How to add Jahrains "Lost Spartan" to a MP map

Tutorials for the PC version of Halo 1.
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Pepsi




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How to add Jahrains "Lost Spartan" to a MP map

Post by Pepsi »

first off, download this: http://pepness.net/misc/jahrainbiped.rar

Now that you have that extract it. there should be two folders

"Bitmaps"
"hc3_mc"

Now make two folders on your desktop. Name one "build" and one "bsp".

Then we want to put a CLEAN UNMODDED mp map into the build folder. For this tut we will use bloodgulch or "BG" cause i dont want to type out "bloodgulch" a bunch of times.

open hmt and open the BG from your build folder into hmt.

when the BG is loaded in hmt go to "tools" then to " extract" then "batch extract". Choose the "build" folder as your "extract to folder. then check the box for "extract metadata:. then click "start batch extraction and let it run its course till it says its done.

Next we want to go to "tools" again and this time go to "extract" then "bsp/model selections". choose your "bsp" folder you made for the extract folder for this and let it extract.

NOW!

the folder that came from the download .rar had a folder in it named "h3c_mc". you want to open your "build" folder then go into your "characters" folder and and put the "h3c_mc" in the characters folder.

now we want to go to "tools" again and this time go to "model decrapper/bsp builder" a pop up box will appear and you want to add the three files in your "bsp" folder you made for the three fields asking for files.

they should be..
existing vertex area needs from your "bsp" folder-
"bloodgulch.verticies"

existing index area needs from your "bsp" folder-
"bloodgulch.indicies"

existing bsp block area needs from your "bsp" folder-
"bloodgulch.spsb"

once thoes are entered then in the big white box left click it and choose "add". you want to navigate to your "build" folder you made, then into the "characters" folder, then into the "h3c_mc" folder and choose the only file in there able to select. im doing this from memory so i dont remember the exact name but i know it has "mod2" in the name of it.

after you have selected that one file click the "de-crap these models ...yadada" button on the bottom.

next you have to open your "bsp" folder you made and you will find 3 new files in there. one of them should be named something like "bloosgulch.sbsp.meta" right click it and choose copy.

then you want to open the "build" folder you made and go to "levels" then to "test" then into the "bloodgulch" folder. right click and choose paste. it will ask "do you want to overwrite?" and choose yes.

now we want to go back to hmt and choose "tools" then "rebuild map".

where it says "original map" we want to browse and go to the "build folder" you made and choose that stock clean BG map you placed in there at the beginning.

when you choose the BG for this it will ask if you want to automatically fill in the fields. choose yes to this.

now down bottom there is a white box for "additional files". click add and go into your "build" folder, then into your "characters" folder, then into the "hc3_mc" folder and choose the file with "mod2" in it.

then click build in the top right corner.

during the build you will get promts asking for stuff.

when it asks to use some new offset values choose "yes".

it will ask if there are new indicies to add choose "yes" and go into your "bsp" folder and choose the file with "indicies.new" on it.

it will ask if there are new verticies to add choose "yes" and go into your "bsp" folder and choose the file with "verticies.new" on it.

now wait for it to finish.

now that its finished open hht. in hht open a file in your "build" folder you made named something like "bloodgulch.map.rebuilt.map".

once its opened in hht go to the [biped] tag in the "tag viewer" area. then when that open go to "characters\cyborg\cyborg" click it. to the right under "dependacy swapper" choose the dependacy with "mod2" in front of it. swap that with one in the drop down list named "characters\h3c_mc\h3c_mc". make sure you click "swap" so the effect takes place.

now do the same thing for the "characters\cyborg_mp\cyborg_mp" in the tag viewer under the [biped] tag i just said. when done close hht.

now go into that build folder and rename the rebuilt map simply to "bloodgulch.map". now place that map into your halo maps folder.

final step is to open that bloodgulch.map in hmt and add the bitmaps for the cyborg and multipurpose. these new skins are found in the "bitmaps" folder in the .rar you downloaded from the very beginning.

there ya go.
follow it word for word and you have a new MC in your map.

enjoi

p.s. if something is off a little remind you i typed this from complete memory ok...?
Last edited by Pepsi on Thu Jan 03, 2008 5:38 pm, edited 1 time in total.
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Darkness202





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Post by Darkness202 »

whoops nm you included it i just read it too fast
yay no more questions
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Philly




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Post by Philly »

Well done! Now I have an excuse to flame people who don't know how to add add-ons! :P
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iggy202





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Post by iggy202 »

thank you for making a noob friendly tut thank you!!!!
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super_man916





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Post by super_man916 »

pretty darn detailed but i messed up somewhere cause i cant import bitmaps and it also says that im missing one of my map files but im sure i can fix it
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Post by GRDDESTROYER »

WOW!! its soooo easy

"A dependecy was referenced that does not exist"?

then it says about blood.xml file

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[betray_crysis]





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Post by [betray_crysis] »

Wish it had fp arms too. But oh well, this is really awesome. I'm rebuilding my map right now.
skeli





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Post by skeli »

this works but doesnt, i know that doesnt make sense, but what i mean is i can do pmi second nature, but whenever this finishes rebuilding, in the bipd, it shows no new tags added as stated, yet the map is in fact 2mb larger then it once was so the code is there yet it doesnt show up in hht, or hmt. i would love if someone could explain why this happens. btw if this makes a difference im doing this for hangem high (i know certain maps have to have scenary which need to be rebuilt back into the map like ice fields and sidewinder cause of that tree)
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Post by joemammy47 »

its not going to be under your biped tag. This is only the model. It will end up in the mod2 section and you replace the old biped mod2 with the new one
then swap the skins :D
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Post by hiheyhello »

dont forget to rename the mapname.rebuild.map to mapname.map thats probably the problem, and this does work iv'e done it a numurous amount of times
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