Page 1 of 3

[ CougAr's Idiot Proof Larger BSP Conversion Guide ]

Posted: Sat Mar 24, 2007 9:17 pm
by JacksonCougAr
[ CougAr's Idiot Proof Larger BSP Conversion Guide ]
And yet I feel like some people still might get it to work for them >_<


Updates:
September 29, 2007: Added Death-Zone information.


[ Basic SP -> MP Rebuilding ]

Step 1.) Make Folder Named: "Halo 2 BSP Conversion".
Step 2.) Now Inside of That Folder Make Another Folder Named: "Halo 2 Maps".
Step 3.) Now put Copies of all of your halo 2 maps in here. Make sure your using clean maps.
Step 4.) Now Make a Folder Named: "Applications".
Step 5.) Now Download THIS, THIS, and THIS, and Maybe THIS as Well to Your "Applications" Folder. Extract each program to a separate folder.
Step 6.) Open up the H2 Map-Checker and make sure all your maps are clean.
Step 7.) Now Open up H2Core and open the map that you will use as a basemap for the converted BSP.
Step 8.) Go to Map --> Decompile.
Step 9.) Wait...
Step 10.) When a box pops up saying "done" and a time-stamp below it press "enter".
Step 11.) Open up the map with a BSP you want to 'try' to convert to a multiplayer map.
Step 12.) Go to the SBSP tag and click on the BSP you want.
Step 13.) Go to Meta --> Decompile.
Step 14.) Go to Meta --> Decompile Recursive.
Step 15.) Go to the LTMP tag and click on the lightmap that corresponds to the BSP you decompiled.
Step 13.) Go to Meta --> Decompile.
Step 14.) Go to Meta --> Decompile Recursive.
Step 15.) Open up H2Guerilla.
Step 16.) Open up the scenery tag of the basemap you'll be using for the conversion. (Go to C:\tags\h2\scenario\multi\mapname\mapname.scenerio).
Step 17.) Scroll down until you see this:
Image
Step 18.) Just click on the: Image And change the current BSP's and Lightmaps to the BSP of the campaign level and the Lightmap of the campaign level.
Step 19.) Go to File --> Save.
Step 20.) Open H2Core again.
Step 21.) Open the basemap you are using.
Step 22.) Go to Map --> Rebuild.
Step 23.) Check all the boxes and find the scenario of your basemap ( c:\h2\scenarios\multi\mapname\mapname.scenario).
Image
Step 24.) Press "Rebuild".
Step 25.) Wait...
Step 26.) When a box pops up saying "done" and a time-stamp below it press "enter".
Step 27.) Edit player spawn, weapon spawn, collection spawn, or whatever other spawns you need to edit to make the map a fully functional halo 2 multiplayer map.

[ Things to Try if This Does Not Work ]

1.) Try it again
2.) Delete the entire "tags" folder from the "C:\" drive and repeat steps 7-27
3.) When rebuilding map try not selecting machs, sound scenery, or looping sounds in the rebuilder dialog.
4.) Try to find the BSP converted map HERE and just patch it to the correct basemap.

[ Death-Zones ]

[ Proper method ]

Image
Step 1.) Simply use the updated version of H2C and select the option for building in death-zones when you rebuild in step# 24 of basic SP -> MP BSP rebuilding.

[ Improper Method ]

Step 1.) Use Gemini* as the basemap when doing the basic SP -> MP BSP rebuilding guide.

Since Gemini's death-zone is so large it is really only ideal if you want to block off a large section of map, or create a limit to the players height or depth in relation to the BSP.

You can do something more though if you want to add a death-zone for at the end of a corridor or at some other location you do not want the player to get at, or the normal Gemini death-zone is just the wrong size.

[ Add More Death-Zones ]

Step 1.) Open your rebuilt map in Entity 1.3.9 and go to the scenario tag.
Step 2.) Go to Meta Tools -> Reference editor.
Step 3.) Right click -> Chunk Cloner
Step 4.) Scroll down until you see the reflexive named "Death Zones".
Step 5.) Expand this reflexive by clicking on the "+" button.
Step 6.) Highlight the death-zone chunk named "kill-balcony". Which is Gemini's death-zone.
Step 7.) Press the button labelled "Copy To Clip Board".
Step 8.) Press the button labelled "Add To Selected Reflex/Chunk".
Step 9.) Press the button labelled "Add Meta To Map".

You just added another death-zone to you map! however it will spawn in the exact same place as the original one so you will not be able to see a difference in-game or in Entitys BSP viewer until you change where it spawn/or its size.

[ Resizing Death-Zones ]

As I mentioned earlier Gemini's death-zone is very big so if you plan on using it to block out a small location then you will probably have to re-size it.

Step 1.) Open your rebuilt map in Entity 1.3.9 and go to the scenario tag.
Step 2.) Go to Meta Tools -> Meta Editor.
Step 3.) Scroll down to the death-zone reflexive:
Image
Step 4.) Adjust values 4, 5, and 6 to resize the death-zone. Bigger number equals bigger death-zone. Smaller Number equals smaller death-zone.
Step 5.) Go into Entitys BSP viewer and check to see if it is the right size.
Step 6.) Repeat Steps# 4 and 5 until the size is perfect.

You should now have a perfectly sized death-zone for whatever your needs may be. However you may have noticed that it isn't in the right position on your BSP anymore. We will fix this by adjusting the world coordinates of the death-zone.

[ Moving Death-Zones ]

As I mentioned before your deathzone may not be placed properly on your map so you need to move it. We achieve this my editing the world coords of the deathzone using a combination of entitys BSP viewer and entitys Meta editor.

Step 1.) Open your rebuilt map in Entity 1.3.9 and go to the scenario tag.
Step 2.) Go into Entitys BSP viewer.
Step 3.) Select the deathzone that you need to move.
Note: insert help text here.
Step 3.) Move the deathzone to where you want it.
Step 4.) Record the X, Y, and Z coords at the bottom of the screen.
Step 5.) Go into Entitys BSP viewer and check to see if it is the right size.
Step 6.) Repeat Steps# 4 and 5 until the size is perfect.

You should now have a perfectly sized death-zone for whatever your needs may be. However you may have noticed that it isn't in the right position on your BSP anymore. We will fix this by adjusting the world coordinates of the death-zone.

Posted: Sat Mar 24, 2007 9:48 pm
by Domnio
:shock: HERE GOES NOTHING *jumps off a cliff hoping a soft pillow of a working bsp coverionness safly breaks my near death fall*

but since it's like 1:45 in the morning I will go sky diving tomarrow first thing in the morning :wink:

night night! and thank you for taking time outta ur day for me and other noobs :) even if it doesnt work for me(wich i REALLY hope it does) I will consider you "Cougar....helper ofith the noobiths" :lol:

-THANKS!!!!!!1111 :D

Posted: Sat Mar 24, 2007 9:55 pm
by JacksonCougAr
lol, no problem man 8) . I actually enjoyed writing this tutorial as it gave me an excuse to take a break from dealing with my current mod :wink: .

Posted: Sun Mar 25, 2007 7:23 am
by Domnio
I have one question when it says choose the SP bsp u want do I click

meta>decompile>Decompile recusivly?

or do I....

meta>decompile>decompile

then click

meta>decompile>decomple recusivly?

Posted: Sun Mar 25, 2007 10:31 am
by JacksonCougAr
you compile then compile recursivly

Posted: Sun Mar 25, 2007 10:38 am
by Domnio
ok thnx

Posted: Sun Mar 25, 2007 11:32 am
by Crazy_Colombiano
if it is idiot proof why dont i understand it
j/p man nice tut

Posted: Sun Mar 25, 2007 12:01 pm
by Benjyp
well i have officialy defeated the idiot proof tutorial. I guess i'm just dumber than idiot. Every time i try to open the map in the entity 1.3 bsp viewer i get something about a non-negative number required and if i try clicking anything else i get about 10 messages informing me of broken idents. I'm running XP home edition if that has anything in the world to do with it, any suggestions? After you get the done message after rebuilding the map is there any "proper" way of closing the program besides just clicking the X in the top right corner? Well anyway, this is a pretty easy to follow tutorial and i appreciate the time and effort you put into it, thanks. :D

Posted: Sun Mar 25, 2007 12:07 pm
by Domnio
OMG!!!!! IT DIDNT F**K WORK!!!!



....lol jk THANK YOU SO MUCH DUDE I LOVE U(in a non-homosexual way)

but THANK YOU SO MUCH But!



when I view bsp the viewer works but when im view the bsp it goes .:EXTREAMLY SLOW:. and I cant even really work in it did i do something wrong? or is it just because my computer is overheated an slow?

Posted: Sun Mar 25, 2007 12:42 pm
by Domnio
alright I used my old entity and it wasnt as slow and I got it to work but when I go to a certain place in the bsp it freezes but someone told me that its because thats were the old bsp used to be....

o yea...there was hud but no fp models for the elite how would one fix that

Posted: Wed Mar 28, 2007 3:08 pm
by JacksonCougAr
>_< the slowness of the BSP viewer is caused by the fact that its a much larger BSP and your computer probably doesn't have good hardware. As for FP models I have no clue except to say that you should just repeat the entire thing and uncheck some boxes to see if that helps; or just ask someone more knowledgeable about that...

Posted: Wed Mar 28, 2007 4:04 pm
by StalkingGrunt911
The reason your FP models for the Elite isn't showing up is because your probably using a BSP that you played as the Master Chief. It's really easy to fix, all you need to do is go to the [weap] tag of your map in Entity. You then Right Click>Display>Show Indents. Then find Model[1] (1 is for Elite's, 0 is for Spartans). Now just set it to the correct FP model and it should be fixed. Sometimes you will need to transfer over the weapon to your map then set it, but don't worry it don't add much to your map because it's just overwriting existing tags. You will also want to set the Animation[1] (1 is for Elite's, 0 is for Spartans). So you can reload, throw grenades etc. That should fix your problem. :wink:

Posted: Wed Mar 28, 2007 7:10 pm
by Domnio
StalkingGrunt911 wrote:The reason your FP models for the Elite isn't showing up is because your probably using a BSP that you played as the Master Chief. It's really easy to fix, all you need to do is go to the [weap] tag of your map in Entity. You then Right Click>Display>Show Indents. Then find Model[1] (1 is for Elite's, 0 is for Spartans). Now just set it to the correct FP model and it should be fixed. Sometimes you will need to transfer over the weapon to your map then set it, but don't worry it don't add much to your map because it's just overwriting existing tags. You will also want to set the Animation[1] (1 is for Elite's, 0 is for Spartans). So you can reload, throw grenades etc. That should fix your problem. :wink:
mmmm it that woked thnx HALOMODS IS THE best no im sorry T! H! E! best

Posted: Thu Mar 29, 2007 3:56 pm
by BADSMILEY
Benjyp wrote:well i have officialy defeated the idiot proof tutorial. I guess i'm just dumber than idiot. Every time i try to open the map in the entity 1.3 bsp viewer i get something about a non-negative number required and if i try clicking anything else i get about 10 messages informing me of broken idents. I'm running XP home edition if that has anything in the world to do with it, any suggestions? After you get the done message after rebuilding the map is there any "proper" way of closing the program besides just clicking the X in the top right corner? Well anyway, this is a pretty easy to follow tutorial and i appreciate the time and effort you put into it, thanks. :D
HOLY CRAP THAT IS THE SAME EXACT PROBLEM I HAVE
Can some extremely smart human being help this guy and me BADSMILEY out?????????

Posted: Thu Mar 29, 2007 6:14 pm
by Domnio
Bsp

Step *.) Go to Meta>Decompile>Decompile.

wait........Done!

Step *.) Go to Meta>Decompile>Decompile Recursive.

wait........Done!

Lightmap

Step *.) Go to Meta>Decompile>Decompile.

wait........Done!

Step *.) Go to Meta>Decompile>Decompile Recursive.

wait........Done!

Posted: Thu Mar 29, 2007 6:20 pm
by -DeToX-
BADSMILEY wrote:
Benjyp wrote:well i have officialy defeated the idiot proof tutorial. I guess i'm just dumber than idiot. Every time i try to open the map in the entity 1.3 bsp viewer i get something about a non-negative number required and if i try clicking anything else i get about 10 messages informing me of broken idents. I'm running XP home edition if that has anything in the world to do with it, any suggestions? After you get the done message after rebuilding the map is there any "proper" way of closing the program besides just clicking the X in the top right corner? Well anyway, this is a pretty easy to follow tutorial and i appreciate the time and effort you put into it, thanks. :D
HOLY CRAP THAT IS THE SAME EXACT PROBLEM I HAVE
Can some extremely smart human being help this guy and me BADSMILEY out?????????
Is the app on a different drive then your maps? Try putting the apps and maps on the default drive. I know I fixed iGeo's Entity chunkcloning problems that way.

Posted: Thu Mar 29, 2007 6:39 pm
by JacksonCougAr
:o That could explain some of my problems that I have had with some Entitys...

Posted: Fri Mar 30, 2007 4:40 pm
by BADSMILEY
yes they both are on my desktop and saved there :(

Posted: Fri Mar 30, 2007 8:22 pm
by fergie4000
hmm i get errors when trying to rebuild it. i tried doing all the steps again twice, tried not selecting the things you said not to. i still get errors.

Posted: Fri Mar 30, 2007 9:43 pm
by JacksonCougAr
Your maps are clean? (And if they are then try using the other H2Core that I gave a link too...)