HOW TO CONVERT NON_A BSPS WITH HMT 3.5!!!
Posted: Fri Apr 16, 2004 2:05 pm
quoted by MonoxideC
http://www.gearboxsoftware.com/forums/s ... Post166058
It does work...believe me
from the Gearbox ForumsWell I was reading some of the posts about how people can only convert the first bsp from a SP map. I was like... wtf i can't believe these people aren't able to do this... I made it pretty simple.
So - determined to prove that it worked just fine, I did a quick conversion of b30b (SC indoor area).
To my surprise, it didn't work! I inspected the map and almost immediately found what was wrong.
There is yet ANOTHER bug in HMT hehe... The SCNR meta stores 3 importand values about the BSP in a map - it's offset, it's size, and it's magic number. Well, HMT updates these values for you whenever you extract the BSP from the SP map (that's why it prompts you for the MP SCNR that you are gonna be using).
I didn't even realize it, but it is updating the offset to be the same as it was in the SP map.. which is wrong.
Here's a simple fix - open your levels\test\carousel\carousel.scnr.meta file in a hex editor. (replace "carousel" with whichever map you are building to) Near the end of the file you will see "psbs". Count back 16 bytes from that position, and change the value there to be "0008 0000", which is offset 0x800 - the offset that the BSP is always at in a Multiplayer map file.
Assuming you've done everything else right, you should now be able to open your map in Sparkedit, and hopefully it will load in Halo too.
I may or may not release an update to fix this problem - but if i don't it's not a big deal to manually change that value.
~MonoxideC
Author: Halo Map Tools
http://www.gearboxsoftware.com/forums/s ... Post166058
It does work...believe me