I have read all of the tutorials on how to do PMI and stuff but this is where I get very confused:
scince sparkedit and HMT 3 are not available for mac yet, I would like to know how to do 2 things:
1) How do I do a PMI?
2) How do I place that injected weapon on a map?
I've tried doing this, but because of the limitations of the modding software currently available for the mac 99% of all the tutorials I have come across useless and very confusing.
Please, I'm not looking fro spam. I would just like some honest help from anyone who can provide it.
(Mac)
-
- Posts: 6
- Joined: Sat Mar 24, 2007 9:34 am
(Mac)
Last edited by Zeoman1001 on Sun Apr 08, 2007 6:50 pm, edited 1 time in total.
You do know that in the download for the mac modding applications, there's a set of tutorials right? PMI is quite annoying though because of all the redundancy. This is the included tutorial for a marine PMI, but it works for just about anything. Even if it does include too much info for vehicles and such.
Edit: didn't see that second question.
And vehicles in unsupported maps
If you follow these steps exactly, you will be able to play Infinity as a Marine.
1. Open a10.map in HHK.
2. Select the marine_armored bipd in the Main Window. For info on how to do this see the tutorials included with HHK 1.0.
3. Select Tools -> Recursively Export Meta and References.
4. In the dialog that appears, choose a (preferably empty) folder.
5. Open infinity.map in HHK. Backup the map if you haven't already.
6. Select Tools -> Import Recursive
7. In the dialog that appears, select the file marine_armored.bipd. It will be a few levels deeper than the folder you exported to, the Main Window will tell you the path.
8. Another dialog will appear, select the folder you exported into.
9. Select Tools -> Rebuild Map
10. Offset swap the marine_armored bipd with the cyborg_mp bipd (NOTE: It is important that you NOT tag reorder a map that has offset swaps! I don't know why, but I'm looking into it. Use a dependency edit when possible.)
11. Remember to save! HHK doesn't remind you!
Now, you have to correct the model in HMT.
1. Open a10.map in HMT.
2. Select the marine_armored mod2.
3. Export the meta somewhere you can find it later.
4. Click on the "Save Raw" button and save these files somewhere you can find them later.
5. Open your modded infinity.map in HMT.
6. Select the marine_armored mod2.
7. Inject the meta you exported earlier.
8. Click on the "Append Raw" button.
9. Select the ".verticies" [sic] and ".indices" file you got by clicking "Save Raw" earlier. Be sure not to select the ".vertices.bin" and ".indeces.bin" [sic] files that were created when you saved the mod2 meta.
10. Click "Append."
11. Quit HMT. If you try to do pretty much anything else with the map, it will quit itself uncleanly, which is always something to be avoided.
Now, if you followed this tutorial to the letter, you will be a Marine in Infinity. He has some interesting animation issues when holding a pistol, and the stock Marine shows no team color, but if you mod his HUD to be white instead of green I think it would show your color.
-:sigma.SB
Edit: didn't see that second question.
And vehicles in unsupported maps
Needed programs: HMT (doesnt matter which version as long as it can save meta), Text edit, and Halo.
________________________________________
______________________
Process:
1. Open a map of choice in HMT ( in the tutorial lets open our favorite map-Bloodgulch)
2. Scroll through the list of tags until you see the scnr tag.
3. Save the levels/test/bloodgulch/bloodgulch to a folder.
4. Open the folder you saved the tag to and you should see 2 files. One of them
labeled bloodglch.scnr.meta and bloodgulch.scnr.xml.
5. open bloodgulch.scnr.xml in textEdit. You should see a massive amount of text. It will probably confuse you unless you know html. Its very similar.
6. Search for tags that resemble
<Dependency>
<Location>0x1500</Location>*
<Tagclass>necsejboFFFF</Tagclass>**
<Filename>scenery\rocks\boulder\boulder</Filename>***
</Dependency>
7. delete the necsejboFFFF part and write down ihevtinuejbo instead.
8. delete the scenery\rocks\boulder\boulder and put in
vehicles\banshee\banshee_mp.
9. open HMT and highlight levels\test\bloodgulch\bloodgulch
10. press inject meta and select the bloodgulch.scnr.meta (make sure the bloodgulch.scnr.meta and bloodgulch.scnr.xml are in the same folder while you are swapping the tags.)
11. Play Bloodgulch and try and find the new banshee. If you cant see quit halo and edit other tags.
The way I got it to work was to edit every single scenery tag and make it into banshees.
*the location tag is where the object is going to be. I wouldnt mess with it too much because you could probably do something.....bad.
**the tagclass is the pathway that the computer follows when it wants to find a certain thing. the tagclass above means its an object--> scenery. The tagclasses are spelled backwards thanks to an awkward way Bungie stores information. The tagclass is made up of 3 parts. The parts start out from largest category to the lowest (if you read it the right way.). For example. If you want the computer to follow a path to the Vehicles you would write ihevtinuejbo. It translates to object--> unit--> vehicle.... Object- obje, Unit- unit, Vehicle- vehi. Now we add the 3 outcomes: objeunitvehi. And NOW we put it backwards- ihevtinuejbo.
*** the filename is the exact file the computer uses. you can find out what files the vhicles are by looking at HMT and highlighting Vehi. There you will se things like vehicles/banshee/banshee_mp.
-
- Posts: 6
- Joined: Sat Mar 24, 2007 9:34 am
Thanks. I didn't see that first tutorial in the included file. This really clears up a lot of my problems.
Here's where your tutorial quote stops helping me:
Here's where your tutorial quote stops helping me:
Last edited by Zeoman1001 on Sun Apr 08, 2007 6:49 pm, edited 4 times in total.