Mota's Tag Pack Problems

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Leatherneck
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Mota's Tag Pack Problems

Post by Leatherneck » Wed Jul 15, 2009 11:18 am

Ok guys, so I'm trying to import various objects using Mota's Tag Pack, but I'm running into problems.
Here's a summary of the process I'm using
1) Use Demo Hack 3.0 to convert map to Full
2) Use HHK to recursively import the tag
3) Use HMT to inject the meta, and append vertices and indices
4) D-swap in Eschaton, Hack back to demo version, open the map

Now for the problems
1) When I import vehicles, the game crashes when I try to open a server
2) When I import Scenery or buildings, they come out looking like this
http://i361.photobucket.com/albums/oo52 ... 1247685176
3) When I import weapons, they come out looking like this
http://i361.photobucket.com/albums/oo52 ... 1247685176
and when I try to pick them up, the game crashes

Can someone please explain how to keep the game from crashing and how to make the weapons/scenery/buildings look normal? Thanks
When loading the main gun, remember: pointy end first!

Løki
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Re: Mota's Tag Pack Problems

Post by Løki » Wed Jul 15, 2009 11:33 am

The Tag Pack Fails
I believe there is a proper way to import them but other wise lost hope now.
As for the colorful objects...
The scenery in the Tag Pack does not come with any bitmaps, therefore that is what comes out...
Image

Hostbot
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Re: Mota's Tag Pack Problems

Post by Hostbot » Wed Jul 15, 2009 11:40 am

You mean Mota's Fail Pack? It has alot of problems.
Image
Image

Leatherneck
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Re: Mota's Tag Pack Problems

Post by Leatherneck » Wed Jul 15, 2009 11:59 am

Løki wrote:The Tag Pack Fails
I believe there is a proper way to import them but other wise lost hope now.
As for the colorful objects...
The scenery in the Tag Pack does not come with any bitmaps, therefore that is what comes out...
I'm pretty sure I'm doing it the proper way. Most of the TuTs I've read say to do it that way.
Is there anywhere where I can get the bitmaps?
Hostbot wrote:You mean Mota's Fail Pack? It has alot of problems.
Lol, I didn't know that.
Any alternatives?
When loading the main gun, remember: pointy end first!

Devious
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Re: Mota's Tag Pack Problems

Post by Devious » Wed Jul 15, 2009 1:14 pm

Import the things you want from converted CE maps, they will have bitmaps.

For 3D modeling use blender.
The armaments which thunderstrike the walls
And monarchs tremble in their capitals.
The oak leviathans, whose huge ribs make
Of lord of thee, and arbiter of war;
Alike the Armada's pride, or spoils of Trafalgar.

Leatherneck
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Re: Mota's Tag Pack Problems

Post by Leatherneck » Wed Jul 15, 2009 1:23 pm

Devious wrote:Import the things you want from converted CE maps, they will have bitmaps.

For 3D modeling use blender.
Ok, about the converted CE maps:
I've tried to convert Coldsnap by running it through Harbinger, and then the Demo Hack 3.0. But when I try to run it through Halo Demo, the game crashes. Is Coldsnap one of those maps that doesn't work after being converted? Or do I need to do something else.

& I'll try Blender.
When loading the main gun, remember: pointy end first!

Altimit01
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Re: Mota's Tag Pack Problems

Post by Altimit01 » Wed Jul 15, 2009 1:30 pm

Demo Hack does not convert. It does a header change to allow editing with programs like HMT and HHK. That's it.
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Devious
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Re: Mota's Tag Pack Problems

Post by Devious » Wed Jul 15, 2009 1:38 pm

What you need is QAR.
The armaments which thunderstrike the walls
And monarchs tremble in their capitals.
The oak leviathans, whose huge ribs make
Of lord of thee, and arbiter of war;
Alike the Armada's pride, or spoils of Trafalgar.

Modzy
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Location: Portland, OR

Re: Mota's Tag Pack Problems

Post by Modzy » Wed Jul 15, 2009 1:38 pm

Mota's pack is not "fail." He released a fix long ago, all you nubbin' just don't do your research. Unfortunately, FileFront deleted the fix a few weeks back.

Leatherneck
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Re: Mota's Tag Pack Problems

Post by Leatherneck » Wed Jul 15, 2009 1:44 pm

Devious wrote:What you need is QAR.
On the Tools page of HDM, the info says that I need to have Halo Full to use it. I only have the Demo. :(
Modzy wrote:Mota's pack is not "fail." He released a fix long ago, all you nubbin' just don't do your research. Unfortunately, FileFront deleted the fix a few weeks back.
Can someone post it again maybe? Plz?
When loading the main gun, remember: pointy end first!

Fuel
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Re: Mota's Tag Pack Problems

Post by Fuel » Wed Jul 15, 2009 2:01 pm

Devious wrote:Import the things you want from converted CE maps, they will have bitmaps.

For 3D modeling use blender.
Blender fails for models.
Image
Image

G[v]N
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Re: Mota's Tag Pack Problems

Post by G[v]N » Wed Jul 15, 2009 5:45 pm

Modzy wrote:Mota's pack is not "fail." He released a fix long ago, all you nubbin' just don't do your research. Unfortunately, FileFront deleted the fix a few weeks back.
And HHK and HMT is the one that fails D:
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Moxus
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Re: Mota's Tag Pack Problems

Post by Moxus » Fri Jul 17, 2009 8:09 am

Three of your problems are actually normal when data is missing or corrupted: The psychedelic colors on the weapons and scenery pieces are caused by Halo Demo's inability to find the bitmaps being referenced by their shaders. Such a difficulty can be solved two ways:
  • 1. Swap the referenced shaders in that weapon/scenery piece's model (mod2) tag with alternate shaders whose bitmaps are included in Halo Demo, or,

    2. Internalize the bitmaps that weren't imported (Though, you'll need to find the original map which had the weapon/scenery piece to do this).
I used option 1 in Crossing to "skin" my imported scenery pieces.

The weapon crashing is also normal, and rectifiable. I think there's some kind of a problem regarding the first-person model, or something of that nature, that causes the crash. However, re-injecting the weapon (weap) tag's original meta might fix it.

-=Moxus=-
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Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

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