How do i use Mota's tag pack??

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Fuel
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Re: How do i use Mota's tag pack??

Post by Fuel » Mon Jun 29, 2009 2:20 pm

Look at the stickies >_>
and the tutorial section
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lolface
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Re: How do i use Mota's tag pack??

Post by lolface » Thu Jul 02, 2009 4:25 am

Can you post the link for the tutorial that explains this?

When I used your method, the box buildings were there, but they were invisible.
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Re: How do i use Mota's tag pack??

Post by Alfaz » Mon Jul 06, 2009 5:27 pm

yeah i think ill just find someone else who can do it for me. i suck at modding and i dont think anyone would like me trying to figure out how to do a "simple" thing like this and crashing my comp. or maybe someone would idk.
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Re: How do i use Mota's tag pack??

Post by Sparky » Tue Jul 07, 2009 5:16 am

Remember to DemoHack your map back to the demo version before opening Halo Demo. The application has a nasty habit of remembering the version of all the maps when it loads up each time, so Demo Hacking from Full -> Demo only works before you open the Halo Demo application, or before you click "Multiplayer" the first time.

This is not always the case, however.
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Re: How do i use Mota's tag pack??

Post by Alfaz » Fri Jul 10, 2009 7:40 pm

Yeah well i tried all that
Kayar wrote:YOU'RE CRAZY YOU DON'T UNDERSTAND BASIC MATH AND YOU WEAR PANTS ON YOUR HEAD
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tokage wrote:Cthulu, shit-lookin birds, this raises more questions than answers... this must mean
Alfaz wrote:DICKS EVERYWHERE

Leatherneck
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Re: How do i use Mota's tag pack??

Post by Leatherneck » Sat Jul 11, 2009 11:14 am

Emperor Gas Tude wrote:^ See? Don't immediately assume the pack will be used for horrid CE-ripping ends. And thanks for the complements, Devious.

Now then. To use Mota's Tags Pack, you must follow the usual simple method of importation. Open your map in HHK after having demo hacked it. Then, choose "tools" and "import recursive." Select first the scen tag of the building you wish to import, click "okay," then select the folder the tags appear in. In Mota's Tags Pack, all of these folders are specifically labeled "Tags" I believe. Wait for importation to occur, then quit HHK. Open the map in HMT, go to mod2, find your building's mod2. Click "Inject," then choose the mod2.meta file for your building. If you are importing the "box_building," (Highly advised for creating new maps) this will be in "mod2->scenery->buildings->box." After injecting, click "Append" next to vertices and indices. The folder you were previously in, "box," should open. Go back two folders and you will find two items in the same folder with the "scenery" folder. Select first the vertices, then the indices. As soon as appendation has finished, quit HMT. Your scen should now be in your map. Now you may swap it into your scenario for another more useless piece of scen, and then move and/or duplicate it however you wish using swordedit.

There ya go. Have fun.

Ok, I have a problem. So the HHK part works fine. Then I move to HMT, but when I try to inject the meta, it comes up saying "An exception of class NilObjectException was not handled. The Application must shut down." Same thing happens when I try to use Eschaton in the same way.

Do you have any idea what that means and what I need to do to fix it? .````:)
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Altimit01
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Re: How do i use Mota's tag pack??

Post by Altimit01 » Sat Jul 11, 2009 3:03 pm

HMT breaking during injection is a normal process from what I remember. The thing to do is double check whether or not the model was fixed by using the mod2 viewer in either HMT or Eschaton.
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002
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Re: How do i use Mota's tag pack??

Post by 002 » Sat Jul 11, 2009 3:25 pm

Leatherneck wrote:

Ok, I have a problem. So the HHK part works fine. Then I move to HMT, but when I try to inject the meta, it comes up saying "An exception of class NilObjectException was not handled. The Application must shut down." Same thing happens when I try to use Eschaton in the same way.

Do you have any idea what that means and what I need to do to fix it? .````:)
If it paused for a moment before saying that, then it did the job.
If it did it immediately after you attempted to inject the meta, it probably didn't do a thing.

Leatherneck
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Re: How do i use Mota's tag pack??

Post by Leatherneck » Sat Jul 11, 2009 5:12 pm

002 wrote:
If it paused for a moment before saying that, then it did the job.
If it did it immediately after you attempted to inject the meta, it probably didn't do a thing.
Ok
1) I think it paused for a sec. How do I tell whether it did the job?
2) I don't see anything that allows me to "append" vertices or indices. How do I do that?
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Altimit01
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Re: How do i use Mota's tag pack??

Post by Altimit01 » Sun Jul 12, 2009 12:42 pm

You can only tell once you're done fixing it. After the meta inject you have to append the indices. Then it should crash again. To append the indices, select the mod2 meta file. At the bottom, press the append raw button. It should create a window for you to select the inds and verts files. Once they are all squared away press the append raw button. That should do it for you.
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Leatherneck
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Re: How do i use Mota's tag pack??

Post by Leatherneck » Sun Jul 12, 2009 2:44 pm

Altimit01 wrote:You can only tell once you're done fixing it. After the meta inject you have to append the indices. Then it should crash again. To append the indices, select the mod2 meta file. At the bottom, press the append raw button. It should create a window for you to select the inds and verts files. Once they are all squared away press the append raw button. That should do it for you.
Yay, it works!! :D
My fault really, I was using the old version of HMT & I didn't even know it. When I used the new version, everything worked without crashing :D
Thanks though :)

Ok, now I'm having a couple more problems.

When I try to import Vehicles, I can't append vertices or indices because in the area of HMT labeled "Tag-Specific," it says "HMT doesn't know how to alter this tag" or something like that instead of giving me an "append raw" option. How do I append now?

Secondly, when I do successfully import buildings, they don't look good. It's like some sort of strange pixelated tie-die, all weirdly multicolored. Is this supposed to be this way? If not, how do I fix it?
When loading the main gun, remember: pointy end first!

Altimit01
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Re: How do i use Mota's tag pack??

Post by Altimit01 » Mon Jul 13, 2009 1:54 am

The vehicles, do you mean the models or the vehicle tags? You only do the append raw option to the mod2 tags. As for buildings, it sounds like a bitmap issue. Possibly something went wrong with the UV map but more than likely it just doesn't have the bitmap.
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Leatherneck
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Re: How do i use Mota's tag pack??

Post by Leatherneck » Mon Jul 13, 2009 9:23 am

Altimit01 wrote:The vehicles, do you mean the models or the vehicle tags? You only do the append raw option to the mod2 tags. As for buildings, it sounds like a bitmap issue. Possibly something went wrong with the UV map but more than likely it just doesn't have the bitmap.
Oops, I forgot to go to Mod2. My stupid mistake :)
But when I do do everything right, the game just crashes. Any idea why?

http://s361.photobucket.com/albums/oo52 ... cture1.png
This is how my box looks. How do I fix the bitmap problem?
When loading the main gun, remember: pointy end first!

myson12

Re: How do i use Mota's tag pack??

Post by myson12 » Fri Jul 17, 2009 10:04 am

the box thing... yea i have the same issue. what i did wuz i edited the bitmaps usin eschaton 7. DO IT! yw. ive been a modder 4 1 month

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Re: How do i use Mota's tag pack??

Post by Hostbot » Fri Jul 17, 2009 10:09 am

It seems Mota's tag pack wasn't so good, why not try another?
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