P.M.I Tutorial w/PICS easy to follow

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{IAS}Bunkerking





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P.M.I Tutorial w/PICS easy to follow

Post by {IAS}Bunkerking »

Well apparently people are still confused about how to do this so i am making another tutorial with pics on how to do it.
-Create a Project folder like this (Being organised can make troubleshooting easier)
Image
-Open the map that contains the object you want to inject into a mp map then select the object you want to Inject. In this case im going to use the wraith (refer to fig 1).After you Have selected it MAKE SHURE YOU CHECK "RECURSIVE" And hit save Meta.Save it in your Project Folder Under new Stuff(refer to fig 2)
Figure1-
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Figure2-
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-While We still have this map Open go to tools "Generate Raw Model Offset List" and save it in your new stuff folder.
-Then go to tools ,extract "Raw models"
You will see a window and a empty box ,and two buttons that say "Extract "And "Load CSV File"
-select load CSV file and select the Raw offset model list you just made
Then the box is filled with a list of models
-Select the model you want to extract and hit extract (Refer to fig 3)
Figure 3-
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-Then extract to the folder which contains the meta file of the object your extracting in this case "wraith.vehi.xml"(refer to fig 4)
Figure 4-
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-wait till you see this
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-now we must open The map you want to inject the object into in this case im using bg then go to tools,extract and select batch extract(refer to fig 5)
Figure 5-
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Batch Extract only the meta into the "build folder in your project folder and Say YES TO EXTRACT BSP
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- then go to tools ,extract,"BSP/Modelsections "
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-extract that into the "bsp folder"
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-now goto tools "Model Decrapper/BSP builder"
right click in the big empty box and select "add"
Select the model you extracted into the models folder
then select the Existing vertex area and Existing Index area ,and the existing bsp Block. these are in your bsp folder in the project folder after that hit "de-crap these models and biuld a new bsp chunk while your at it"
It should look like this-
Image
after that go to the bsp folder and copythe file "bloodgulch.sbsp.meta" and navigate to "\New Project\Build\levels\test\bloodgulch" and paste it there And OVERWRITE THE OLD FILE.
-We are now ready to rebuild
first get a new copy of the map you are rebiulding and paste it in the rebuild folder. Then open hmt go to tools rebuild map MAke SHURE YOU SELECT SP->MP MODE
Select the map in your build folder and say yes to auto fill.
After That for additional files YOU must add Bot the Model FILE(.mod2 and the object meta file (in this case .Vehi))
After you have done that for each model and object you can then rebuild it.
It should look like this-
Image
when it askes you if any New Vertices have been added say yes
then navigate to bsp folder and select "bloodgulch.vertices.new"
say yes to new indices and browse to the same folder and select "bloodgulch.indices.new"
And select "bloodgulch.sbsp" for the sp bsp.
It will then finish biulding and if succesfully creatd you should be able to view the perfect models in se3. to view the wraith we added in the game open hmt and select wraith under vehicles and copy its meta value then navigate to scenery and swap a tree with it and it will be in the game along with all other veh. well i shure hpe this gets stickied cause theres alot of newbs that dont know whatImageis. :D hope these images werk
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{G}H0g-Jump4h




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Post by {G}H0g-Jump4h »

YAY. that clears some stuff up (alot for n00bs). thanks, yea it should b stickied. pics work. :D
Image
Now im back.
{IAS}Bunkerking





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Post by {IAS}Bunkerking »

yea thanks i hope it clear stuff up
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Post by blink 182 »

nice tut but i usually add everythin in the folder (collision model, physics and stuff)
{IAS}Bunkerking





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Post by {IAS}Bunkerking »

i used to do that but then i found out hmt does it for You !! hah-ray :D
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Post by blink 182 »

o ya? well i do it anyways! mwahahha
{IAS}Bunkerking





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Post by {IAS}Bunkerking »

well i like bee..soda
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staticx57





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Post by staticx57 »

very nice tutorial. why would you need to use sp>mp mode? i have done it without that.
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{IAS}Bunkerking





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Post by {IAS}Bunkerking »

o really i ive just never tried it without it
{IAS}Bunkerking





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Post by {IAS}Bunkerking »

any one think this should be stickyied
HaloSpartan343





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Post by HaloSpartan343 »

I Do! Awsome Job As Usually, {IAS}Bunkerking.
{IAS}Bunkerking





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Post by {IAS}Bunkerking »

thanks man
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Post by Apocalyptic »

hope its alright wit u {IAS}Bunkerking but i just posted this tutorial made in its own seprate document complete with ur pics and text. i just thought it would be easier for people to go thro.

get it here:

http://files.halomods.com/viewtopic.php?p=50779#50779
{IAS}Bunkerking





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Post by {IAS}Bunkerking »

a hell ya thanks man
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Post by Bonus Onus »

wow, could PMI get any easier? good job tho
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{IAS}Bunkerking





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Post by {IAS}Bunkerking »

yea it is easy in the first place
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