Halo Demo Tutorials: Part II

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Halo Demo Tutorials: Part II

Post by spida » Fri Jan 19, 2007 6:58 pm

Okay, I wrote this for a guy I was helping to mod, but now I am just going to post it so yea.



Bitmask Tutorial W/ Pictures
By Spida


- Open up bloodgulch.map into hexedit and change the first 800 bytes to the full header. Make sure you have a copy of your map.

- Next, open your map in hmt and find the bipd tag. Open this up. Now highlight characters\cyborg_mp\cyborg_mp. (Make sure it has the _map after it!)

- Look to the right and look for the box that says meta. It should have "0091DCB4" in it. Copy this code.

- Now open up the hex calculator. (Go up to window and down to hex calculator)

- Paste the code you got (0091DCB4) in the first box.

- Go into your hmt plugins and open the bipd.xml in textedit.

- Look for

<value>
<type>bitmask32</type>
<offset>0x2F4</offset>
<name>More Flags</name>
<bitmask>


Scroll down and you should also see these:

<bitmask>
<bit>26</bit>
<name>Can Climb any Surface</name>
</bitmask>
<bitmask>
<bit>25</bit>
<name>Immune to Falling Damage</name>
</bitmask>

These are what we are editing. And notice the offset for them is 2F4. Now go back to your hexcalculator and paste 2F4 in the second box. Click on the (+) sign.

Now you should see "91DFA8" in the box under the two you just added. This is the offset of where we are going to edit the bitmasks.

- The next few steps I am going to go fast on and skip a few steps but you it will still work. NOTE: You are supposed to edit the numbers in hexedit but it doesnt work for me so I open hexeditor, look at what I need then i change it in hexedit. The offsets are the same in both, but for spawn points always use hexeditor. Notice the "or" suffix.

- Okay now open your map in hexeditor. Check the allow editing button and hit "ok" Then click the "swapped" button.

- Now, look for the box that says first. It is in the top left of the bottom half. Delete the 0 and paste "91DFA8" into it. This is the code we got earlier in Hmt. Hit enter.

- Next, the hexeditor takes you to "91dfa0" and you need "91DFA8". Notice that the second one is only 8 bytes after where it took us. NOTE: Every 2 numbers or letters together = one byte. ex. "76" is one byte and we need to get to the 8.

- Go to the 02 02 00 00 and highlight it. For the next few steps i will show pictures and explain but you don't have to do this.

Ok, and just to let you know what we are doing is turning on the wall walking and immune to falling. It is in the binary and it has "1" and "0". "0" being off and "1 being on. For more info there are posts about it on www.macgamingmods.com

- For this I am going to use Yummy's bitmask converter. Okay so we are supposed to be editing the "02 02 00 00" because it was at the offset that the hexcalculator told us.

- Now, I have typed 02 02 00 00 in the first box and hit convert now i went to the bottom where it says "Change bit (1-32) and typed in 26 because that is the one for wall walking. NOTE:
<bitmask>
<bit>26</bit>
<name>Can Climb any Surface</name>
</bitmask>
<bitmask>
<bit>25</bit>
<name>Immune to Falling Damage</name>
</bitmask>


Okay now it has changed my number to "42 02 00 00" which turns on the wall walking. Now for the immune to falling I delete where I typed the "26" and type in "25" (refer back to the codes above) I hit change once more and my final 4 byte code is "C2 02 00 00"

- This is where you come back in. Open up the same map into hexedit. Hit apple- J and type in "91dfa8" because that is what we want to change. Make sure that the hex button is checked. Now it will take you back to the 02 02 00 00. We need to highlight those four bytes and change them to "C2 02 00 00" This is the code we found in the previous step.

- Now while we have it open in hexedit we will change the header back to the demo header. Save your work!!

Now open up halo and test it out!



-------------------------------------------------------------------------------------------------------------

Banshee Bomber Cam

I came across this when I was messing with camera angles, it's really simple, but makes shooting people on the ground easier.

[Tools Needed: HMT]

1. Back up a map with a banshee in it, then open it with HMT.
2. Open the dependency swapper.
3. Scroll down and choose vehi in the primary class tag.
4. Click on vehicles\banshee\banshee_mp
5. Find trak under the class section
6. Go down to the bottom right corner and change the tag in the drop-down menu to camera\biped_small_tight
7. Save the changes, open up the map you modded, when you jump in a banshee, it should look like you're hanging from the underside of it, have fun.

-------------------------------------------------------------------------------------------------------------

How to make vehicles destructable without rebuilding a map:
1)open a map in HMT
2)open the dependency swapper
3)scroll down to the vehi tag and pick a vehicle (warthog for example) and change its coll to cyborg
4)go to the coll tag section and choose the cyborgs coll
5) change effects\blood aoe human or effects\shield depletion to vehicles\scorpion\ shell explosion
6)shoot the hog and it should detonate.

-------------------------------------------------------------------------------------------------------------

How to make the warthog leave fire tracks instead of kicking up sand:
1. Open HHK up to any playable level.
2. Press apple D.
3. In the main window click on the little flippy triangle next to the effe tag.
4. In the main window select slip sand (it should be near the top).
5. In the secondary window select "flame char" (no quotes).
6. Press copy.
7. Save.
8. Your done!

-------------------------------------------------------------------------------------------------------------

This is how to make warthogs mini. ( If I remember correctly, these are decimals so remember that when searching for them.)

Do this in hexedit.

At 11307040, change the code to 00000000 00004D3F 00004D3F 00000000

At 11757472, change it to 00000000 00000000 00004D3F 00004F3F

Your done.

-------------------------------------------------------------------------------------------------------------


Okay, this is Spida's simplified spawn point tutorial. I hope it is easy to understand this, but if not, you probably should not be trying to change spawn points and should still be working on your swaps and replacements.

PART I

Okay, well first I will give you a background on the spawn points in hex and how they are built. The spawn points are built like this, xxxx | xxxx | xxxx | xxxx. The x represents one set of bytes. So, for every 4 bytes it has a different purpose in spawn points. Okay, now think of the bloodgulch map as a graph when doing spawn points. The first set of four bytes is the X axis, which changes the placement from left to right or in this case, caves to cliff. And not the cliff that has the cave in it. The second set refer to as the Y axis. The y axis is from base to base. The third part is easy and is the Z, I think. This is the height of the object. So around 0 being the ground and 20 is pretty much at the top of the map that say you could fly to in a banshee. Now, for the fourth set, I will not get into, because this is a simplified version of a spawn point tutorial and I don't want to get to much info into your heads to confuse you.

Now for the actual modding and enough of the background. Please do read that though. It actually helps you learn what you are doing.

Now, actually, we are going to look at the vehicle spawn point and see what that is all about to help you understand some more. Also, for this you will need the spawn point map, which I will not include but you can get on macgamingmods.com. This map includes the map graphed into the x axis and the y axis I was talking about earlier. Okay, so 4e e2 e6 41 bd 83 b5 c2 9f 03 9b 3e ce 28 59 bf is the green hogs spawn points I think that is at the blue base. Now, let's break that down.

The first set of bytes is 4e e2 e6 41 and that equals 28 on the X axis map. Now I will be explaining the steps of how I got this later.

The second set of four bytes is bd 83 b5 c2. This is the y axis we our now talking about now. This equals out to be -90 on the y axis. (For some reason the Y axis is always negative.) Remember that the y is from base to base.

The third and final set I will be going over is the Z axis. This, remember, is the height of the object. In this case it is the Green warthog at the blue base. These set of four bytes is 9f 03 9b 3e. This equals out to 0.3027620017528534 which seems like a huge number, but if you round it is about 0.3 above the ground, which remember never do 0.0, because the map has hills and you do not want it to spawn under the map.

Now, I hope you have understood everything that I have explained so far, except how I got what the 4 bytes equal in the X, Y, and Z axis.



PART II

Now, I have explained what the bytes in each section are and what each section of the bytes do. Now, the only thing you are missing is how I got what the numbers equal. I will tell you this process now.

- First, I open up my bloodgulch.map into hexeditor.(Not hexedit, notice the "or" suffix.)

- Then in hexeditor I check the "Allow Editing" button and the "Swapped" Button.

- Now, just for the green warthog I was explaining earlier, the offset is 00881fd0. Enter that code into the "first" box where it says 0x0. Delete the second 0 and type in 881fd0. Then press enter.

- Now you will see the code I was explaining earlier. "4e e2 e6 41 bd 83 b5 c2 9f 03 9b 3e ce 28 59 bf"

- Highlight the first four bytes and look towards the bottom of hexeditor and find the box labeled flt. In this box you will see 28. This is the x axis positioning for the vehicle. You can change this number, but make sure it is on the map still of where you are spawning it.

- Now try this for the next four bytes, and the four bytes after this. You will see all the numbers that I explained in Part I and start to realize hopefully how this is working. It is pretty much common sense.

Part III

Now you know everything you need to know about spawn points for changing them hopefully. Now, you are probably saying, "Well, how am I supposed to find these spawn points to change?" Well, I will answer that and give you a couple spawn points to start out with.

00881FD0: Warthog (Blue)
00882048: Warthog (Red)

008820C0: Ghost (Blue)
008821B0: Ghost (Red)

00882390: Rocket Warthog (Blue)
00882660: Rocket Warthog (Red)

008828B8: Banshee (Blue)
00882840: Banshee (Red)

00882318: Tank (Blue)
008822A0: Tank (Red)

Hopefully, these should help you out. Just refer to your spawn point map and then look at the x and y axis and expirement where you want the objects to spawn. Try changing the 0.3 in the Z axis of the green warthog at blue base and change it to 20.3. Now save and open halo demo and turn to blue base and watch the hog fall from the sky.

This concludes the simplified spawn point tutorial by spida. Hope This helped you with figuring out changing spawn points. My aim is hphpemnm if you have any questions. I am open to helping other modders.

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- Open your bloodgulch.map with the demo header on it in hexedit.

- Hit apple J and type in 008

- Highlight those four bytes and and type in F4 35 DB 00

- Hit apple J and type in 010

- Highlight those four bytes and type in 74 19 85 00

- Now, Hit apple J and type in 014

-Highlight those four bytes and type in 80 1C 56 00

- Save

- Now you have just made a magical map. You can now open this map into hmt without changing the header and you can also play it without changing the header therefor you never have to keep changing the header back and forth.

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Now, I know I have not written all these tutorials and stuff, but I have found them and changed a few of them, but the Bitmask tutorial is fully mine and not anyone elses. So hope this helps. Could this maybe become a sticky monoman? And also, I got a lot more tutorials if you guys want me to add onto this.


-Spida


Pool
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Post by Pool » Mon Jan 22, 2007 10:27 am

very good tuts but i kinda guess that the vehicle respawn tut is by disabler right?

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spida
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Post by spida » Mon Jan 22, 2007 4:22 pm

No, just those codes are.

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Post by x1MCMAXx » Tue Jan 23, 2007 5:10 am

Very Nice Tuts!

this should be stickied
The 1MCMAX... http://www.MoBDeep.net

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GT: MoB iZ Dynasty

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Post by spida » Tue Jan 23, 2007 5:07 pm

That is what I said, but if you pay attention go to the tutorials sticky in the top and then look for Halo Demo Tutorial II. And thanks by the way for the compliment.

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Post by Chaos Barnaby » Sun Jan 28, 2007 8:01 am

Yeah, these are real good Spyda, thanks.
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spida
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Post by spida » Sun Jan 28, 2007 8:49 pm

Np. And hey chaos, that tutorial you asked for is going to take a lot longer sorry. I have been very busy lately.

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Post by Trinity. » Mon Jan 29, 2007 3:15 pm

Lots and lots and lots of pretty letters.

:shock:
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Xbox Live Gamertag: HybuR
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spida
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Post by spida » Mon Jan 29, 2007 4:30 pm

Haha. Thanks. I am trying to get my forum to get up and running soon, so I can post all the new tutorials and such that I make.

ch1leang0d
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problem..

Post by ch1leang0d » Wed Mar 14, 2007 12:19 pm

the codes for the warthogs and things rnt workin for me... when i search for it in hexeditor it doesnt bring me to the correct address...and i been typin them in for a while now

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Re: problem..

Post by x1MCMAXx » Wed Mar 14, 2007 3:13 pm

ch1leang0d wrote:the codes for the warthogs and things rnt workin for me... when i search for it in hexeditor it doesnt bring me to the correct address...and i been typin them in for a while now
Those are not the codes to swap, they are made for Spawn Point Editing!!!!!

(Does anybody read around here???)
The 1MCMAX... http://www.MoBDeep.net

\ >_< /

GT: MoB iZ Dynasty

Trinity.
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Post by Trinity. » Wed Mar 14, 2007 8:44 pm

Also, spida, for the spawn tutorial.

They can just use the one that's sticky that I did.

It's easier.
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Post by Fury » Thu Mar 15, 2007 5:12 am

GREAT! thx!
A NUKE WILL BE DROPPED, WIPING OUT HUMAN EXISTANCE, WHY?, BECAUSE I READ IT ON THE INTERNET!

ch1leang0d
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Post by ch1leang0d » Thu Mar 15, 2007 12:02 pm

hehe srry i figured it out

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Post by draconic74 » Thu Mar 15, 2007 5:04 pm

What I really want to know is how people made holes in the map. Somehow, while "deleting" scenery, many people have made a glitch that causes an invisible hole to open in the map... Strange, but awsome sounding. I must know how. :twisted:
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