[SICK TUT] Halo PC ADVANCED Modding Tutorial UPDATE!!

Tutorials for the PC version of Halo 1.
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iPod
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[SICK TUT] Halo PC ADVANCED Modding Tutorial UPDATE!!

Post by iPod »

Advanced Tutorial With iPod. Please check for my expert modding tutorial coming soon, and one that is out now is the Basic modding tutorial!

NOTE TO READER: I attempted to add pictures, but for some reason I don't know how :? so that is why this spaces in the skinning tutorial and colans for no reason.

P.S Excuse my certain bad grammer in some areas, it took me a long time, and I have a crapp computer, so eventually i got lazy, and also i had to make like 12 updates so please appcreciate my hard work. ~ iPod



Looking Back At What We've Learned

Ok over my past tutorials we have learned about: basic projectiles, making auto weapons, changing jump height and MC's running speed, and so much more. Now it's time to take it to the next level, this is for the people who have mastered the basics and are ready for the next step. In this advanced tutorial you will learn more about projectiles, a skinning tutorial, ok change of plans I'm going to do a PMI Tut instead! And some other stuff.


1. To learn more about projectiles you are going to have to download this weapon plugin for hmt: (put this in your HMT 3.5 folder) http://halopc.net/pctools/download.php? ... plugin.rar

2. Ok so were going to change some cool stuff now, alright first for frags. Go to [proj] (21) and click on frag gernade, with this plugin it will allow you to change MANY more things about projectiles, and weapons. Scroll down until you find the detonation time, change it to 0.10. Then scroll down and check off sticks to things, this will make your frag gernade stick to walls the ground, and even enemies!

The Skinning Tut (Class: Begginer/Advanced)

For this tutorial I will be using paint instead of Photoshop, the reason being it is easier for me, but may not be for you, but it can help you with both!

You will need:
Halo Trial/Halo fullversion
HMT 3.5 (can be found in the Tools and Apps forum)
Paint (comes with Windows)
Dxtbmp(can be found in the Tools and Apps forum)

Yes, you heard right. This skinning tutorial can be done only by using paint!!!

Well, let's get started,
First open bloodgulch.map (for example), in HMT 3.5.



Now, open bitamps and browse down untill u find /rwarthog/bitamps/rwarthog, click on it :



Next, click save texture and save it to your desktop:



Now close HTM and open DxtBmp (after downloading it, it would look like an airplane icon): click open:



Now, where it says type of files, select DDs Texture :



Now u can see ur rwarthog1 file, select that and open it:



Now befor u do anything else, make a copy of paint in ur desktop.
Than, get back to Dxtbmp again and click on prefs/select editor/select paint locateds in ur desktop :





Than, click on Image and click on send to editor:



Now it would open paint, look like this:



Use pencil, paint brush and other tools to change the colours or simply press ctr+i which will look like :



Next, save it as rwarthog1.dds.1.dds on the desktop and close paint:



Now open Dxtbmp, click on file/open and this time, where it says files of type, click on extended bitamps:



Select rwarthog1.dds.1.dds(bmp file) and click open:


Now, go to files, select save as and save it as dds texture:



Select the original rwarthog.dds 1 or something located on ur desktop, click save, if it asks u want to overwrite, say yes:



open HTM again, click on bitamps,find /rwarthog/bitamps/rwarthog, click on it and this time, click on inject texture instead of save texture, find rwarthog1.dds.1.dds from ur desktop (the original file that u overwritted it with another file) :



now u will see: simpy save ur work now :



Now close HTM 3.5 and there u have it!!!! Now u have a new skin for rwarthog by using paint and Dxtbmp!!!!!! :lol: :wink: :roll: 8) :idea:

Enjoy!!!!!


The PMI Tutorial (Class: Advanced/Mild Expert)


For this tut I'm going to PMI/AI a Hunter into Bloodgulch! So enjoy this VERY THOROUGH TUT!

1.Make a new folder on the desktop named project

2.Open the project folder and make 4 new folders

3.Build, Batch Extract, BSP, and New Items then go into New items & make Hunter

4.Take A FRESH(this is crucial) copy of the map your pming into

5.And place it into the build folder then open hmt 3.5

6.Open the map you just put in build and goto tools>extract>batch extract

7.check extract metadata and click extract and extract it to Batch Extract

8.When complete close the window.

9.Goto Tools>extract>BSP/Model sections and extract it to BSP

10.Open B30.map and goto the ACTR section and select hunter

11.check recursive and click save meta

12.save the meta in the project>new items>hunter folder

13.Now goto ACTV section and select hunter

14.check recursive and click save meta

15.save the meta in the project>new items>hunter folder again!

16.goto BIPD and select hunter

17.check recursive and click save meta

18.save the meta in the project>new items>hunter folder Again Again!

19.goto tools>generate raw model offsets list and save to desktop or whateva

20.goto tools>extract>raw model then open the CSV and select our offsets

21.Find Hunter and extract it to new items>Hunter>characters>Hunter

22.now close this window and goto tools>decrap raw models

23.Right click on the box and goto new items>hunter>characters>hunter add the raw model (hunter.mod2.meta)

24.in the existing vertex area box hit browse goto BSP and select whats there

25.in the existing index areabox hit browse goto BSP and select whats there again

26.do the same for the last box then hit decrap And Build A New BSP chunk

27.Go into your project folder goto BSP find Bloodgulch.sbsp.meta and copy it

28.then goto Batch Extract folder then levels>test>bloodgulch and past it there

29.place all the contents of the Hunters folder and all of the batch folder into build

30.goto rebuild map for original map goto build and select bloodgulch.map and select yes to auto fill in then goto Add and find build>characters>hunter and add all the files in the main folder and sub-folders

31.Hit Build when the window pops up for new vertex area hit yes and browse to BSP and select Bloodgulch.verticies.new

32.it will ask you if theres a new index area hit yes and browse to BSP again and select Bloodgulch.indicies.new

33.Hit yes to use modified start offset and BAM! your done


Tut by: iPod, HPC Account: XxKillaxX, and iPod.
Last edited by iPod on Tue Jan 02, 2007 7:19 pm, edited 5 times in total.
hmmm
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Post by iPod »

now it is done
hmmm
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Post by noobsrule »

For the one where you put the hunter into blood gulch, I have two questions.
Do you rebuild the bloodgulch map or the b30 map?
And also, do you need to add the new vertex area and index area? Because mine never asked me for either of them.
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Post by )John( »

ok. loaded game.. loaded map..

no hunters? am i missing something..
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Post by {TLS} UPSman »

noobsrule wrote: Do you rebuild the bloodgulch map or the b30 map?
B30.map is what you would call the "donor" map, which means that you are taking the Hunters FROM that map. You want to rebuild Blood Gulch.
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Post by noobsrule »

You only answered one of my questions.
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Post by Bownok »

Ipod I just have to say one words to you:Awesome tut. But I still got one question. How do I put ai into my modded map?
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Post by TomClancey »

Don't bump 2 month old topics. And if the map is rebuilt, it can't be rebuilt again. Have to do all the PMI's in one PMI.
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Post by thearbiter »

u can only rebuild a map once. you need to put everything in the first time u rebuild and u can put in anything u want at once.
Sig over file size limit.
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Post by iPod »

Ok someone said they want to klnow how to put in ai, i cant explain it to you right now, but I'll try and make a tutorial.
hmmm
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?

Post by spartankiller117 »

ok people i really need help every time i try to pmi anything when i hit rebuild it brings up an error that says lots of stuff about a jit debugger plzz im clueless someone help me
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Post by Veegie »

Call 911 because this tutorial is fucking sick!
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