No thanks.1) fuck you veen.

I think you can. Here's a screenie:it's probable that in matg you can increase or decreas.... wait. <_< no. i think not.

Moderator: Halo Moderators
Credit to Altimit for making the tut so ya...Importing AI and Playing with Them
Getting Started:
First you'll need the Mac Halo Utilities.
Also, if you're doing this for demo, you should download my Demo Hack 3.0.
Part 0: demo modding info and finding your maps
In order to mod your maps, you're going to have to find your maps. Many newbies come to the forums and have all kinds of trouble for one of three reasons: they can't find their maps, they changed something which shouldn't and now the map doesn't work, they overwrote their original maps. All of these can be avoided with a little patience and reading.
First to find your maps we have to consider whether you are using the PowerPC version of Halo or the Universal Binary version. In the case of PPC, simply open the folder called "Halo" and in it should be a folder called "Maps" If you're using the UB version, you'll have to right click (or ctrl-click) on the Halo application, and scroll to "Show Package Contents"
Navigate a few folders down and you'll see a folder called maps. In either case, you should be looking at a folder called "Maps" that looks something like this:Now since we're going to be changing the map data, (and in the case of UB needing to access these files with other applications) you should copy the maps will be modding (a10 and bloodgulch) to the desktop so we can have a version to play with and not corrupt the original files. (If you really want to save yourself a headache, create a folder some where and copy every map to it. Then "create archive" each map file to save space and delete the copied maps. You should now have folder full of backups that you can unarchive at any time if you accidently overwrite, corrupt or delete your original maps. Faster than a reinstall) If you are using full version skip ahead to Part 1.
If you are using demo:
Most modding applications where not built with demo modding in mind. For a long time demo modders used only the most basic of tools to directly manipulate the hexadecimal data in the map files. Of course they had the advantage of only using two maps so they could use absolute positions within the map rather than more generalized methods that programs use and where able to modify their maps in ways that some programs still can't. The way they were finally able to use applications was by tricking the app.s into thinking the maps where full maps. They'd do this by copying the header (the first 0x800 bytes) from the full version map to the demo map and changing it back when they were done. This works most of the time but doesn't if you rebuild a map (which we're going to do). Certain pieces of data in the header to be maintained so I created a little program to do that for you. Also, we'll be using b30.map instead of a10.map since there is no a10 in demo. So on the desktop you should have a copy of b30.map and bloodgulch.map
Open Demo Hack 3.0, and load b30 by pressing the "Load Map" button. To convert the header, just press the "To Full" button and it will automatically convert.
It should now look like this:
Now all the modding applications will think it's a full version b30 map when it isn't. If you tried to use this in Halo full, the game would crash. Now load up bloodgulch.map with the "Load Map" button and convert its header to full. Once you've done that, everything should work fine. Just remember to read the demo instructions in Part 2. Now you can go on to Part 1.
Part 1: adding the data to your map file and using it
First, open the map with the AI you wish to rip using HHK (the selected one)
The map will usually.
The map will usually be a single player one. In this case we've chosen a10 (the pillar of autumn).
Now, find the actv (actor variant) tag of the AI we'll be using. For this example we'll use elite major plasma rifle.
Now we'll be exporting the tag recursively which means that we'll be exporting the actual AI data along with any other data that that tag will use such as models, sounds and animations. First we'll create a folder called "AI data". Then we'll "recursively export meta and references" to the folder. Using a folder becomes important later on.
You folder "AI data" folder should now have several folders in it containing all of the data we'll be using later on. Now, you can close the a10 window since we won't be using it anymore. Next we have to import the data into our map. For this example, we'll import to bloodgulch so just open that up in HHK. Now we'll import the data by using "Import Recursive..."
First it'll ask you for what file you want to import. Find the actv tag we started with buried inside of your "AI data" folder.
Next, it'll ask you for the folder that contains all of the recursive data. This is why it was important to create "AI data" since HHK will search through the entire folder looking for data to add to the mapfile. Go into your "AI data" folder and hit open.
The actv along with several other tags should now be added to your map. Now it's time to rebuild.
Now all you have to do is save your changes and you can quit HHK. We've almost completed the steps to adding the AI data to your map. Once you save your map, HHK will change the icon of your modified map and create a backup called bloodgulch~.map
Now we'll be using the program HMT (aka Halo Mapping Tools) version 0.7.5. In some download packages it can be difficult to find the correct program so we'll use a column view.
Notice which one we selected. This one is actually the latest version of HMT for mac and is more widely used. If you were to "get info" on the application you would see something like this:
Indicating it is indeed the newer version. So we'll open up HMT and once again load our single player map a10 using the button labeled "load." Now from experience we know that the AI "elite major plasma rifle" uses the elite model which isn't normally in bloodgulch, which means that we're going to have to reimport and decrap the model. So first we'll go to the mod2 (PC model) tag for the elite and export it using the button labeled "Save Meta" making sure that the check box marked "Recursive" is NOT checked.
Now it would probably work if you just saved it to the desktop since HMT will create a folder for you automatically.
Next we're going to save the vertices and indices of the model using the button "Save Raw." Once again, it works fine to save these to the desktop. I normally leave extensions on my files and in this case it's useful since both the vertices file and the indices file have the same name.
Now we're done with a10 so open open your modded bloodgulch by pressing the "load" button again and selecting the bloodgulch.map that has a blue head. Again, we'll scroll down to the mod2 tag called "characters\elite\elite." Press the button labeled "Inject Meta" and inject the mod2.meta that we exported earlier.
So now we've prepped the model for decraping. All we have to do is fix the vertices and indices and the model will work just fine. We do that by pressing the button labeled "Append Raw." You'll the be created by the model decrapping window.
Now all you have to do is click the "Browse" button for vertices, and select your file "elite.mod2.verticies" and do that again except for "indeces" and "elite.mod2.indices" Remember to use the files created when you used "Save Raw" Saving the meta created two files that are similar called "elite.2dom.indeces.bin" and "elite.2dom.vertices.bin" but those don't work properly. Once you've selected your vertices and indices files your window should look like this:
Now you just click the button labeled append. HMT will now quit and should give you this pop-up:
You can close that window since the reopen method doesn't always work. If it didn't quit, but instead said something about being unable to append the model, reinject the meta and try appending again. It may take a few tries and no-one is quite sure why that happens. Now reopen your modded map in HMT and find the mod2 tag we've been playing with. To see if it worked, you can select something like LoD 1 from the listbox and press the preview button. By holding down on the mouse button inside the window that forms, you can rotate the model (in this case the elites arms). Zoom in using apple-w and zoom out using apple-s. If we didn't decrap the model then all of the previews would be an infinite plane. Here's what it should look like in LoD 1 after some rotating:
We've now finished almost everything necessary to importing AI into bloodgulch. All that remains is actually playing against them. Currently, the only known way that is guaranteed to work without using CE (custom edition, a PC stand alone expansion) is to put the actv tags into vehicles. So now it's time to fire up the most useful part of HMT the dependency swapper by pressing apple-d.
We'll be adding the actv to the regular warthog so select that.
Scroll down to where the three actv dependencies are not the single one near the top. We'll change all three of them from "Nulled Out" to the AI we imported.
There's no need to save your changes so once all the actv tags have "characters\elite\elite major\elite major plasma rifle" then we're done. All of the modding is now complete.
Part 2: Applying the mod
If you are using demo:
You can delete the b30.map we copied out of the maps folder since we left an unmodified version in the folder. Open up Demo Hack 3.0, and load your modded bloodgulch.map. Press the button "To Demo" to reconvert the header back to the demo version. Now follow the rest of the steps.
If you read Part 0, and/or know where to find your maps folder then good. If not, go back and read it. So, applying the mod is quite simple. Halo is a dumb application which simply looks into it's maps folder for what it thinks should be the normal maps. You can store all kinds of garbage in there and it won't even see it. To apply the mod go into your maps folder and find the unmodified version of the map we've been using (in this case bloodgulch). Move that file to some other folder or the desktop. (I like to have a folder called backups where I put the maps.) Now simply drag the modded version of your map into the maps folder. To play the normal map move the modded map out of the folder, and put the original map back into the folder.
This is what the final result will look like:
Congratulations! You have successfully imported AI into multi-player!
Tutorial by Altimit01
good luck with life.Fuel not logged in wrote:thank you graveen >_>
there is also an impossible enemy damage >_>
so the damage is changed <_<![]()
btw i'm gunna post less or leave mgm
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