• 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.
Code: Select all
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Code: Select all
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
62 33 30 00 00 00 00 00 00 00 00 00 00 00 00 00
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30 31 2E 30 30 2E 30 30 2E 30 35 36 34 00 00 00
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00 00 00 00 00 00 00 00 00 00 00 00 74 6F 6F 66
-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>
Code: Select all
<Dependency>
<Location>0x16B0</Location>
<Tagclass>ihevtinuejbo</Tagclass>
<Filename>vehicles\pelican\pelican</Filename>
</Dependency>
• 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!-