Ultrablocks
Ultrablocks
Here is a PAL version of the ultrablocks by UltraMagnus, all credit for them goes to him. It is for Blood Gulch (thanks for that Spartan III)
It contains: panel, ramp, large panel
Thanks to: Ultramagnus (Ultrablocks), Spartan III (testing), CLuis (HHT), pokecancer (xinject), MonoxideC (HMT)
-~SPECIAL BONUS~-
How to convert NTSC scenery mods (including NMP) to PAL. This saves you from individually placing all of the blocks, etc. used in a map, as their co-ordinates are stored in the scenario. (This can be used to port between PAL, NTSC and GER PAL).
What you need: Both the NTSC and PAL versions of the map you are using, the ppf of the mod, HHT/xinject/other tool which can fix dependencies and inject meta
1) Patch the NTSC map with the ppf
2) Extract all of the bits you want from it (e.g. Ultrablocks) including models
3) Save the scenario (scnr) meta
4) Open the PAL map and inject all of the things you saved from the NTSC map
4) Overwrite the scenatio of the PAL map with the one from the NTSC map
5) Correct any dependencies that you need to so it matches the NTSC map
6) Open the PAL map in Sparkedit and make sure everything is alright, if it isnt (e.g. the wrong bit of scenery is replaced) then go back to the scenario and swap around some of the dependencies until it is right
7) Check again in Sparkedit and if everything is OK then FTP to your xbox and play
It contains: panel, ramp, large panel
Thanks to: Ultramagnus (Ultrablocks), Spartan III (testing), CLuis (HHT), pokecancer (xinject), MonoxideC (HMT)
-~SPECIAL BONUS~-
How to convert NTSC scenery mods (including NMP) to PAL. This saves you from individually placing all of the blocks, etc. used in a map, as their co-ordinates are stored in the scenario. (This can be used to port between PAL, NTSC and GER PAL).
What you need: Both the NTSC and PAL versions of the map you are using, the ppf of the mod, HHT/xinject/other tool which can fix dependencies and inject meta
1) Patch the NTSC map with the ppf
2) Extract all of the bits you want from it (e.g. Ultrablocks) including models
3) Save the scenario (scnr) meta
4) Open the PAL map and inject all of the things you saved from the NTSC map
4) Overwrite the scenatio of the PAL map with the one from the NTSC map
5) Correct any dependencies that you need to so it matches the NTSC map
6) Open the PAL map in Sparkedit and make sure everything is alright, if it isnt (e.g. the wrong bit of scenery is replaced) then go back to the scenario and swap around some of the dependencies until it is right
7) Check again in Sparkedit and if everything is OK then FTP to your xbox and play
- Attachments
-
- PAL Ultrablocks.zip
- (26.92 KiB) Downloaded 178 times
Last edited by alpha112 on Wed Jul 14, 2004 8:32 am, edited 2 times in total.
-
- Posts: 53
- Joined: Mon May 03, 2004 7:09 am
-
- Posts: 106
- Joined: Tue Apr 20, 2004 2:10 am
- Contact:
-
- Posts: 89
- Joined: Mon Apr 05, 2004 8:19 pm
- Location: looking over red base with a sniper
- Contact:
![]() |
![]() |
![]() |
-
- Posts: 53
- Joined: Mon May 03, 2004 7:09 am
-
- Posts: 106
- Joined: Tue Apr 20, 2004 2:10 am
- Contact:
Nice blocks
Will these work on my ntsc halo? If not where can I find the original ntsc file?
-
- Posts: 106
- Joined: Tue Apr 20, 2004 2:10 am
- Contact:
Re: Nice blocks
Just edit Vengeance.Skwalin wrote:Will these work on my ntsc halo? If not where can I find the original ntsc file?
The small panel (like the ones that everyone have been using) on Vengeance has had its collision model upgraded, there are no longer any bugs in it, and there are two forms of it, one with metal reaction sounds when you step, shoot, etc, and one with... nothing really noticable (just 'normal' ground). Not sure if the metal one is panel1 or panel2, didn't get time to check
.

-
- Posts: 16
- Joined: Mon Apr 26, 2004 7:29 am