HMT: PMI Simplified (Updated)

Tutorials for the PC version of Halo 1.
__Blaz0__




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Post by __Blaz0__ »

Ok, I followed this... everything went well.. I added the peli, covie d-ship, lifepod and a few other models. I went into SE and added the tags for them. The map rebuild went fine. The size is clearly larger because of the added things. When i test the map(after swapping a vehicle for lets say peli) the new vehicle(peli) doesnt show up in game.. it plays fine, however it isnt there. All of the models i added show up in the model folder in SE as well, I even 2x checked the map in SE to see if i saved and they show up as lil boxes in SE(which is fine for me). Just don't show up.

Is this a problem of where i set the spawn point of the vehicle? Should it be above map? Because i have had problems in the past with platforms disappearing if too far intersecting with BSP. Any help is much appreciated. I want to move on to other ideas, but can't move until I get this nailed down.

__Blaz0__
Dark Cloud




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Post by Dark Cloud »

I've had problems with doing that... the best way to fix it is to just swap vehicles in HMT... or scenery, or whatever. :)
__Blaz0__




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Post by __Blaz0__ »

is it workin for others tho? it seems like it shouldnt be too bad. Have you been able to swap out peli for another vehicle? Also does it have anything to do with the amount of vehicles already in map? Maybe if I have too many other vehi it wont come in.? I'm gonna try to elimate all other vehicles cept that one and see what happens.

__Blaz0__
Dark Cloud




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Post by Dark Cloud »

I think that the limit of vehicles was a problem. Mono said that he found a way around that for AotCR, but he never told anyone how, or at least if he did, they've been quiet about it.

And I have swapped a vehicle for the Pelican, yes.
__Blaz0__




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Post by __Blaz0__ »

ok, cause i have been lookin at original map files in SE. Let's say BG. If you open BG and click on vehicles, you should(in theory) be able to simply swap out ghost for covei-turret. What I noticed is the covie turret isn't in there to swap out until you add the tag to scenario. Halo must have it's own way of swapping this out in-game because turrets are an in-game option. I am gonna try to simply swap out for tank now and see how goes.

__Blaz0__
__Blaz0__




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Post by __Blaz0__ »

update... i got the peli in now by swapping with tank.. only thing is i have to muck with to get in the suckaa

__Blaz0__
__Blaz0__




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Post by __Blaz0__ »

Thx for the tut Dark Cloud. I got it worked out now. Peli is flyin high in BG. Now time to move to the main goal......
IWTPH2




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Post by IWTPH2 »

Yes!!!! Finally! It worked, I got the pelican in completly perfectly, thanx, this tut was realy helpfull :D

Now I shall start work on the mod that has been in my head for a very long time...
Dark Cloud




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Post by Dark Cloud »

lol... Don't make me tell you you goofed up.. :roll:

But how'd you get that, and how'd you get the Ghost's crosshair? :shock:
Skarclaw





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Post by Skarclaw »

k, so I extract the .vech tag, and the model(pc)

Do I need to extract the crashed pelican colliosion model, so people can get in the back?

and then when the rebuilding is successful, I swap it for, a rock.

Have I missed out anything that I should do, but aint in the tut.
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PRiMoiCoN





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Post by PRiMoiCoN »

[gx]aaron wrote:hmmmm... was this suposed to happen when i get close the pelican i injected?
the reason why it did that was because

A) you added too many things when you were rebuilding
or
B) you screwed up with the PMI somehow
Dark Cloud




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Post by Dark Cloud »

Skarclaw, if you want people to be able to get in the back, then yes, extract the crashed collision model.

And you don't have to swap it for a rock. Just swapping for another vehicles would work also.
Dark Cloud




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Post by Dark Cloud »

It depends... if adding a mod would require you to batch extract the map and rebuild it again, then no. PPF patches will/should work though.
__Blaz0__




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Post by __Blaz0__ »

Skarclaw, if you want people to be able to get in the back, then yes, extract the crashed collision model.
Before I changed some things the only seat I could get in was in back. That was with the regular pelican model. Haven't tested with multiple people yet, but I know I can get in there. Did I do sumthin diff?


__Blaz0__
Deceptoris





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Post by Deceptoris »

Dark Cloud wrote:I honestly would, but every last video recording tool I've found for free, and even one I purchased (Fraps was a waste of money, damnit...), has lagged my screen so badly that it's unbearable.
then you should save up and buy a better graphics card.
Bonus Onus





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bots

Post by Bonus Onus »

for injecting bipeds (bots), should i save the meta of the actv tag or the mod 2 tag? it seems like the mod 2 is needed but i was able to do it with the actv tag, and perfect results. so basically, how is mod2 different from actv when extractiong bipeds?
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Dark Cloud




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Post by Dark Cloud »

Whoa... keep in mind, Bipeds are NOT AI. They are simply the character, and have no AI programmed into them. The Actor Varient is the main thing for AI making. Thats the AI programming right there.

The mod2 is the model of course. And generally, if you add a tag under additional files, all it's dependencies will come along too. However, I have you add individual things that might normally be added automatically in the tutorial, but that is for:

1.) Good measure.
2.) Good measure again. Anything that can stop questions pooring into me on AIM is worth putting in the tutorial. :roll:
richardcypher101





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Post by richardcypher101 »

Hmm, strange. Everytime I get the Covenant Drop Ship into Death Island, I can see it in the list of models in Spark Edit, but when I go to switch a vehicle, the list is all screwy and doesnt contain the drop ship. Ah well, time to try again I guess.

-Rich
Bonus Onus





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mod2/actv

Post by Bonus Onus »

ya for bots, you need the actv tag as the main thing you are working with otherwise you cant swap it into the map
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Dark Cloud




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Post by Dark Cloud »

Hmm, strange. Everytime I get the Covenant Drop Ship into Death Island, I can see it in the list of models in Spark Edit, but when I go to switch a vehicle, the list is all screwy and doesnt contain the drop ship. Ah well, time to try again I guess.

-Rich
Ah... see, you forgot to do PMI for the model of the turret on the covenant dropship! Just look at the gun part of the dropship in a SP level. A chunk is missing out of it. There is a seperate model for it as well, as you forgot to do PMI with it.

Don't feel bad...

I did is 6 times.

x.x
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