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ODST in MP with Entity 1.3

Posted: Thu Feb 15, 2007 10:41 am
by kibito87
Open 05a_deltaapproach.map.
Click recursive and parsed.
Navigate to the marine's hlmt tag.
Save the tag to your computer.
Open the map you are modding.
Check revursive and parsed.
Hi the build button and find the marine's hlmt tag.
Let it build into the map.
Uncheck Recursive and parsed.
Go to the mastercheif_mp bipd tag.
Right click and press Display > Idents.
The first selection you should see is the hlmt.
Right click on it and press swap.
Choose the marines tag and press swap.
Go to the marines hlmt tag and select it.
Now go to the Tools - Meta Editor.
Now look under Variation.
Go down to chunk 5, and you will see "odst_cky".
Change it to "default. Save.
Now where you went to view the Meta Editor (Tools), choose the first option. Which (don't have entity at the moment) I think is reference.
Still in the marine hlmt, there is a blank space at Offset 144.
Make that udlg - sound\dialog\combat\masterchief.
Make sure all of the marine udlg sounds - sound\dialog\combat\masterchief.
Now go back to the Meta Editor.
Change: Health (no shields) - 45.
Shield - 70
Shield Recharge Time - 5.
Shield Recharge Rate - 0.5
Damage Caused - 0
Shield Noise - energy_shield_thin_hum_masterchief.
Now we have to fix the shaders and effects.
Upper left hand corner click Tools > Reference Editor.
Right click and Display > Idents again.
Look for each of these offsets and change them to what I have.
Offset 152: shad - objects\characters\masterchief\shaders\active_camo
Offset 5232: shad - objects\characters\masterchief\shaders\masterchief_plasma_shield_change_color_fp
Offset 5240: shad - objects\characters\masterchief\shaders\masterchief_plasma_shield_change_color
Offset 5280: effe - effects\objects\characters\masterchief\masterchief_shield_depletion
Offset 5288: effe - effects\objects\characters\masterchief\shield_recharge
Offset 5340: shad - objects\characters\masterchief\shaders\materchief_overshield_fp
Offset 5348: shad - objects\characters\masterchief\shaders\materchief_overshield

Posted: Sun Mar 25, 2007 3:30 pm
by sneakyn8
i did this and everything worked perfectly except he had a corrupted bitmap

Posted: Sun Mar 25, 2007 9:50 pm
by kibito87
Good to hear it worked but the corrupted bitmap is a problem elsewhere. Not sure why you would get that. Just try again I suppose.

Posted: Sun Mar 25, 2007 10:11 pm
by StalkingGrunt911
Nice tutorial Kibito.

Posted: Sun Mar 25, 2007 10:23 pm
by Th2mods
nicely laid out

Posted: Wed Mar 28, 2007 9:19 pm
by kibito87
My thanks boys.

Posted: Wed Dec 17, 2008 1:30 pm
by crimsontgr
Whenever I rebuild the map, it breaks idents. Any ideas on why?

Posted: Wed Dec 17, 2008 1:40 pm
by Eaton
crimsontgr wrote:Whenever I rebuild the map, it breaks idents. Any ideas on why?
Please don't bump old threads. It could be your version of Entity and or your plugins.

Posted: Wed Dec 17, 2008 1:50 pm
by crimsontgr
It shouldn't matter if It is an old thread, if I don't understand why I am having problems. Do you expect me to make a new thread instead of just using an existing one? I'm sorry that I didn't look at the date, but it still shouldn't matter.....

I am using the Entity from the UMP v5 by keasla. There isn't another rebuild option is there?

Posted: Wed Dec 17, 2008 2:03 pm
by Eaton
Use this Entity: http://forums.halomods.com/viewtopic.php?t=58976
Along with these completed plugins: http://forums.halomods.com/viewtopic.php?t=74657

That should fix it.