Importing Pelican into Bloodgulch

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«Beast»
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Importing Pelican into Bloodgulch

Post by «Beast» » Thu May 17, 2007 8:26 pm

-Phase 1: Preparation-

• Open demo bloodgulch.map in HexEdit.
• Paste over the full version header (first 800 bytes of full version map) so that the map will be compatible with HMT and HHK.

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• Open demo b30.map in HexEdit and paste over full version header (first 800 bytes of full version map), just as we did with bloodgulch.map.

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64 61 65 68 07 00 00 00 B0 4B 23 02 00 00 00 00
EC 95 7C 01 C4 B5 A6 00 00 00 00 00 00 00 00 00
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• We are now ready to begin the process.

-Phase 2: Exporting Pelican Meta-

• Open our b30.map in Halo Hacking Kit (HHK).
• Make a new folder on the Desktop which we will export the Pelican meta into. Name this folder Pelican Meta or whatever you decide.
• Back into HHK. Scroll down the window of tags until you come across the "vehi" tag. Click the drop down triangle next to it.
• Click on "pelican." It should become highlighted.
• Now, in the top menu bar, click on the "Tools" tab, and select "Recursively Export Meta and References."
• A window will pop up asking you which folder to export into. Select the Pelican Meta folder we created earlier.

-Phase 3: Importing-

• Now, close the b30.map window in HHK, and open up bloodgulch.map in HHK.
• Under the "Tools" tab in the top menu bar, select "Import Recursive."
• A window will open. First, navigate through the Pelican Meta folder to the file titled "pelican.vehi" and click Open. The path to the file should be like so:
Pelican Meta folder > vehicles > pelican > pelican.vehi
• Once you click open, a new window will pop up. You must now select the entire Pelican Meta folder which includes the rest of the meta for the Pelican. Select our folder and click open.
• Now, under the "Tools" tab in the top menu bar, select "Rebuild Map."
• Now under the "File" tab in the top menu bar, select "Save."
• You may now quit HHK

-Phase 4: Perfecting the Model-

• Open up Halo Modding Tools (HMT) and open our b30.map.
• Scroll through the list of tags until you reach the "mod2" tag.
• Click the drop-down triangle to the left of mod2.
• Now scroll down the list until you come across "vehicles\pelican\pelican."
• Click it, and it should become highlighted.
• Now to the right of the tags window, click the button that says "Save Meta." It will ask you where to save. Simply save it to the Desktop.
• Now, below the tag window, click the button that says "Save Raw." Save the two files to the desktop.
• Open our bloodgulch.map in HMT now, and drop down the mod2 tag. Find "vehicles\pelican\pelican."
• Click it and it should highlight. Now to the right of the tags window, click the button that says "Inject Meta."
• Navigate to the mod2 meta we saved to the Desktop. It should be in a folder titled "vehicles," and within that, in a folder titled "pelican." Click on the file titled "pelican.mod2.meta" and click open. So, the file path should be as follows:
Desktop > vehicles > pelican > pelican.mod2.meta
• Now under the tags window in HMT, click on the button that says "Append Raw." A window will come up with locations to select two files. Vertices and indices. These are the two files we saved to the Desktop when we clicked "Save Raw."
• Next to vertices, click "Browse" and navigate to "pelican.mod2.vertices" on the Desktop, and click open.
• Next to indices, click "Browse" and navigate to "pelican.mod2.indices" on the Desktop, and click open.
• Now click "Append" after both files have been selected. Not sure if this next step is necessary, but just to be sure, quit HMT and then reopen our bloodgulch.map file. We will need HMT again later.

-Phase 5: Making the Pelican Drivable-

• Open our bloodgulch.map in HexEdit.
• In the top menu bar, select Find > Find and Replace. Or just do Apple F.
• In the Find box, type in "P-driver" and click Find Next twice. The second result is what we need.
• In in HexEdit, change the P in P-driver to a W, so that you get W-driver.
• Save the map. The Pelican is now drivable.

-Phase 6: Making the Pelican Spawn-

• There are several ways to do this, now that the Pelican is in the Bloodgulch map. You may spawn it wherever you please with SparkEdit, or you may do so by using HMT and TextEdit.
• In HMT, scroll down the tags window until you find the "scnr" tag for "Scenario."
• Drop down the little triangle and select "levels\test\bloodgulch\bloodgulch" and then click on "Save Meta" to the right.
• Now, on the Desktop, navigate through these folders as so:
Desktop > levels > test > bloodgulch > bloodgulch.scnr.xml
• Open that bloodgulch.scnr.xml file in TextEdit.
• Now in TextEdit, search for any scenery tags by doing Apple F, and typing in "necs." We will replace the dried up dead tree in front of red base for this example. Keep searching "necs" until you come accross this:

Code: Select all

<Dependency>
		<Location>0x16B0</Location>
		<Tagclass>necsejboFFFF</Tagclass>
		<Filename>scenery\trees\tree_desert_dead\tree_desert_dead</Filename>
	</Dependency>
To make the Pelican spawn, we will do this. Make the following changes to that part:

Code: Select all

<Dependency>
		<Location>0x16B0</Location>
		<Tagclass>ihevtinuejbo</Tagclass>
		<Filename>vehicles\pelican\pelican</Filename>
	</Dependency>
• Save the file and switch back to HMT.
• With "levels\test\bloodgulch\bloodgulch" still selected in HMT, click on the "Inject Meta" button. Navigate through the folders as so:
Desktop > levels > test > bloodgulch > bloodgulch.scnr.meta
• Select that "bloodgulch.scnr.meta" file and click open.
• You may now quit HMT.

-Phase 7: Finishing Up and Making Changes to the Header-

• Open our bloodgulch.map in HexEdit. Now make a new window in HexEdit where we can paste the full version header.
• Copy the first 800 bytes of the bloodgulch.map file and paste them into the new window we made.
• Now replace the demo version header (First 800 bytes) in the bloodgulch.map file. Do NOT touch the new window we made.
• Here is the most crucial part. In the new window we made, go to the address 0x8 and highlight the four bytes following that address. They should be 64 F8 DD 00.
• Now go to our bloodgulch.map file and go to address 0x5E8 and paste those four bytes over the four at that location. So you should have replaced 68 A3 DC 00 with 64 F8 DD 00.
• Back to our window containing the full header. Go to address 0x10 and copy the four bytes at that address. They should be 78 B7 8F 00.
• Go to our bloodgulch.map file and go to address 0x5EC. Paste the four bytes over the four at that address. So you should have replaced 74 19 85 00 with 78 B7 8F 00.
• Now back to window with the full header. Go to address 0x14 and copy those four bytes. They should be F0 DE 58 00.
• Back to our bloodgulch.map file. Go to address 0x2C4 and paste the four bytes over the four at that address. So you should have changed F4 89 57 00 with F0 DE 58 00.
• Save the bloodgulch.map file.

-Phase 9: ALL DONE! ENJOY YOUR PELICAN!-
Last edited by «Beast» on Sun Sep 09, 2007 10:30 am, edited 1 time in total.

kaboose
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Post by kaboose » Thu May 17, 2007 8:28 pm

Nice tut. Tells how to import and perfect the models.

>Shadow<
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Post by >Shadow< » Thu May 17, 2007 8:40 pm

Huzzah! Already knew how to do this but thanks anyways! Note that you can use this exact same method for importing anything you like.
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draconic74
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Post by draconic74 » Thu May 17, 2007 9:43 pm

Exactly. But only if HHK works. :?
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>Shadow<
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Post by >Shadow< » Fri May 18, 2007 6:33 am

HHK DOES work.

Use the one WITH THE WAFFLE! NOT the one with the flag! That one doesn't work.
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Trinity.
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Post by Trinity. » Fri May 18, 2007 6:58 am

I might include the pelican in that big mod I wan making with a ton of spawn point editing...

And, I might make the mod even better if I can learn how to make a whole new map like sword and deox can do.
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8bitlove
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Post by 8bitlove » Fri May 18, 2007 11:47 am

hmmm...this is probably a stupid question, but since I haven't modded or been on this forum in forever, if we got a CE map in HHK, could you rip a vehicle and/or weapon from there and put it into the demo BG?
Our lifes our brief,
And soon it flys away like a dove.
But for now I rejoyce,
And help to spread the 8 bit love.

Altimit01
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Post by Altimit01 » Fri May 18, 2007 2:47 pm

You could. However, the bitmaps would be all sketchy. Same thing happens when ripping from full, they try to reference places that either don't exist or are used as something else. And injecting over those places will lead to corruption elsewhere in most cases.
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draconic74
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Post by draconic74 » Fri May 18, 2007 3:40 pm

I tried the waffle. And the flag. And the other flag. No go.
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Fuel
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Post by Fuel » Fri May 18, 2007 6:36 pm

• Navigate to the mod2 meta we saved to the Desktop. It should be in a folder titled "vehicles," and within that, in a folder titled "pelican." Click on the file titled "pelican.mod2.meta" and click open. So, the file path should be as follows:
Desktop > vehicles > pelican > pelican.mod2.meta


got to here then hmt said the application must shut down :?

«Beast»
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Post by «Beast» » Fri May 18, 2007 7:08 pm

I think it does that sometimes. Just reopen HMT and reload the map in it. Then just continue with the next step.

Altimit01
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Post by Altimit01 » Sat May 19, 2007 12:25 pm

HMT does that anytime you significantly change the data. Offhand I'd guess that it crashes because an address is alterted or some such and then hmt tries to access a place that's been moved.
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Post by Yummy » Sat May 19, 2007 10:49 pm

Nice Beast.
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draconic74
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Post by draconic74 » Sat May 19, 2007 10:59 pm

Altimit, can you give me a link to the Eschaton 0.4 download. Halomods is down.
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Altimit01
Eschaton Dev
Eschaton Dev
Posts: 2108
Joined: Sun Apr 15, 2007 7:43 pm

Post by Altimit01 » Sun May 20, 2007 11:44 am

Disclaimer: I am no longer active. Any posts, PMs or other communication I use has no guarantee of accuracy or follow up.
Download Eschaton: Mediafire

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