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Human Turrents
Posted: Sun Jan 25, 2004 6:37 pm
by carl84167
Im sure someone knows how to get the turrents seperate from the warthog, but could some one tell me how. Thanks to any one that can
Posted: Sun Jan 25, 2004 7:54 pm
by shadowbeast
ya DL section turret tutorial or somethin it has models. hope u have HMT3.
Posted: Mon Jan 26, 2004 12:19 pm
by carl84167
yea i do have HMT v3 but i was just wondering how and i cant find a tut any were
here ya go
Posted: Mon Jan 26, 2004 12:29 pm
by Robbybertu
1.)in sparkedit move the warthog down so that the only thing showing is the turret
2.)delete the passenger and driver seats
3.)delete the model
Posted: Mon Jan 26, 2004 3:15 pm
by Master Chief 1128
Or...you could download my BG human turrets mod and use that. And if you want it on another map just rebuild the map with my turrets in it.
http://www.ega.xero.org/HaloPC/BGTurrets.zip
Posted: Mon Jan 26, 2004 4:02 pm
by TLove2487
...can you do one for wizard?
Posted: Mon Jan 26, 2004 4:11 pm
by Deadly_Shadow
Goto the downloads section of this site. Go under utilities. Get the Turret Mod. Inside the rar is a tut. Good luck

Posted: Mon Jan 26, 2004 4:44 pm
by halogodlex2
wait i have copied the tut right here]Turret Movement by Aztec
Okay, This is my first halohacking tutorial, so I hope I cover everything.
This tutorial will take you through moving around turrets in Blood Gulch.
Required Materials
Hex Editor
Outputs
SparkEdit
AXE - This is a hex editor, but it always crashes on me, so I use it for converting.
----------------------
Open up cache.003.map in your Hex editor, and open your BG output file.
Near the very top of the output file you should see:
=== INDEX ITEM 0 === (0x233B624)
Tag class 0: 'scnr' Scenario
Tag class 1: ''
Tag class 2: ''
Identifier: 0xE1740000
Filename Offset: 37001188 23497E4
Offset: 39983384 2621918
Raw Offset: 8068C318
Filename: levels\test\bloodgulch\bloodgulch
=== END INDEX ITEM 0 ===
Now in your Hex editor, go to the offset of the Scnr data, or 2621918.
Good job! you're in the Scenario structure! Now you have to find out what you want to move, and for this Tutorial, I have decided to move the turrets from Dmauro's Turret Mod.
Now then, The turret offsets for the scnr stuct ONLY are
a00 - Red Base
bb0 -Red Base
bf0 -Blue Base
c80 - Blue Base
1340 - Center
What you do to get to these in the regular cache is:
From the scnr offset, goto +(anything here)
so it would look like this in HHD Hex:
okay, we should now be here:
This is the placement info for one of the turrets at the red base.
Now open your cache file in SparkEdit, and open up AXE.
In AXE go to View--Show Base Converter
Now look here in your hex editor:
This is your X value
Take this and put it into the Hex: part of AXE's converter. Look in the Float: area and you should see 7.070632E+001. This means that X = 70.7 (the +001 means move the decimal over once)
Now you should be here:
Y= 85 0a be c2
Z= 23 bc cb 3f
Converted into Float value they are
Y = -9.502055E+001
Z = 1.591679E+000
So our Final X Y Z Coordinate values are
X = 70.7
Y = -9.5
Z = 1.5
Now go into SparkEdit and put those values into the x y z boxes, and press Find Coord. (make sure you are viewing in mesh mode)
Look for a little green point in the viewing area. That my friends is where the turret is located.
Now for changing. Find a good spot for the turret by messing with the find coord option. I used
94.1
-97.4
4.8
now go convert those back into hex by going to AXE's converter and putting in 94.1 in the float spot. Go up to hex and erase the last four 00's as they're not gonna be used. The left over data is the data you use to replace the old X value. Repeat for Y and Z. So now This:
Turns into this:
Good Job! You just moved the location of a turret! Now ftp cache003.map over and enjoy!
Created By: Aztec
Special thanks to:
Kornkob - For creating AIHax, Banshinject, a number of discoveries, and countless other things, But most of all, For teaching me. You probably don't know how grateful I am for you teaching me, and letting me work with you on things like bots and scnr placement. Thank you so very very much.
Dmauro - For the turret mod, and all the other amazing things you've done
Pfhorslayer - All around hard working halo god!
Grenadiac - For making SparkEdit, An amazing tool! (thanks for adding me as a late beta tester)
Iron_Forge - For being there for everyone you can. That is a trait that will carry you far.
And
Many others in #Halo-Helpermonkey, #Halohacker, and #Halo-Dev
Posted: Mon Jan 26, 2004 4:45 pm
by halogodlex2
boo yeah!!!!! biggest post ever!!!!!

Posted: Tue Jan 27, 2004 6:41 am
by carl84167
lol, well thanks all for your help and congrads for the longest post ever
Posted: Fri Mar 12, 2004 7:28 pm
by Barrybostwick
Is it possible to make it a scenery?
Posted: Fri Mar 12, 2004 7:32 pm
by Kamatzu
OMG theres another post right by this one about exact same thing, do a search ppl PLSSSSS lol ...de heh
Posted: Fri Mar 12, 2004 7:34 pm
by maegus15
Hmm I don't know if this is n00bish, but what is output?
Posted: Fri Mar 12, 2004 7:55 pm
by ddrmmrbboyy
sorry for the confusion, but it seems that halogodlex decided he would copy and paste the turret moving tut btw which is for HALO XBX
we dont have cache.003.map or outputs, so dont worry about it
EDIT: never forget which forum ur in, it can make you feel really stupid!!!
this is HALO PC MODDING GENERAL, for the less observative of us