How to add a pelican that allows you to walk in the back!
Posted: Wed Mar 21, 2007 7:26 pm
Tools needed:
HMT
HHT
Sparkedit
-------------------
0. Make 1 folder named mod, with 4 subfolders on your desktop (build, pelican, crashed pelican, vib)
1. open up bloodgulch in hmt (on vista open hmt as an administrator [right click hmt])
2. make sure the bloodgulch is unmodded.
3. with your unmodded bloodgulch click Tools->Extract->Batch Extract
4. click extract meta date, and browse to your build folder. Press 'Start Batch Extraction'.
5. When extraction is completed, click Tools->Extract->BSP/Model Selections, choose the vib file and extract.
6. Close bloodgulch after you have batch extracted the map, and extracted the BSP/Model Selections.
7. Open B30. Go to the scenery tag and select Crashed Pelican (or something), and click recursive button and press save meta.
8. Browse to the Crashed Pelican folder, and save it there. Now go to the vehicle tag and choose pelican, recursivley save the meta also.
9. now click Tools->Generate Raw Model Offset List (CSV File), and save it in the mod folder.
10. Click Tools->Extract->Raw Model and choose crashed pelican, and save it in the crashed pelican, scenery, vehicles, crashed pelican folder.
11. Click the pelican and save it in the pelican, vehicles, pelican folder.
12. Now click Tools-> Model Decrapper. In the main box click add, and go to the folders, and add the mod2 files. (path is above in red)
13. If you get an error do step 10, and 11 again. Now for the vertice box click browse and go to mod, vib file. choose the bloodgulch.vertices file.
14. Do the same for the next to boxes (bloodgulch.indices file, bloodgulch.bsps)
15. When you are done click the 'Decrap models and create a new bsp chunk while we are at it' button
16. open up your mod folder. copy all the contents from pelican, and crashed pelican to the build folder. (overight the existing files)
17. go to the vib folder click the bloodguclh.bsp.meta (or something) and past that in the mod, build, levels, test, bloodgulch folder.
18. now go to your halo/maps folder and copy bloodgulch to the build file. now in hmt click Tools->rebuild map
19. for the mapfile choose the bloodgulch.map you put in the build folder, click yes to the pop up.
20. Now add all the files in build->vehicles->pelican and build->scenery->vehicles->crashed pelican in the additional files section.
21. click 'build and wait for the following popups
22. for the first one choose yes and go to vib->bloodgulch.vertices.new
23. for the seconds one choose yes and go to vib->bloodgulch.indices.new
24. for the last one choose yes.
25. move the bloodgulch.map.rebuild.map to your maps file, delete the bloodgulch.map, and rename the rebuilt map to bloodgulch.map.
---------------------------------
Now open your new bloodgulch file in hmt.
go to the vehicles tag and meta swap the pelican over the scorion.
Now close hmt and open hht
go to vehicles tag and click pelican. for the coll dependency swap it with the crashed pelican collision.
click save for both tools.
open map in halo and wala...a pelican that allows you to walk in the back.
HMT
HHT
Sparkedit
-------------------
0. Make 1 folder named mod, with 4 subfolders on your desktop (build, pelican, crashed pelican, vib)
1. open up bloodgulch in hmt (on vista open hmt as an administrator [right click hmt])
2. make sure the bloodgulch is unmodded.
3. with your unmodded bloodgulch click Tools->Extract->Batch Extract
4. click extract meta date, and browse to your build folder. Press 'Start Batch Extraction'.
5. When extraction is completed, click Tools->Extract->BSP/Model Selections, choose the vib file and extract.
6. Close bloodgulch after you have batch extracted the map, and extracted the BSP/Model Selections.
7. Open B30. Go to the scenery tag and select Crashed Pelican (or something), and click recursive button and press save meta.
8. Browse to the Crashed Pelican folder, and save it there. Now go to the vehicle tag and choose pelican, recursivley save the meta also.
9. now click Tools->Generate Raw Model Offset List (CSV File), and save it in the mod folder.
10. Click Tools->Extract->Raw Model and choose crashed pelican, and save it in the crashed pelican, scenery, vehicles, crashed pelican folder.
11. Click the pelican and save it in the pelican, vehicles, pelican folder.
12. Now click Tools-> Model Decrapper. In the main box click add, and go to the folders, and add the mod2 files. (path is above in red)
13. If you get an error do step 10, and 11 again. Now for the vertice box click browse and go to mod, vib file. choose the bloodgulch.vertices file.
14. Do the same for the next to boxes (bloodgulch.indices file, bloodgulch.bsps)
15. When you are done click the 'Decrap models and create a new bsp chunk while we are at it' button
16. open up your mod folder. copy all the contents from pelican, and crashed pelican to the build folder. (overight the existing files)
17. go to the vib folder click the bloodguclh.bsp.meta (or something) and past that in the mod, build, levels, test, bloodgulch folder.
18. now go to your halo/maps folder and copy bloodgulch to the build file. now in hmt click Tools->rebuild map
19. for the mapfile choose the bloodgulch.map you put in the build folder, click yes to the pop up.
20. Now add all the files in build->vehicles->pelican and build->scenery->vehicles->crashed pelican in the additional files section.
21. click 'build and wait for the following popups
22. for the first one choose yes and go to vib->bloodgulch.vertices.new
23. for the seconds one choose yes and go to vib->bloodgulch.indices.new
24. for the last one choose yes.
25. move the bloodgulch.map.rebuild.map to your maps file, delete the bloodgulch.map, and rename the rebuilt map to bloodgulch.map.
---------------------------------
Now open your new bloodgulch file in hmt.
go to the vehicles tag and meta swap the pelican over the scorion.
Now close hmt and open hht
go to vehicles tag and click pelican. for the coll dependency swap it with the crashed pelican collision.
click save for both tools.
open map in halo and wala...a pelican that allows you to walk in the back.