Swap Longsword model over banshee model

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
Post Reply
RadisH





Posts: 112
Joined: Fri Feb 13, 2004 4:46 am
Location: ITALY
Contact:

Swap Longsword model over banshee model

Post by RadisH »

have a problem, i want change the model of banshee with longsword model. only the model.

have import in coagulation.map the longsword from 01b_spacestation.map
have do that:
with insolence have drag&drop
[hlmt] objects\vehicles\longsword\longsword
in coagulation.map

but now? how to procede?
have try with dothalo to swap
[mode] of longsword with [mode] of banshee but the map crash


some one can help me?

tnx
sundriedprawn





Posts: 506
Joined: Thu Nov 24, 2005 3:07 am
Location: Australia

Post by sundriedprawn »

swap the banshees html to the long swords
01001111 01001101 01000111 00100001 00100001 00110001 00110001 00110001 01101111 01101110 01100101

49204C494B4520434849434B454E
RadisH





Posts: 112
Joined: Fri Feb 13, 2004 4:46 am
Location: ITALY
Contact:

Post by RadisH »

not work

have do that:

1) with insolence have drag&drop
[hlmt] objects\vehicles\longsword\longsword
in coagulation.map

2) with dothalo have swap the longsword model over banshee model
(have simply copy the meta offset of longsword model (275289C) and past over meta offset of banshee)

3)
swap the banshees html to the long swords
have copy the banshee hlmt meta offset and past over hlmt of longsword


when see the benshee the map freeze
n64nerd




Articulatist 100

Posts: 127
Joined: Mon Dec 05, 2005 5:44 pm

Post by n64nerd »

swapping meta offsets causes the map to literally reference that object. whatever you change in that hlmt will change the settings of all objects that reference it. only use this to make other vehicles fly like a banshee. a surefire way to make the longsword flyable is to switch the banshees gun in the tag editor to any gun with an hlmt, and switch the hlmt in the tag editor to the longsword. then, null out all the lens, shad, and cont tags that have to do with the banshee. look in the mode tag under dependancies or lone ids, I forgot which, for the shads. this makes the weapon of the banshee look like a longsword, and the banshee invisible. trying to just swap the hlmt of the banshee in the tag editor to the hlmt of the longsword may work, but most often it doesn't.
RadisH





Posts: 112
Joined: Fri Feb 13, 2004 4:46 am
Location: ITALY
Contact:

Post by RadisH »

im little bit confused :(

now try

tnx
RadisH





Posts: 112
Joined: Fri Feb 13, 2004 4:46 am
Location: ITALY
Contact:

Post by RadisH »

n64nerd wrote:switch the banshees gun in the tag editor to any gun with an hlmt, and switch the hlmt in the tag editor to the longsword.
sorry but not understand that

how program is the best for that operation? dot halo or insolence or ADI?
Doom




Articulatist 500

Posts: 1063
Joined: Mon May 09, 2005 7:31 am
Location: DHA , SA Team: Liquid Metal Knowledge: Excellent Your Mom?: Yes
Contact:

Post by Doom »

Here is what to do!

1. drag and drop the longsword model into coagulation.

2. Once the longsword model is in coagulation close insolence and open dothalo.

3. When in dothalo got down to the weap tag and open the sentinal beam.

4. Change the sentinal beam model to longsword model.

5. Then go to the vehi tag and open the banshee.

6. Swap the banshee gun with the sentinal beam.

7. Close the vehi tag and go to the model tag.

8. Find the banshee in there.

9. Now you need to null out all the shaders in all the banshee things in the model tag.

10. Go back to the vehi tag and and open up the banshee again.

11. Null out the all the lens dependencys in the banshee tag.

12.Sign the map and ftp it back to the xbox


Ok I just made this off my memory it may be a little of so post if something goes wrong.

Hope this helps

-Doom
Image
Sig over three lines of text. <--- lik wtf? mods make my sig 4 lines of text, then they letz tis slide as GTAF says, and den dey delete it? likwtf?
RadisH





Posts: 112
Joined: Fri Feb 13, 2004 4:46 am
Location: ITALY
Contact:

Post by RadisH »

in first TNX! without your step by step tutorial i never do nothing!

but not work fine: on the map can't see the longsword, see only the sentinel beam (if press X can fly like a banshee)

any solutions?

tnx!
Doom




Articulatist 500

Posts: 1063
Joined: Mon May 09, 2005 7:31 am
Location: DHA , SA Team: Liquid Metal Knowledge: Excellent Your Mom?: Yes
Contact:

Post by Doom »

Hmm I haven't done this in awhile but try swapping out the snetinal beam hlmt with the longsword hlmt. If this dosen't work I will go diging through my computer for my old tut I had read and saved =P .

Hope this helps!

-Doom

Edit: I based my tutorial of memory. Here is the one I learned from

1: open insolence
2: open spacestation.map
3: look in html for longsword
4: open the map u wanna put it into
5: drag the htlm into the other map
6:then go to weapons tag with ADI
6.5:if ur map doesnt have the weapon sentinal beam go to any mp map and drag it into the map using insolence
7:open up sentinal beam in weap tag and go to the meta scanner (the last lil button in ADI) then click on dependensies
8:look for the htlm of the sentinal beam and swapp it with the longsword html using the swapper thing on the bottom
9: go to vehi tag and open up banshee and go to meta scanner and click dependensies
10:find its weapon the banshee gun and swap it with the beam
11:and then tweak up the banshees speed to make it longsword--ish
12:and then just null out the banshees lens. and shaders and cont. and u have a nice longsword
12.5:you can change wat the projectial is just by swapping it with the beam proj. i prefer the pelican rockets those are always nice and they leave a big and even bang

This should solve your problem =D

-Doom
Image
Sig over three lines of text. <--- lik wtf? mods make my sig 4 lines of text, then they letz tis slide as GTAF says, and den dey delete it? likwtf?
RadisH





Posts: 112
Joined: Fri Feb 13, 2004 4:46 am
Location: ITALY
Contact:

Post by RadisH »

OK! now work TNX!
the longsowrd model is very big :D have reduce that by 1/3 and now i perfect
RadisH





Posts: 112
Joined: Fri Feb 13, 2004 4:46 am
Location: ITALY
Contact:

Post by RadisH »

hem.. last question about swapping projectiles, have swap with mortar_turret_charged now it (the beam) when press fire shot too many plasma charge! there is a mode to reduce the number of projectiles for one press fire?

TNX!
Post Reply