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HOW TO CONVERT NON_A BSPS WITH HMT 3.5!!!

Posted: Fri Apr 16, 2004 2:05 pm
by Burnination
quoted by MonoxideC
Well 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
from the Gearbox Forums
http://www.gearboxsoftware.com/forums/s ... Post166058
It does work...believe me

Posted: Fri Apr 16, 2004 2:13 pm
by HunterXI
thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you dude! :)

Posted: Fri Apr 16, 2004 2:14 pm
by Burnination
See i told you that you could convert non_A bsps with HMT 3.5

Posted: Fri Apr 16, 2004 3:00 pm
by Sam2
lol, Uber h4x0r? eh...?

hehe, jk, nice work MonoxideC :)

Thnx.

Posted: Fri Apr 16, 2004 3:02 pm
by Pwn4g3
Ok, I'm noob with that particular stuff, can someone explain to me counting back 16 bytes? I don't get it lol, can someone give an example of a *fixed* scnr file?

Sorry for being noob about this lol, but I'm sure others will ask this as well...

EDIT: This should be stickied me thinks, or added to the hmt forum as an answer to that dreaded seek failed problem :D

Posted: Fri Apr 16, 2004 3:20 pm
by NVShacker
Coolness.
b40_a1 here I come!

Posted: Fri Apr 16, 2004 3:33 pm
by Pwn4g3
I think the exception problem still exists, make sure you block off access to the points where triggers would set off loading points (walking into them would cause exceptions) and make sure EVERYTHING from the base map is inside the new BSP mesh....am I wrong anybody that knows better? lol

Posted: Fri Apr 16, 2004 4:04 pm
by VoiDeD
walking into a trigger area wouldnt do any thing, cause tirggers cant be executed because of halos netcode...

oh and BTW: I call Warthog run in the maw :D

Posted: Fri Apr 16, 2004 4:08 pm
by Pwn4g3
isnt that BSP seperated into 2 or 3 BSP segments? If so, hard luck dude lol

Posted: Fri Apr 16, 2004 4:11 pm
by VoiDeD
dude... were talking about how to make non _a conversions work, so that the file seek error doesnt show up..


PS: uh.. im not that good at hex :? how many letters is 16 bytes?

Posted: Fri Apr 16, 2004 4:24 pm
by Pwn4g3
Erm I know....as far as I know we cant merge BSP segments, thats why I said it, not because of me not knowing about monos way of getting round seek failed...

Posted: Fri Apr 16, 2004 4:29 pm
by HunterXI
Voided wrote:dude... were talking about how to make non _a conversions work, so that the file seek error doesnt show up..


PS: uh.. im not that good at hex :? how many letters is 16 bytes?
it would be (surprise!) 16, at least in the text area. its better to think in terms of hex. look at it. every 4 letters/numbers is 2 bytes... count like that

Posted: Fri Apr 16, 2004 4:33 pm
by VoiDeD
ok thanks

Posted: Fri Apr 16, 2004 5:39 pm
by HunterXI
Voided wrote:ok thanks
np, took me time too :)

Posted: Fri Apr 16, 2004 6:07 pm
by seagoat
MONOXIDEC IS MY GOD! I WILL NOW BUILD A 50 FOOT STATUE OF HIM(even though i have no clue what he looks like) IN THE FRONT OF MY HOUSE AND PRAY TO IT 7 TIMES A DAY!

thank you for sharing with us how to fix this problem.

Posted: Fri Apr 16, 2004 6:12 pm
by Kamatzu
People like you is why he left, arent you proud? :evil:

Posted: Fri Apr 16, 2004 6:16 pm
by Deadly_Shadow
Pwn4g3 wrote:Erm I know....as far as I know we cant merge BSP segments, thats why I said it, not because of me not knowing about monos way of getting round seek failed...

Wow. That is interesting... Maybe. Take all 3 bsps. put them back to back. Change bsp props in scenario... ahh heck. Brb. I'm trying a different type of conversion :o

Posted: Fri Apr 16, 2004 7:42 pm
by seagoat
i am proud to say that i am the only and exact reason why mono left.

Posted: Fri Apr 16, 2004 7:44 pm
by VoiDeD
...

Posted: Fri Apr 16, 2004 8:09 pm
by Dj Suppai Saru
NICE.

I knew I was doing it right.