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How to add a pelican that allows you to walk in the back!

Posted: Wed Mar 21, 2007 7:26 pm
by Andrew_b
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.
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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.

Posted: Sun Mar 25, 2007 10:23 am
by xgrifx
very usefull, thnx man

Posted: Sun Mar 25, 2007 5:09 pm
by Corvette19
OH MAN! Thanks I've been waiting for this for a LONG time.

Posted: Sun Mar 25, 2007 5:17 pm
by Andrew_b
YOUR ALL WELCOME. I found this out because i downloaded a mod with a bunch of crashed pelicans. i said to myself...the collision model is that of the pelicans so why not put them together. A week later i tried it and the collision is perfect. happy modding (you cant access driver seat from back but who cares!)

Posted: Sun Mar 25, 2007 6:29 pm
by FanTasY
Yeah this very helpful and useful, thanks i've always wanted to fix that, definitly going to include in my next mod, now if someone could just make it so u can get in through the back door then pelicans would be perfected.

Posted: Sun Mar 25, 2007 6:36 pm
by Andrew_b
to do that you would need to enlarge the trigger. even CE modders havnt been able to perfect the original pelican, they just made one that stands up by its self and has no back door. personally i like the original pelican and sometimes that wall is useful like if you have a mod with fighting pelicans people could stay in back with like snipers...but yeah taking out the wall is most likely better for most mods. but yeah the trigger would need to be enlarged. ill post on here again if i find out how.


and if you want to see some of my work in action go to the download section and view the POA mod. i made that recently

Posted: Sat Jul 14, 2007 9:13 pm
by Andrew_b
Ok, well this is updated now.

Posted: Wed Jul 18, 2007 4:24 pm
by bobmooglitcher
I DID EVERY THING YOU SAID BUT IT WON'T LET ME SELECT IT WHEN PICKING A MAP CAN ANYONE HELP

Posted: Wed Jul 18, 2007 7:34 pm
by Andrew_b
what do you mean? are you running vista?

Posted: Wed Jul 18, 2007 7:40 pm
by bobmooglitcher
well i got it in the game but when i played my gun was invisinle and so was the pelican what did i do wrong

Posted: Wed Jul 18, 2007 7:41 pm
by Andrew_b
just try it again..that happened to me once...(when i first started pmiing)

Posted: Wed Jul 18, 2007 7:47 pm
by bobmooglitcher
hey im at the part where you add vertices and indices.new but mine don't say new

Posted: Wed Jul 18, 2007 7:57 pm
by Andrew_b
you didnt decrap the models...make sure you press the button at the bottom. (and double+ posting is against the rules

Posted: Wed Jul 18, 2007 8:04 pm
by bobmooglitcher
that double post was an accident iam very impatient and pressed the submit button twice

Posted: Wed Jul 18, 2007 8:07 pm
by Andrew_b
its ok...tell me if it works.

Posted: Wed Jul 18, 2007 9:08 pm
by bobmooglitcher
thanks for all your help but it says exeption data

so i will just restart

hey when i do start batch extraction it asks me if i want to extract bsp do i

dude i have tried many times and it doesn't work is there any way you could make this mod on blood gulch a email it to me please

Posted: Thu Jul 19, 2007 12:10 am
by joemammy47
yes extract the bsp

Posted: Thu Jul 19, 2007 1:20 am
by bobmooglitcher
i have done it like 100 times and it always says gathering exception
do you know what i'm doing wrong

Posted: Thu Jul 19, 2007 1:45 am
by joemammy47
...have u ever rebuilt a map before?

Posted: Thu Jul 19, 2007 2:08 am
by bobmooglitcher
nope why