okay first make your folders
make a folder on your desktop called dropship_gulch(or whatever you want)
then inside that make 4 folders
1. Batch Extract
2.covenent dropship
3.vib
4.build
now you are ready to start
first open HMT (props to phenomena)
open what ever map you want it in(for the purposes of this tut bloodgulch)
go to the tools menu go to extract then batch extract
extract it in the batch extract folder oviously
select metadata then when a pop-up comes up saying extract the bsp click yes
then go back to tools then extract bsp/model sections
save it to your vib folder
then open AotCR im hmt then go down to vehicles select c_dropship
go to save meta make sure to save it recursivly to you covenant dropship folder
then go to tools again then generate raw model offset (csv)
save it to you desktop
then go to tools extract/raw model
load the csv file you just extracted
go down and find vehicles/c_dropship
select extract and extract it to the covenant dropship\vehicles\c_dropship
then go to tools again and select model decrapper/BSP builder
then in the top box right click and select add
then navegate to you c_dropship folder
and select the .mod2.meta then click open
then for the bottom three boxes select browse go to your vib folder
and use those files to fill the boxes make sure its in your vib folder
or it wont work
then select decrap these models and build a new bsp chunk while were at it
then go to your vib folder copy bloodgulch.sbsp.meta
then go in to your batch extract folder then go to levels\test\bloodgulch
then paste that file over the existing one
now copy everything in you batch extract folder into your build folder
then do the same for your covenant dropship folder and yes you overwrite the folders
now go to your maps folder and copy bloodgulch
and go back to your build folder and paste it in there
go into hmt and go to tools and select rebuild map
select the bloodgulch.map in you build folder and select yes to autofill
then in the bottom box select add then go to your build folder then to the vehicles folder then to the c_dropship folder and select all the files
then build it when it says have any new vertices been added select yes
then go to your vib folder and select bloodgulch.vertices.new
the another one will pop up saying have any new indices been added select yes
this time select bloodgulch.indices.new
then another one will popup talking about offsets select yes
then it will finish
CONGRATS you just successfully Perfect Model Injected a covie dropship
into bloodgulch!
put it in your map
okay you might want to move around the vehicle so
swap it with what ever vehicle you dont want(like rocket warthog

then open it in spark edit and delete all but one rocket warthog for each base
then move that one to give it lots of space
notes:
1. when you open sparkedit it probly won't find the bitmaps 4 it
so no color
2. it might still look like rocket warthog in SE but it wont ingame
3. or it might be a yellow or red box
now running it with halo
go to your maps folder (hopefully you have backed up your maps)
delete bloodgulch(or whatever map you put it in)
then copy your rebuilt map
paste it in your maps folder
then rename it to Bloodgulch.map
You are done yay!





For those who don't want to get rid of a vehicle for something you cant drive
Instead of swapping it over a vehicle of your choice *cough*rocket warthog*cough*
go to the vehicle tag for the dropship
select it
go to the top of the screen in hmt and select the first dropdown box
type in scen
select the second one
and type in object
select the last one and type yyyy
now just open SE and go to tools and import a tag into the scenario
select scenery and improt the dropship
now just copy a piece of scenery and swap it for the last one in the dropdown
now it will be a yellow box give it enough room so it does not collide with anything and you are good to go

if you have any questions pm me