HMT: PMI Simplified (Updated)

Tutorials for the PC version of Halo 1.
CSW_Jakkle





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Post by CSW_Jakkle »

NOOB ALERT

what program is PMI short for? Its the only one i ahvent heard of! :oops:
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Post by Jay »

Pwn4g3 wrote:Hey, I agree though, the tut isnt exactly super written, I'm not dislexic and I had to concentrate first time I read it, to get an idea of the principles, I hate scenario based tuts, like those learn to program in C++ in 21 days thing, they all example based, only teaches you how to do THOSE things, not the general principles etc...Thats whats needed, how and WHY things are done that certain way, and people might not have so many problems...anyone wanna do this?
i'm using that book to learn c++ and i've been on day one for about a week in half now. lol
CSW: Perfect Model Injection, not a program btw
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Post by DM01 »

CSW_jakkle wrote:NOOB ALERT

what program is PMI short for? Its the only one i ahvent heard of! :oops:
noob is right...lol j/k it stands for perfect model injection. its not a program
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Dark Cloud




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Post by Dark Cloud »

Yea, PMI is Perfect Model Injection, as is done with Halo Map Tools 3.5. :D
Anewaccount111





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Post by Anewaccount111 »

Problem, I tried injecting the armored marine from b30.map into BG using that tutorial... well my problem is, is that when I rebuild the map I get this error...

"An unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will be shut down immediately.

Could not find file "C:\project\New Build\test\bloodgulch\bloodgulch.sbsp.meta

(I cant find where my screenshots are saved to :oops: )

But the thing is I took the bloodgulch.sbsp and copied it so I KNOW its there and ive checked numerous times... but it still has that fucking error... Please, anyone help... or try adding the armored marine...?

Ill try the tutorial over with an armored marine from a different map later tommarow or something... thanks for any help...
Alaysian





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Post by Alaysian »

^same thing happened to me with an elite in blood gulch. Tried every thing and every little variation. Didn't work, need someone to talk me through it on aim step by step.

Also, why does the csv file extract them to vertice and indice files. Whats the point of extracting them then? Any clues as to why i can't do this or what i'm missing with the csv extrating the vertices and indices? Aim me, as im clueless, and i usually leard things fast.
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Post by Dark Cloud »

Guys, I forgot to say this in the tutorial, but when you batch extract the map that you are injecting into, when it asks if it should extract the BSP, say YES.
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Post by Dark Cloud »

In the levels\test\soonandsoforth folder, there should be a "levelnamehere.sbsp" file. It should be there if you extracted the BSP from the map you're importing the model in to.
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Post by Alaysian »

but what about when you extract the model from the csv file, is it supposed to be in vertices and indices? If so, what do you do with them?
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Post by Dark Cloud »

Yes, the vertices and indices will be extracted, yet all they do is allow you to do the step where you right click, select add, select the model for importing, etc. Without them it'll say that it can't find the indices/vertices, etc. Then, in that step, you go to the folder where the vertices file, the indices file, and the sbsp or bsp (I forget which one) were extracted to earlier in the tutorial, and fill the blanks where you need to with the correct file. That will then create the new.vertices, new.indices, and sbsp.meta files.
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Post by Alaysian »

k, thanx, the elite is working but now with the wraith, if i try and add it with spark edit, i get a box that shows no model, and while it says what it is in spart edit, it won't show up in the game. I could only get it in with hmt meta swaping for scenery. Even then, it won't come out completely correct, because though the model is perfect, part of it (or rather, the two i added) converge at some point off of the map. It doesn't interfere with movement, just the look. Any clues. Also, thanx for the tutorial, it helped, though i'm still not sure why, cause i did it before and it didn't work.

Also, since i added elites in the seats of the tank, how do i get them to use they're weapons?
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Post by Dark Cloud »

Alaysian, what you're having troubles with is something that everyone has. The box is always going to be there, no matter what. For scenery, just swap a piece of scenery in the map for your new piece of scenery, and even though it's viewed as a yellow box in SE, it will show up in-game.

However, for vehicles, you'll need to do a meta swap in HMT. Not neccessarily with a piece of scenery, but you can do a vehicle too. Although if you import some unneccessary models and pieces of scenery that correspond with them, you can just overwrite those ones, and not have to replace any needed scenery/vehicles. :D

The odd thing is, on my first and second model import, the models actually would show up in Sparkedit... but, like you now, I get boxes... x.x If only I could remember what I did.. :P


And as for the elites on the sides of the tanks, I can't help you there... make sure "Uses MC weapons" is selected, but other than that, I can't help you there.. :(
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Post by Skarclaw »

I am confused about "meta swap"

Is it just when you go to vechels, select a hog, and click "swap"

or is it different?
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Post by Dark Cloud »

For the most part, yes... I think what Alaysian was talking about, is taking the little numbers that see see in that box when you select a tag, and then pasting them over the other numbers in another box, and hitting Save.
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Post by Skarclaw »

Okeydokey,I'll try it after I have finished studeying (sleeping)

Thanks.
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Re: PMI tutorial simplified and easier to follow: UPDATE!!!!

Post by Skarclaw »

Dark Cloud wrote:
Ok everyone! In this tutorial, you will learn very simplified PMI, short for Perfect Model Injection.

1. First, open up the map that you want to get a model from to insert into another map. We'll use the Pelican from a30.map, or Halo, as an example in this tutorial.
2. Find the model that you want to import into another map, and click on it to highlight it. Next, check the box labeled "Recursive" next to the "Save meta" button.

That bit isn't clear, should I extract from model (pc) Because in all other tuts they didn't mention this.

I did that, and when I rebuilding the map, I got an error popup, and more kept on coming so I had to close the program.
Thanks.
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Dark Cloud




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Post by Dark Cloud »

Yes, extract from Model PC, or whatever has the abbreviation/tagclass called mod2.

As for the error popups, you did something wrong. :P
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Post by v-virus »

great tut. now write a tut on converting maps. that are not a and work. =\
If i could i would, but i can't so i won't.
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Post by Dark Cloud »

lol.... I'd be more than happy to if any of my attempted conversions had worked. :roll:
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Post by Kamatzu »

And i also have to add that people if you followed the steps and it didnt work, dont go posting its an HMT problem in the subject...its not an HMT problem. Ive seen 10 threads already stating they couldnt get their models corrected and said it was HMT's fault...
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