First is Entity itself::
http://www.haloplugins.com/forums/index ... wtopic=139 (Entity Beta 1)
Find any bugs? Submit them here:
http://haloplugins.com/Entity/BugSubmission.php
Basic Controls for Entity Beta 1 and Alpha 1
-Controls for SBSP Viewer-
W=Foward
S=Back
A=Left
D=Right
X=Up
Z=Down
Hold Right mouse button to view around
-Item Buttons
Left Click=Select/Unselects Item
Up Arrow=Item Moves Forward
Down Arrow=Item Moves Backwards
Left Arrpw=Item Moves Left
Right Arrow=Item Moves Right
PG UP=Item Rises
PG Down=Item Lowers
Left Click(hold) + shift + move mouse=Tilts Item North/South
Left Click(hold) + ctrl + move mouse=Tilts Item Rotates Object
Left Click(hold) + alt + move mouse=Tilts Item East/West
Increase camera speed + (plus sign)
Decrease camera speed - (minus sign)
-Hold control, shift, or alt and use the left mouse button will rotate selected object.
-Select more then one object at a time try click the box not the object.
Entity Model Injection with Perfect UVWs
by: trepdimeflou
1. Open Entity
2. Open the map you want to inject a model into.
3. Open the .mode tree, and select a model from the list.
4. Click the blue circle with the plus sign in it, and select "Export Meshes" and click the .OBJ option.
5. Select a folder for the model to be extracted to, and click "Ok."
6. When it appears, click the "Done." button.
7. Open 3dsmax (trial or full) and click File ---> Import.
8. Make sure the filetype dropdown has "Wavefront Object .OBJ" selected, and import the model you extracted earlier.
9. Now, import the model you wish to inject into the same .max file, and
a. if it is not a halo 1 model, scale it down to the correct size based on the model you extracted previously.
b. if it is a halo 1 model, proceed to step 10.
10. Select the model you are injecting, and go to the modifiers panel. Add an "Unwrap UVWs" modifier and flip the UVWs vertically. Repeat this for however many parts there are for the model.
11. Select the model (and all parts) you wish to inject, and click File ---> Export Selected.
12. Select "Wavefront Object .OBJ" in the filetype dropdown list and export the new model to the folder the extracted model was saved, using the same name as the extracted model. When it asks you if you want to override the file, click yes.
13. Make sure the OBJ exporter dialog does not have rotation enabled, has triangles selected as the output type, has texture coordinates chucked, then click "Ok."
Note:If there are more than one .obj files extracted from your map in steps 4-6, for instance, object[0].obj, object[1].obj, etc, then export the model from 3dsmax as many times as necessary to replace all the files.
14. Return to Entity. With the same .mode you extracted earlier still selected, click the blue circle button once more and select "Inject Meshes", then click on "Inject .OBJ."
15. Select the folder containing the new models (should be the same folder you extracted to earlier) and click "Ok."
16. When the process finishes, it will ask you for a new name for the .mode. make sure it is called objects/*put a name here* and click ok.
Congratulations, you've injected a model with perfect UVWs.
The final steps are just injecting a texture into an unused .bitm tag to be used with your new model, and relinking them to a .shad and so forth.
Convertable Sbsp's so far
___________________________________________
BIGGEST MP
Gemini=2064384
Waterworks=1888256
Terminal=1798144
____________________________________________
MAPS FITTING UNDER GEMINI,WATERWORKS,TERMINAL MAY CHANGE
scenarios\solo\03a_oldmombasa\earthcity_3b WORKS Mombasa Bridge
scenarios\solo\05b_deltatowers\bsp_02_transition WORKS SEA LEVEL (Shade did this)
scenarios\solo\05b_deltatowers\bsp_01_transition (works)
scenarios\solo\06b_floodzone\sen_hq_bsp_5 WORKS
scenarios\solo\07a_highcharity\gravemind (Catacomb)
scenarios\solo\07b_forerunnership\high_10 (Induction)
scenarios\solo\07b_forerunnership\high_9 (Covenant Asylum)
scenarios\solo\07b_forerunnership\high_9_cinematic (Covenant Asylum)
scenarios\solo\08b_deltacontrol\deltacontrolroom_bsp3 --WORKS Control Room
---Entity Chunk Adder Tutorial--
.:P8ntbaler:.
--Adding Proper Chunks
1) Open entity and your map then scroll down to the [scnr] tag and make sure you are on refernce editor.
2) Now you will see many reflexives then go to anyone and left click on it and hit
'clone chunks' (this will bring up a window of all chunks not any specfic one you click on).
3) You will now see a list of all the reflexives so if we need to add chunks we simply to go to the reflexive like Mach Pallete then open the node/+ sign then you will see the different chunks in there then click on the one you would like to clone and fill in the amount box then hit 'clone' then hit 'add meta to map' and done!
--Deleting A Chunk or Reflex
1) Use steps above to use this option.
2) Select your chunk or the whole reflexive and hit 'Delete Reflex/Chunk' then 'Add meta to map' button and all done!
--Overwritting a chunk or Reflex
1) Use steps above to use this option.
2) Select your chunk or reflexive from another map or same map that you would like use to overwrite nother chunk (this will make that chunk eaxtly like the one you copied or overwrite a whole reflexive bascally killing the reflexive there and replacing it with the copied one) then hit 'Copy to clipboard' then go to the chunk/reflexive you want to overwrite and select it then hit 'Overwrite Chunk/Reflexive' then hit 'Add meta to map'
--Adding a new chunk or Reflex
1) Use steps above to use this option.
2) Select your chunk or reflexive from another map that you would like use to add to another map (this will take a reflexive or chunk and add it from another map so you can add a Control Pallete to a map that oes'nt have it oringally or a chunk) then hit 'Copy to clipboard' then if you are adding a new Reflexive go to the Header chunk it will say -Header then select -Chunk-Number:0Name:location_names.unic-size992 then hit 'Add to Selected Reflex/Chunk' and hit 'Add meta to map' or if adding to a current reflexive just instead of selecting the header select the Reflex so If I added a new Mach Pallete reflex from a SP map I would highlight 'Mach Pallete' and add to that..
---Notes
-Save meta saves the whole [scnr] tag info..
-Can't have more then 99 chunks to the [scnr] to spawning reflexives.
Basic understanding of Library Files
.::Anthony::.
http://files.halomods.com/download.php?id=52004
Another Example on how to use library files
.::LuxuriousMeat::.
http://www.haloplugins.com/forums/index ... wtopic=150
File Replacer for Perfect Model injection::
By ::Dec1234:: And ::The-Gaurdians::
And for all the people now working with perfect model injection my good friend The-guardians Created this app to help people get rid of different files when injecting a model over a vehicle. when you thois you my get up to 60 useless .obj files that you dont want and this could take ages to null out or get rid of. so what you do is create a tiny box in milkshape, export as .obj somewere then open file replacer and replace all the ones your using or not using with the selected .obj's
If you do not understand what this does or how it helps just aim me.
Special Thanks To,
Pokecancer the app that this is for Very Happy
The-Guardians for this app
http://files.halomods.com/download.php?id=52006 (source code for file replacer)
http://files.halomods.com/download.php?id=52007 (file Replacer)
Add New "New" "Things" to a map
.::.Mr. Balll.::.
Adding new 'things'
Needed program- Entity
Update was getting rid of Insolence and just swapping in Entity. This part of the update was found by PyroBlizzard.
Make sure you start off with a clean map.
In this tut I will add a few more Wraiths to the map, but you can add whatever you want.
Ok start off by opening Entity. Then go the itmc tag and choose a weapon, doesn't matter which one.
Then Right Click it and select Duplicate.

Then it will duplicate the weapon and when its done a box will pop up saying Done. Click ok and see if your newly duplicated item is there. It should
have a (1) on the end, unless you've made more than one copy of it.

After that click the Save button in Entity.
Now while still in in the itmc tag click the duplicated weapon, red in the picture. Now on the right side of Entity, where it displays the Description and Offset and the others, click the item permutations and right click it and click Display then click Idents.

Now you will see the text 'Item' in the left side. Click it so its highlighted in blue.

Then right click it and click Swap. After that a little box will come up.
Change all that around until you find what you want, mine will be the wraith. After you find what you want click Swap idents.

Then click the Save button no the right side. Now open the scnr tag, red in the pic, and go to the Netgame Equipment, red in picture
and Right Click it and click Clone Chunks. Then a little box will pop up called the Chunk Cloner. Clone as many items as you want, so 5
chunks will make the map have 5 more Wraiths, or whatever you pick.

After you find your specified number click Add Chunks To Tag. After 15-30 seconds a box will pop up saying Done. Then save the changes.
Ok now while still in the scnr tag right click and Click Display then Idents.

Now you will see a lot of scens, ligh, and other tags. All you need to worry about are the itmc