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PMI gone baaaaad.

Posted: Wed Mar 12, 2008 1:48 am
by Loor
Hi.

I am making a Danger canyon mod. It is a great map, and there doesn't seem to be many mods for it. But the mod is another story.
Today, i have come to you with this problem.

I PMI'd a pelican from a CE map (Yay for the gun turret in the back), and everything worked fine. I placed it in the map, BUT...

When i played the map, this is what i saw:

Image

Additionally, the sound is corrupted. Any ideas? I can re-PMI from a campagn map if needed, but then there is no turret :(

EDIT: Also, i forgot to thank Pepsi (and bcnipod) for the FTW bitmaps :D

Thanks in advance :)

Posted: Wed Mar 12, 2008 5:31 am
by Altimit01
There's two possibilities for this. One is fixable the other is not. If you extracted directly from the CE map, then if the bitmaps and sounds for the pelican are not internalized into the map, the only issue is that the imported bitm and snd! tags are referencing the wrong addresses in bitmaps.map and sounds.map. This can be corrected by PMI-ing from a harbinger converted map (which would replace those bitm and snd! tags with their HPC equivalents). If however, these bitmaps and sounds are internal to the CE map, then you've got problems. For the bitmaps, you could extract the bitmap image for each bitm tag from the CE map then just inject the image back into your map (EOF trick if you have that option). For the sounds though, you might have to null those out. Hope that helps a bit.

Posted: Wed Mar 12, 2008 6:09 am
by bcnipod
To me that looks like the bitmaps are corrupted. the model looks fine, there are no stray verts or anything so it just looks like there is no bitmap for it.

Posted: Wed Mar 12, 2008 6:25 am
by swampyevilnut117
this is very a nooby fix, but maybe just swap the bitmaps out with some standard Steel bitmap, you know the floor of the tunnels. Just an idea, and change the sounds to banshee? At least that would make it kinda ok till you fix it later.

Posted: Wed Mar 12, 2008 6:29 am
by bcnipod
or just go back and PMI the sound and bitmaps. there are tuts on how to get custom CE bitmaps into normal Halo on a mac in the tutorials section.

Posted: Wed Mar 12, 2008 12:12 pm
by Philly
I would rebuild with existing pelican sounds and bitmaps and swap them in. It's what's been done with the FTD sword. If you can't get proper sounds and bitmaps, use existing ones and claim you're going all 'vintage style'. :P

Posted: Wed Mar 12, 2008 12:20 pm
by [RR]RedRene
Philly wrote:I would rebuild with existing pelican sounds and bitmaps and swap them in. It's what's been done with the FTD sword. If you can't get proper sounds and bitmaps, use existing ones and claim you're going all 'vintage style'. :P
You're cheap xD

But they're right, PMI the HPC Peli and get it's sound's and bitmap's.

Posted: Wed Mar 12, 2008 12:26 pm
by Philly
Sound's and Bitmaps's? Sound's and bitmap's what? What is belonging to who and where? And yes, I'm cheap. :P

Posted: Wed Mar 12, 2008 12:30 pm
by swampyevilnut117
But they're right, PMI the HPC Peli and get it's sound's and bitmap's.
What I think he means is redo the PMI with the CE pelican BUT along with that also PMI in the original Halo PC pelicans things too, so you get the shaders, sounds, effects, ect. Just don't forget to include all the stuff for the CE pelican, like the weapon tag.

Posted: Wed Mar 12, 2008 12:41 pm
by Philly
One more thing...
Can I has the map you got the schmelican from?

Posted: Wed Mar 12, 2008 2:00 pm
by Loor
The map was Over_Seas

And i'll PMI a HPC peli in today and swap for its btmaps and sounds. I'll try after school. Thanks for your help guys! :)

Posted: Wed Mar 12, 2008 2:15 pm
by swampyevilnut117
no problem :)

Posted: Wed Mar 12, 2008 10:58 pm
by Loor
Ah well, it didn't seem to work. I guess i'll have to scrap the CE one and stick with the boring campaign one.