Tutorials
Halo Demo Tutorials
Halo Demo Tutorials: Part II
hey, whatsuppah!
One day I wrote:i just noticed that most of tutorials are obsolete <_<
i mean, syp's tutorial are most based on Hex, and they always worked, but now we have stuff like Demo Hack and Eschaton... <_<
we should make same tutorials using the tools we have today. >_>
then Altimit01 wrote:Ok, I nominate taxi to write an updated tutorial tome full of pictures to be published in pdf form as well as a web format version with all the images uploaded and visible in the post.
Monoman wrote:I second the motion.
Moxus wrote:THIRD THE MOTION (not really, I;m just having fun : D)!
-=Moxus=-
(rest of conversation)Mota-Lev wrote:I nominate Moxus to shut the hell up.
So, after killing Altimit, Monoman and Moxus; i'm going to revise some tutorials that are obsolete and difficult to understand for new-generations'-destroyed-by-television-brains.
Tools that everyone should have:
1152216916 folder (HMT, HHK, HexEdit, HexEditor, OBJConverter, PPFMaster and PPF-O-Matic)
Eschaton 0.6.1 (that's the most recent version until last edit. if there are newer versions the link shouldnt work, so search here)
Demo Hack 3.0 (that's the most recent version until last edit. if there are newer versions the link shouldnt work, so search here)
ThatOneApplication (also called Chunk Cloner or Conure's App)
Sparkedit 1.2 and PC (i included the PC version because it's much better than current mac version, and if you have intel or an emulator i suggest you to use that.) (the mac version uses the icon that i made XP)
...so here are the tuts.
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The First Tut.
"Switch the header to Full or to Demo"
When you open a map in HexEdit you will (obviously) see a lot of bytes.
The first 800 bytes are called Header.
To open a Halo Demo's map in most of applications like HMT or HHK you need to make it's Demo Header become a Halo Full Header.
it can be done in HexEdit (as you can see Syperium's topic) but to speed everything up we will just use Demo Hack.
it's GUI is simple and intuitive. Just load your map into the main window and hit the "to Full" button.
now your map is ready to be opened in HMT or HHK...
...to make it playabe again you will just need to load it again in Demo Hack and press the "to Demo" button.
easy as a pizza!
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The Second Tut.
"Skinning"
For who dont know, skinning is the art of make stuff's bitmaps different.
>_> what i'm trying to say is:
- Switch map's header to full
- Open your map in HMT (ensure that the bitmaps.map file is in same folder as the map you loaded)
- Hit the bitm tag's carrot, you should see a bunch of stuff.
- in this tutorial we are going to skin the warthog.
So, highlight vehicles/wathog/bitmaps/warthog and click the Preview button.
Then the Export button.
- Export the bitmap somewhere...
...and open it in an editing program like Photoshop or Gimp.
You can hide HMT for now.
- After you edited it as your pleasure, save it as a BMP file.
...and return on HMT.
- Hit the Inject button and drag your .bmp image into the popped-up window.
click it's Inject button and wait for some time... dont be impatient
- after some time... WTF! HMT says:
but, dont worry! It's normal! It means that HMT imported the picture properly.
- Now, switch the map back to Demo's header and run halo.
isnt it lovely? XD
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The Third Tut.
"Dependecy Swapping"
The dependecy swapping is the basic swapping method.
With the dependecy swapping you can do stuff like... an AR that shoots Needles, or a banshee that spawns cyborgs, or make yourself explode when activating flashlight...
you can do a LOT of stuff. You must just mess around
So, here's how:
- Open your map in Eschaton (Eschaton doesnt need full header to read maps)
- You can see 4 tabs in upper part of the window. Click the Dependecy Swapper one.
- In this tutorial we'r going to... make you spawn with a needler instead of a plasma pistol.
Highlight the itmc tags, then item collections/single weapons/plasma pistol.
- below the third tag list there is a text box and a menu.
Click on the menu and select mp_needler.
- Now you can run halo and play with your needler!
what may we do...? idea! we will make the needler shoots a lot of MCs!
- go to weap tags, then weapons/needler/mp_needler.
–1) scroll down until you see a proj tag. Highlight it.
–2) in the text box write "bipd" the menu will say "Nulled Out"
–3) then, click the menu, and select "characters/cyborg/cyborg"
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Now you start with a needler which shoots Master Chiefs XD
what else could i show you...? something that has never been done...
i will explain how to make MC's shield recharge produces an effe
dont understand? just do this:
- highlight coll > characters/cyborg/cyborg
- you will see 9 effe tags. some of these are nulled out.
- highlight the 8th (it should be nulled out), and make it become "effects/coop teleport" (coop teleport is at the end of the list)
now, start a slayer server, shoot out a master chief, snipe him in his arm and watch what happens after some seconds
ok so. now some last things about d-swappers:
· HMT's d-swapper doesnt show the scnr tag.
· HMT lists the tags in alphabetical order.
· Eschaton's doesn't show the sbsp tag yet.
· Eschaton lists the tags how they are placed in the map.
· If you import a tag not-recursively, the dependecy swapper will not show you what's inside the imported tag. HMT's does.(WHAT DID YOU SAY? you will understand later)
· The tags that always CSS with dependecy swapping are itmc and jpt!
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The Fourth Tut.
"16-bytes swaps"
Remember the dependecy swapping? most of dependecy swapping is not CSS.
If a mod is CSS (it should mean Cascading Server Side) means that the joiners do NOT need the mod to play. (like EasyMods part 1 (lol))
If a mod is not CSS, joiners will need the mod to play (like The Island mod)
the 16-bytes swapping is a technique of swapping which most of the swaps are CSS.
to do it, we dont have tools yet. (eh altimit? )
so we must use Ol'School's HexEdit! (or hexeditor. personally i prefer hexedit)
...so.. what? oh right. we will swap the Banshee with a Shade Turret.
- Open your map in hexedit.
- Now, download this list of codes. it will be really useful. (i dont know who created it. :-\ someone says him were Syperium...)
in that list there are written a lot of 16-bytes codes to swap.
- in our case we are going to swap the Banshee_mp with the C_gun turret_mp, so:
Hit +F. a window will pop up.
- Paste Banshee's code into the "Find" box:
Code: Select all
69 68 65 76 4C CD F2 4B 00 00 00 00 CC 03 40 E5
Code: Select all
69 68 65 76 3F 4D F3 4B 00 00 00 00 F7 06 6B E8
- now, put Turret's code in the "Find" box, and Banshee's code in "Replace with" box.
- Hit the "Replace All" button and Save.
run your map and enjoy your ultimate-antisheenoob-mod XP
Some last infos about 16-bytes-swapping:
· I said most of 16-bytes-swaps are CSS because there are some tags that, in multiplayer, cant be viewed by the joiners in any way.
The tags who are CSS are: vehi, itmc, eqip, weap, proj, jpt!.
· Every time you save a map with hexedit, it creates a backup of the original file, calling it with same name + a ~ at the end.
example: i saved "bloodgulch.map". HexEdit saves the backup as "bloodgulch.map~"
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The Fifth Tut.
"How to create, move and edit Spawn Points"
(applied to a teleport-creating tutorial)
tools needed:
Eschaton (to edit spawn points and move them around)
TOA (to duplicate spawn points)
- Load your map in TOA (That One Application. Conure's App. Chunk Cloner... whatever.)
you will see something like this
in this case we want to create a new teleport that goes, for example, from blue base to red team's cliff.
- so, Click the "duplicate" button near the Net Flags writing two times.
- close TOA, and open the map in Eschaton.
- click the Scenario Editor tab.
scroll Z-axis' slider to the left until you see bloodgulch. then adjust your viewing by moving X and Y axes' sliders as your pleasure.
- in the Select Object Type menu click "Netgame Flags"
- Click Object Editor's menu. you will see four "CTF flag"
...why are they 4? it's because you duplied the first one two times.
so, original 2 flags + 2 duplied flags = 4 total flags, right? <_<
click the second CTF flag.
- after you clicked it, under the Info tab there will be a text box, with "Team Index:" written on it's left side.
- write 2 into the box.
- do same thing for the third CTF flag in the Object Editor list.
- now, click on "Main Data" tab.
- scroll down until you see the scnr tag. hit the carrot to make it show you "levels/test/bloodgulch/bloodgulch".
- now, go in eschaton's preferences, and choose to use the Entity Style plugins.
- come back to the scnr tag, and click it
WAIT A SECOND! mota, may i use your tutorial?