelhq_1 (Unkown)
-scenarios\solo\06a_sentinelwalls\sentinelhq_1b (Unkown)
-scenarios\solo\06a_sentinelwalls\sentinelhq_2 (Unkown)
-scenarios\solo\07b_forerunnership\high_8 (Unkown)

06b_floodzone
-scenarios\solo\06a_sentinelwalls\sentinelhq_2 (Unkown)
-scenarios\solo\06b_floodzone\sentinelhq_3 (Unkown)
-scenarios\solo\06b_floodzone\sentinelhq_4 (Working)
-scenarios\solo\06b_floodzone\sen_hq_bsp_5 (Unkown)
-scenarios\solo\06b_floodzone\sen_hq_bsp_6 (Unkown)

07a_highcharity
-scenarios\solo\07a_highcharity\high_0 (Unkown)
-scenarios\solo\07a_highcharity\high_1 (Unkown)
-scenarios\solo\07a_highcharity\high_2 (Unkown)
-scenarios\solo\07a_highcharity\high_3 (Working)
-scenarios\solo\07a_highcharity\high_3b (Unkown)
-scenarios\solo\07a_highcharity\high_4 (Working)
-scenarios\solo\07a_highcharity\high_5 (Working)
-scenarios\solo\07a_highcharity\gravemind (Unkown)

07b_forerunnership
-scenarios\solo\07a_highcharity\high_5 (Unkown)
-scenarios\solo\07b_forerunnership\high_6 (Unkown)
-scenarios\solo\07b_forerunnership\high_7 (Unkown)
-scenarios\solo\07b_forerunnership\high_8 (Unkown)
-scenarios\solo\07b_forerunnership\high_9 (Unkown)
-scenarios\solo\07b_forerunnership\high_10 (Unkown)
-scenarios\solo\07b_forerunnership\high_9_cinematic (Unkown)

08a_deltacliffs
-scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp0 (Working)
-scenarios\solo\08a_deltacliffs\deltacontrolroom_bsp1 (Unkown)

08b_deltacontrol
-scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp0 (Working)
-scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp2 (Working)
-scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 (Unkown)
-scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp4 (Working)
-scenarios\solo\07a_highcharity\high_0 (Unkown)

ascension
-scenarios\multi\ascension\ascension (Unkown)

beavercreek
-scenarios\multi\halo\beavercreek\beavercreek (Working)

burial_mounds
-scenarios\multi\burial_mounds\burial_mounds (Working)

coagulation
-scenarios\multi\halo\coagulation\coagulation (Working)

colossus
-scenarios\multi\colossus\colossus (Unkown)

cyclotron
-scenarios\multi\cyclotron\cyclotron (Unkown)

foundation
-scenarios\multi\marathon\foundation\foundation (Unkown)

headlong
-scenarios\multi\headlong\headlong (Unkown)

lockout
-scenarios\multi\lockout\lockout (Working)

mainmenu
-scenarios\ui\mainmenu\mainmenu (Working)

midship
-scenarios\multi\midship\midship (Unkown)

shared
-scenarios\shared\shared (Unkown)

single_player_shared
-scenarios\shared\shared (Unkown)

waterworks
-scenarios\multi\waterworks\waterworks (Unkown)

zanzibar
-scenarios\multi\zanzibar\zanzibar (Working)


::Converted Maps::

(Not yet complete)
Mod Name: H2Core\H2G Tutorial
Mod Author: Anthony
Multiplayer Map Name: beavercreek.map
Single Player Map name: 00a_introduction.map
BSP Name: high_0
Topic: http://forums.halomods.com/viewtopic.php?t=56164
Download: http://rapidshare.com/files/19260197/SP ... enity.html
Image:
Image

(Complete)
Mod Name: Abyssal
Mod Author: Pyroman
Multiplayer Map Name: Gemini
Single Player Map name: 05b_deltatowers
BSP Name: bsp_02
Topic: http://forums.halomods.com/viewtopic.php?t=56227
Download: http://rapidshare.com/files/19321290/Ab ... _.rar.html
Image:
Image

(Not yet complete)
Mod Name: Deltatower
Mod Author: xHeadshotmastax
Multiplayer Map Name: Gemini
Single Player Map name: N/A
BSP Name: deltatowers_3 / prophetroom
Topic: N/A
Download: N/A
Image:
Image

(Not yet complete)
Mod Name: Bridge To Far
Mod Author: iGeo
Multiplayer Map Name: N/A
Single Player Map name: N/A
BSP Name: N/A
Topic: N/A
Download: N/A
Image:
Image

(Not yet complete)
Mod Name: Abandoned Corridor
Mod Author: MilyardoX2
Multiplayer Map Name: BeaverCreek
Single Player Map name: N/A
BSP Name: 01b_spacestation\01_bsp_2
Topic: N/A
Download: N/A
Image:
Image

::Tutorials::

Tutorial Name: Larger BSP Conversion *Tut and App Included*
Tutorial Author: Anthony
Tutorial Description: Learn how to do a basic SP->MP Conversion
Tutorial Link: http://forums.halomods.com/viewtopic.php?t=56164

Tutorial Name: AI in MP using H2G and H2Core
Tutorial Author: Trulife8342
Tutorial Description: Learn how to get AI to spawn in MP
Tutorial Link: http://forums.halomods.com/viewtopic.php?p=584124

::Frequently Asked Questions::

Q: How do I open a map with H2G?
A: H2G doesn't work with maps. It works with Metas decompiled with H2Core.

Q: Why does my map load to a black screen?
A: Well there can be a number of reasons. Many of those reasons unknown, here are some trouble shooting tips that you should try:
  • -Clear your tag folder and get clean maps from your H2 CD then try again.
    -Null out all the Sounds inside the current BSP
    -Transfer over Deathzones
    -Make sure that your mainmenu, shared, and single_player_shared are all clean and unmodified (You can use the application in the downloads section of this post to verify your maps)
Q: Why can't I decompile my map?
A: It could be for a few reasons, bad plugins is a leading cause. Right now there really is no way to get around it but by making sure you have a clean map, Check the downloads in this topic for the map checker to see that your map is indeed clean.

Q: Why does it get stuck on "sound\dsp_effects\sound_effect_templates\global_speaker_chorus.effects"
A: It is not stuck on that tag, its just that the application doesn't update the GUI until starts writing the raw. So actually its processing things like String ID's Tag ID's Sounds and a few others.

Q: Can I use these libraries in my own application?
A: Yes you can, but make sure you give credit where credits due.

Q: How do I add weather to a map without weather already on it?
A: By following these simple steps:
  • 1. Open the map with the weather
    2. Find the sbsp with the weather and decompile recursively.
    3. Decompile the map you want to add to.
    4. Open H2G and find the sbsp the weather came from.
    5. Copy weather palette chunk
    6. Open sbsp without weather
    7. Find the weather palette chunk - hit new then insert and then delete the 2nd chunk.
    8. Find the clusters(visual clusters) and in each chunk is an index to the weather palette set to -1. since we only have 1 chunk in our palette. we would reference 0.
Q: What is CEtoH2 and does it work?
A: Well CEtoH2 was H2Cores name back before we changed it, so that being said that means its really out of date because its a old version of H2Core. As for it working, No it does not work.

Q: How can I edit the Team Spawns?
A: Thanks to Pyroman he created a tutorial for this. It can be found here http://forums.halomods.com/viewtopic.php?p=575456

Q: When I make a patch with Serenity I get this error "Removing tags is not yet supported". How should I fix this?
A: To fix, simply check the "Non-Compliant" box.

Q: Why do my bitmaps show up fine in Entity but weird in game?
A: This is because you probably used a different version of one of your shared maps to decompile and rebuild. So to fix just make sure you have the same version of the mainmenu, shared, and single_player_shared on your xbox and your computer.

Q: How do I put 2 bsps in a map?
A: Its very simple. You just simply duplicate the BSP Reflexive inside the scnr and change the second one as you would with a normal map conversion. Then to switch bsps use this script

Code: Select all

(script static switch_bsp
 (begin
   (texture_cache_flush)
   (geometry_cache_flush)
   (switch_bsp_by_name <insert bsp name>)
))
::Credits::

H2Core Lead Programmer: Pokecancer
H2Core Co Programmer: Anthony, Tyckoman

H2G Lead Programmer: Anthony
H2G Co Programmer: Pokecancer

Special thanks to: Kornman, Headshot Masta, Brok3n Halo, IF, TSF, ScottyGEE, and everyone else that has put some time into helping with the project.



---------------

Re: H2Core & H2G Converted Maps/Help Topic

Posted: Sun Mar 04, 2007 6:10 pm
by Th2mods
Anthony wrote:Well I figured we need a place to put all the good converted maps along with some info on how you got it to work, that way other people that need help can come here and see how they can fix it. You can also post tutorials on how to use the app here.
thank you! i was going to do this my self... lol u saved me the typing

Posted: Sun Mar 04, 2007 6:34 pm
by latinomodder
Why doesnt my elite have arms, nor smg, Also freezes on decals and breakeables

Posted: Sun Mar 04, 2007 6:53 pm
by CassiveMock
latinomodder wrote:Why doesnt my elite have arms, nor smg, Also freezes on decals and breakeables
Clearly, you fucked something up....

Who cares, your playing on a new level...be happy...

Posted: Sun Mar 04, 2007 6:55 pm
by Anthony
CassiveMock wrote:
latinomodder wrote:Why doesnt my elite have arms, nor smg, Also freezes on decals and breakeables
Clearly, you *** something up....

Who cares, your playing on a new level...be happy...
well I made this as a help topic so he could get some help, maybe someone knows whats causing it or its a bug in the application, either way people would like to know how to fix it (especially me if its a bug in the app).

if you have any questions/comments/bugs/suggestions please go ahead and post them here

Posted: Sun Mar 04, 2007 7:20 pm
by Pyroman
Yea I completed mine before everyone!!

Muahahah. :P

Posted: Sun Mar 04, 2007 7:32 pm
by xheadshotmastax
Pyroman wrote:Yea I completed mine before everyone!!

Muahahah. :P
completed no, released yes

Posted: Sun Mar 04, 2007 7:47 pm
by Pyroman
I know HSM...but from the post it said...not yet completed.

Posted: Sun Mar 04, 2007 8:41 pm
by foxfanatic23I7
Thank you for making this, I was getting tired of looking at people's questions in the application thread.

Posted: Sun Mar 04, 2007 9:30 pm
by Anthony
foxfanatic23I7 wrote:Thank you for making this, I was getting tired of looking at people's questions in the application thread.
yea me too, I dont mean their questions, questions are fine but when you see the same one over and over when you already explained a fix then it becomes annoying. So I figured I would be able to help people and get questions answered here easier

Posted: Mon Mar 05, 2007 5:09 am
by latinomodder
When delta was handed over to me, I fixed all the coll freezing by just linking in the coll to the hlmt's, they were broken idents

Posted: Mon Mar 05, 2007 5:19 am
by JesseCuster
sorry for doublepost (other was in downloads, but i dont wanne delete it :wink: )

heres my problem and i know hsm did it before...but i only wanne know why it doesnt work for me

ok i tested some bsps and they working great, but now i have a prob...maybe someone got the same?

After decompile beavercreek (Map/decompile) i tried to start decompile recursivly the bsp03 from deltatowers and than i get this error...


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.


Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at core.Meta..ctor(Int32 tagnumber, Map& map) in C:\h2corerelease\HaloMap\Meta\Meta.cs:line 43
at core.TagDecompiler.SaveBSPScenery(String tagpath, Meta& meta) in C:\h2corerelease\HaloMap\Meta\TagDecompiler.cs:line 635
at core.TagDecompiler.DecompileRecursive(Meta m, Map map, Boolean overwrite) in C:\h2corerelease\HaloMap\Meta\TagDecompiler.cs:line 25
at core.HaloForm.menuButtonItem10_Activate(Object sender, EventArgs e) in C:\h2corerelease\H2Core\HaloForm.cs:line 240
at TD.SandBar.ButtonItemBase.OnActivate()
at TD.SandBar.j.b(TopLevelMenuItemBase A_0, Boolean A_1, Boolean A_2, Point A_3)
at TD.SandBar.TopLevelMenuItemBase.Show(Boolean select)
at TD.SandBar.TopLevelMenuItemBase.Show()
at TD.SandBar.ToolBar.OnItemPush(ToolbarItemBase item, Point position)
at TD.SandBar.ToolBar.OnMouseDown(MouseEventArgs e)
at TD.SandBar.MenuBar.OnMouseDown(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at TD.SandBar.ToolBar.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
H2Core
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Halo/Tools/HaloEditors/H2Core/H2Core.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
HaloMap
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Halo/Tools/HaloEditors/H2Core/HaloMap.DLL
----------------------------------------
SandDock
Assembly Version: 1.0.6.0
Win32 Version: 1.0.6.0
CodeBase: file:///D:/Halo/Tools/HaloEditors/H2Core/SandDock.DLL
----------------------------------------
SandBar
Assembly Version: 1.1.1.0
Win32 Version: 1.1.1.0
CodeBase: file:///D:/Halo/Tools/HaloEditors/H2Core/SandBar.DLL
----------------------------------------
Image
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Halo/Tools/HaloEditors/H2Core/Image.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Design
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Design/2.0.0.0__b03f5f7f11d50a3a/System.Design.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

*************************

maybe my english is to bad to understand whats wrong....im sorry guys..

any idea?

whats working for me:

Beavercreek-introduction
Beavercreek-tutorial....thats all at the moment what i tested

Posted: Mon Mar 05, 2007 5:34 am
by turk645
Is there an easy way to find out where the problem in the map is? I'm getting a random freezing error and most likely it's a sound but couldnt i just use entity to find all broken idents?.

Posted: Mon Mar 05, 2007 8:19 am
by xzodia
Anthony did you get my pm's on vicis about H2G?

Posted: Mon Mar 05, 2007 8:34 am
by MilyardoX2
I need help fixing the invisible elite arms for the elite, also the elite didn't walk(I think it is a jmad problem. I changed the elite to MC and the arms still don't show up.

Posted: Mon Mar 05, 2007 8:44 am
by latinomodder
I say rebuild but don't check sbsp sounds

Posted: Mon Mar 05, 2007 8:48 am
by MilyardoX2
did that work for you? how would sounds effect the elite bipd. could it be that these SP BSPs have only the MC to select and now that we have 2 bipds the second one is messes up?

Posted: Mon Mar 05, 2007 8:49 am
by latinomodder
idk, Im gusseing that new sounds are the ones that freez

Posted: Mon Mar 05, 2007 8:51 am
by MilyardoX2
my map doesn't freeze it works fine, just the elite bipd has no arms in FP
also when it is set to the elite mp the feet don't work and the bipd stays frozen looking

Posted: Mon Mar 05, 2007 9:13 am
by DemonicSandwich
MilyardoX2 wrote:my map doesn't freeze it works fine, just the elite bipd has no arms in FP
also when it is set to the elite mp the feet don't work and the bipd stays frozen looking
Mine the oppisite of you, with mine the MC doesn't have a FP model or FP jmad for most of the covy weapons.
However, he can still zoom in, fire the weapon, and throw granades but not melee due to the missing FP models and jmads.
And the Elite has everything needed and works correctily.(probably because there are elite in the SP map and not the MC).
And unfortually, the sounds for many things (mostly weapons) sound strange o_O
Other than that the map works fine, it doesn't freeze even when I walk toward where the loading point would be in SP.