Door Mod

Discuss general issues about modding HaloPC. Post ideas for mods here.
Post Reply
Squid Face





Posts: 2
Joined: Tue May 16, 2006 7:21 am

Door Mod

Post by Squid Face »

Hey guys,

I wanted to import the doors from AotCr like this guy did:

http://files.halomods.com/viewtopic.php?t=40689

I want to make a log-mod but use doors or panels instead like that one.

I thought all he did was export the door from b40 and import it into bloodgulch. But I can't seem to find the right "scen" tag to export that makes it a swapable scenery object. All I see is a door_blast_collision.

Can anyone help me out?
User avatar
Edwin





Posts: 1111
Joined: Mon Nov 24, 2003 7:24 pm
Location: Z'ha'dum

Post by Edwin »

it is a very tricky bit that involves re-naming the tags to fool SE into letting you import it, then change the tags back. will look up more info, PM me so i don't forget
"If you go to Z'ha'dum you will die."
User avatar
JK-47




Bloodhound Pyre Socialist Grunge

Posts: 10883
Joined: Wed Dec 01, 2004 2:54 pm
Location: Utah

Post by JK-47 »

Edwin wrote:it is a very tricky bit that involves re-naming the tags to fool SE into letting you import it, then change the tags back. will look up more info, PM me so i don't forget
All you have to do is PMI...
Image
User avatar
Edwin





Posts: 1111
Joined: Mon Nov 24, 2003 7:24 pm
Location: Z'ha'dum

Post by Edwin »

multi-genre wrote:
All you have to do is PMI...
multi, the answer to everything is not PMI. PMI is but the first step in this case. After you PMI you have to trick SE into letting you import and mess with the door. To do this you have to write down the current tags (the ones at the top of the meta bo, you know, the "yyyy" and whatnot) then replace them with the tags from a piece of scenery (say, a log) import the item into SE, place it, and set the tags back to their old names so Halo will run the correct scripts to animate the door.
"If you go to Z'ha'dum you will die."
User avatar
JK-47




Bloodhound Pyre Socialist Grunge

Posts: 10883
Joined: Wed Dec 01, 2004 2:54 pm
Location: Utah

Post by JK-47 »

Edwin wrote:
multi-genre wrote:
All you have to do is PMI...
multi, the answer to everything is not PMI. PMI is but the first step in this case. After you PMI you have to trick SE into letting you import and mess with the door. To do this you have to write down the current tags (the ones at the top of the meta bo, you know, the "yyyy" and whatnot) then replace them with the tags from a piece of scenery (say, a log) import the item into SE, place it, and set the tags back to their old names so Halo will run the correct scripts to animate the door.
No Edwin, dont get me wrong, I agree with you 100%, PMI'ing is not always the answer, I just thought that maybe the door had like an animation tag or actr tag of some sort that would allow you to have them animated.

But in this case i dont think he wants them animated, i just think he wants to make a mod that has ramps and rooms like the mod.
Image
Squid Face





Posts: 2
Joined: Tue May 16, 2006 7:21 am

Post by Squid Face »

Thanks for the assists guys.
I just need the correct tag to use a door or panel as a building block for my mod. I don't need them to be animated, I'm not planning on using Custom Edition or anything. I just want to create using Spark Edit and HMT.
mustard_pudding





Posts: 90
Joined: Tue Nov 29, 2005 5:30 pm
Location: Hayden, ID
Contact:

Post by mustard_pudding »

multi-genre wrote:I just thought that maybe the door had like an animation tag or actr tag of some sort that would allow you to have them animated.
why would a door have an actr tag?
User avatar
JK-47




Bloodhound Pyre Socialist Grunge

Posts: 10883
Joined: Wed Dec 01, 2004 2:54 pm
Location: Utah

Post by JK-47 »

mustard_pudding wrote:
multi-genre wrote:I just thought that maybe the door had like an animation tag or actr tag of some sort that would allow you to have them animated.
why would a door have an actr tag?
"Of Some Sort"
Image
Post Reply