importing

Everything about Halo and its mods.

Moderator: Halo Moderators

Post Reply
Halonoobalert

importing

Post by Halonoobalert » Fri Oct 26, 2007 12:53 pm

how do u import objects into another map? please give me an detailed explanation because whenever i try it always comes up with errror messages. PLEASE HELP ME!

User avatar
Moxus
Delta Force
Posts: 4704
Joined: Sun Jun 24, 2007 9:01 am
Location: {_-({[]})-_}
Contact:

Post by Moxus » Fri Oct 26, 2007 12:59 pm

Try This tutorial, except do not use Phases 1 and 7. That should get you through it. The tutorial also works with practically anything that you import, although some things are special.

-=Moxus=-
Image
Kayar wrote:The Collective: Spamming its way to a better tomorrow.
Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

Halonoobalert

Post by Halonoobalert » Fri Oct 26, 2007 1:12 pm

argh well basically thats what i did but im trying to get the elevator platform into infinity rite? well i dotn want it too move i just want it as platform. so i click on elevator.mod2 and ten i click on the first folder, but when i click open it cums up with like 4 error messages saying dat they cant open a certain file. PLeASE HELPME!

Altimit01
Eschaton Dev
Eschaton Dev
Posts: 2108
Joined: Sun Apr 15, 2007 7:43 pm

Post by Altimit01 » Fri Oct 26, 2007 1:24 pm

Define first folder. Because you need to create a folder to extract into (let's call it "example") and within that, HHK should create 4 or 5 folders inside of it. When you're importing, you select elevator.mod2 and then you select "example" not the folders: levels, a10, devices or elevator (if that's the elevator you're using which isn't flat at all and wouldn't help for what you want).

But here's a tip. It's not going to work just exporting a mod2 tag. It will be alot easier to import scenery instead of mod2s which need to swapped in and can cause some problems. And don't try anything with devices since those most likely won't work for you. There's no really good flat pieces of scenery. Which is why most people use logs.
Disclaimer: I am no longer active.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

Halonoobalert

Post by Halonoobalert » Fri Oct 26, 2007 1:40 pm

ahh well i put it in the new folder and now when i do it only cums up with one error. yes i am useing the a10 one i coulda sworn it was flat. the reason im not using logs is because im doing a racetrack mod for infinty and it would take me a while to do the whole thing in logs.

ok i went to mod 2 tag and the elevator is now there, if i want to get it in sparkedit, how will i get to it?

Altimit01
Eschaton Dev
Eschaton Dev
Posts: 2108
Joined: Sun Apr 15, 2007 7:43 pm

Post by Altimit01 » Fri Oct 26, 2007 2:06 pm

That's why I said you'd have a problem. Mod2 is just a dissassociated model. Sparkedit can only manipulate spawns. Which means you have to have an object that can be spawned. Ideally you'd be using a scen (scenery) tag spawn. The problem is that devices (like the elevator) are not scenery and can't be placed with Sparkedit. But you don't even have the elevator as a mach tag do you? Mach as in machine, is it's own seperate type of spawn point that Sparkedit does not use. I'm not even 100% sure if machs are placed with spawn points or by scripts. So what you need is some sort of scenery tag that uses a mod2 that is a shape you want. So find something else besides the elevator.
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

Halonoobalert

Post by Halonoobalert » Fri Oct 26, 2007 2:29 pm

ahhh crap. well could you think of anything else i could use? because all i need is a big flat peice of metal or sumthing for my racetrack. its for infinity and i dont really want to make the WHOLE thing outa logs...

User avatar
Moxus
Delta Force
Posts: 4704
Joined: Sun Jun 24, 2007 9:01 am
Location: {_-({[]})-_}
Contact:

Post by Moxus » Sat Oct 27, 2007 3:10 am

Try b40_shaftring Scenery in B40.map. I think that might be what you're looking for.... perhaps... I judged it by using a model previewer, and I think it's the elevator.

-=Moxus=-
Image
Kayar wrote:The Collective: Spamming its way to a better tomorrow.
Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

Halonoobalert

Post by Halonoobalert » Sat Oct 27, 2007 11:05 am

well ive recursivly exported the shaftring, but when i recurseivly import, the first file i select is it the .mod2 or the .scen?

Altimit01
Eschaton Dev
Eschaton Dev
Posts: 2108
Joined: Sun Apr 15, 2007 7:43 pm

Post by Altimit01 » Sat Oct 27, 2007 11:12 am

.scen, that's the higher level tag. If you're doing it recursively, then it will grab all of the tags that are related to it. And always import the tag that you chose when you exported. So if you export a scen, import a scen. If you export a vehi, import a vehi. It stops tags from being left out.
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

Halonoobalert

Post by Halonoobalert » Sat Oct 27, 2007 12:07 pm

well i imported all the stuff without any errors but when i open it in sparkedit pc and try to find it in edit scenery but it isnt there. any ideas why? am i doing something wrong? ty for your help.

Post Reply

Who is online

Users browsing this forum: No registered users and 758 guests