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HMT: PMI Simplified (Updated)

Posted: Mon Apr 12, 2004 7:05 pm
by Dark Cloud
UPDATE 5-29-06:UNDERSTAND THAT THIS TUTORIAL WAS WRITTEN OVER 2 YEARS AGO. PLEASE, STOP IMING ME AND ASKING ME QUESTIONS ABOUT THIS. Besides, how the HECK are you people getting my screenname?

Ok, this is the update to the PMI tutorial. 5 less steps, a little more easy to follow, and it is all there this time. Nothing missing, I swear! :lol:

Ok everyone! In this tutorial, you will learn very simplified PMI, short for Perfect Model Injection.

1. First, open up the map that you want to get a model from to insert into another map. We'll use the Pelican from a30.map, or Halo, as an example in this tutorial.
2. Find the model that you want to import into another map, and click on it to highlight it. Next, check the box labeled "Recursive" next to the "Save meta" button.
3. Now, click the Save meta button. Create a new folder: C:\PelicaninBG. Within that, create a new subfolder, and then save the meta to C:\PelicaninBG\PelicanMeta.
4. Next, if you're extracting a machine for injection, like a door, or a vehicle, like the Pelican, you'll need to save the meta for the main tag too (like the tag for the mach of a door, or the vehi tag of the Pelican. Save it to C:\PelicaninBG\PelicanMeta again.
5. Now, with the map that you got the model and stuff from just now (a30 for this example), go to Tools > Generate Raw Model Offset List (CSV File).
6. Save the CSV file to C:\PelicaninBG\a30CSV
7. Now, go to Tools > Extract > Raw Model.
8. Click load CSV file, and navigate to, select, and open the CSV file that was just saved in C:\PelicaninBG\a30CSV.
9. Find your model in the list, or in this case, "Vehicles\Pelican\Pelican." Click it to highlight it, and hit extract. Save the model to the spot where the mod2 data that we recursively saved earlier is located in. In this case, it's in C:\PelicaninBG\Pelicanmeta\Vehicles\Pelican.
10. Now, close that map file. In HMT 3.5, open up the map file that you want to inject the model into (We'll use Bloodgulch here, if you haven't figured that out yet. ;-) )
11. With Bloodgulch open, go to Tools > Extract > Batch Extract, and extract the metadata to C:\PelicaninBG\BGBatch. Click YES to extracting the BSP. THIS IS CRUCIAL!
12. After it's done extracting, go to Tools > Extract > BSP/Model Sections, and extract those to C:\PelicaninBG\BSPVerticesIndices.
13. Then, go to Tools > Model Decrapper/BSP Builder. In the big empty box, right click, click add, and navigate to the folder where the model we're injecting is saved (In this case, it's C:\PelicaninBG\PelicanMeta\Vehicles\Pelican\), and select your model. If you get an error message, go back and do step 7 and 8 over again, n00b.
14. For Existing Vertex area, navigate to C:\PelicaninBG\BSPVerticesIndices, and select the .vertices file there.
15. For Existing Index area, go to the same folder as in step 15, but choose the .indices file there.
16. Do the same as in 14 & 15 with the .sbsp file in there. After everything is filled in, hit De-crap these models and build a new BSP chunk while we're at it.
17. Next, in C:\PelicaninBG, create a new subfolder, and name it "New Build."
18. Copy every last file from the C:\PelicaninBG\PelicanMeta folder into this new folder.
19. Then, copy every last file from the BGBatch folder into this folder.
20. Now, go to C:\PelicaninBG\BSPVerticesIndices, and copy the Bloodgulch.sbsp.meta file (NOT Bloodgulch.sbsp, but Bloodgulch.sbsp.META).
21. Navigate to C:\PelicaninBG\New Build\Levels\Test\Blood Gulch\, and paste that file there. Click "Yes" to confirm the replacement of the old file.
22. Now, go get a copy of the map that you're injecting the model into (The map file that you batch extracted earlier), and copy it. Paste it in the New build folder.
23. Rebuild the map file.
24. For original map file, choose the map you just pasted in the New Build folder. For additional files, select the model that you're injecting, and if you're injecting something like a vehicle, it's main tag too, like it's .vehi tag, or it's .mach tag (In this case the Pelicans .vehi tag.). Just those are needed. Everything else is added automatically. :-)
25. Hit build, and then when it asks if any new vertices had been added to the original BSP chuck, say yes, and select bloodgulch.vertices.new in the C:\PelicaninBG\BSPVerticesIndices folder.
26. When it asks about the same thing for the indices, choose the bloodgulch.indices.new file in that same folder.
27. When it asks if it should update the starting offset, click YES!
28. After it's done rebuilding, copy the file to your Halo maps directory.
29. Delete Bloodgulch(.map) (ONLY IF YOU HAVE A BACKUP.).
30. Rename Bloodgulch.map.rebuild to Bloodgulch.map (Or just Bloodgulch)

And there ya have it! Perfect model injection in 30 easy steps! Any questions can NOT be sent to me over AIM (To STOPIMINGME), or by PM at Halomods.com. I WILL NOT ANSWER.

~Pkmnrulz240, Dark Cloud

Hope this helps you guys out! :D BTW, any questions can be posted here as well. :wink:

Posted: Mon Apr 12, 2004 8:00 pm
by chaosking202
8) :D thank you so much for posting this!

Posted: Mon Apr 12, 2004 8:08 pm
by MC_guy
yea me too me too me likey me liket i even saved it as a txt file for keepy for keepy my precious my little preciouse :twisted: :twisted:

Posted: Mon Apr 12, 2004 8:36 pm
by Spar13
thkz for posting this
Its

Posted: Mon Apr 12, 2004 8:41 pm
by Veegie
Thx dude

Posted: Mon Apr 12, 2004 8:42 pm
by MC_guy
ohhhhhh cool its a sticky LOL

Posted: Mon Apr 12, 2004 8:44 pm
by Jay
MC_guy wrote:yea me too me too me likey me liket i even saved it as a txt file for keepy for keepy my precious my little preciouse :twisted: :twisted:
oh yeah, well b4 you did that, right after this was posted, i saved it and printed it out. lol

Posted: Mon Apr 12, 2004 8:51 pm
by MC_guy
grrrr

Posted: Tue Apr 13, 2004 2:24 am
by Dark Cloud
Wow! Thanks for stickying this, bibby101313! I really appreciate it! I just found that Mono's tutorial combined the SP>MP map conversion and Model injection, which are 2 things that I know many people wanted to know how to do seperately. I myself figured it out on the first wing (And finally got that SOB Longsword into Death Island... ^^; ), and then I wanted to give it some specific weapons, all while Deadly_Shadow was IMing me like nuts begging me to tell him how I did it... :roll: So, I made this, and I posted it here, as like I said, I saw some other people who were having a few difficulties with seperating PMI and SP>MP Conversions. :D

Posted: Tue Apr 13, 2004 7:49 am
by Skarclaw
I will worship somebody that makes a video of this. :lol: :lol: :lol: :lol:

Posted: Tue Apr 13, 2004 8:44 am
by Dark Cloud
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.

Posted: Tue Apr 13, 2004 9:02 am
by Pwn4g3
Now what would be nice is to clear up the tut released with hmt v3.5, its all well and good incorporating both PMI and Conversion in the tut, but some people might have problems when it comes to seperating them in their head and going off to apply the principles to a different map...

Posted: Tue Apr 13, 2004 9:20 am
by Skarclaw
The tut is fine, is just that my dyslexia somewhat hampers my reading lol.

Posted: Tue Apr 13, 2004 9:35 am
by Pwn4g3
lmao, sorry, I'm not laughing at you, just what you said dude, no offence, k?

Posted: Tue Apr 13, 2004 9:44 am
by Dark Cloud
Hey, it makes sense. He's got a disease or some sort of disorder that causes him to not read so well sometimes...

Posted: Tue Apr 13, 2004 9:54 am
by Pwn4g3
Hey, I agree though, the tut isnt exactly super written, I'm not dislexic and I had to concentrate first time I read it, to get an idea of the principles, I hate scenario based tuts, like those learn to program in C++ in 21 days thing, they all example based, only teaches you how to do THOSE things, not the general principles etc...Thats whats needed, how and WHY things are done that certain way, and people might not have so many problems...anyone wanna do this?

Posted: Tue Apr 13, 2004 10:14 am
by Nt_Splinter
how do i add a scenery tag?
prob a noob question but i dont know.

Posted: Tue Apr 13, 2004 10:16 am
by Pwn4g3
how do you mean add a scenery tag (caught your pm btw), u mean add a piece of scenery? Thats easy, just find the cluster of spawn/equipment/vehicle etc points in the map and move them with spark edit, then you can exchange, duplicate, delete scenery at will...

Posted: Tue Apr 13, 2004 10:19 am
by Nt_Splinter
oo i think i know what u mean ill try it.

Posted: Tue Apr 13, 2004 10:27 am
by Pwn4g3
lol yay I'm a jackal