[Halo 2] Pointer Tool V4 and a SP->MP tutorial!

Utilities designed primarily for the xbox version of Halo 2.
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Post by P8ntballer24 »

I donjt think it has to be linked up to the predicted resoucred since its shaders and Bitm mostl..
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Post by kornkidcrazy »

Shalted, when I drag my BSP conversion tags to my other map, and it produces those fake ltmp and sbsp tags, um, do I just leave those alone?
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t_mann05




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Post by t_mann05 »

i tried to change the offset to 140,090 for my SP map in ADI....that is the size of the map file.....i changed the meta size ok to 2899968....but when i try to change the offset, i get an error that says "arithmetic operation resulted in an overflow." What did i do wrong?

thanks

t_mann05
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Post by kornkidcrazy »

t_mann05 wrote:i tried to change the offset to 140,090 for my SP map in ADI....that is the size of the map file.....i changed the meta size ok to 2899968....but when i try to change the offset, i get an error that says "arithmetic operation resulted in an overflow." What did i do wrong?

thanks

t_mann05
ADI uses hex digits, not decimal.
Example: 2899968 would equal 2C4000

Use the pointer tool. Go to the converter tab, and where it says Decimal, type the number of bytes your map is. In the box labeled Hex, there should be a new number. Use that in ADI.
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Post by t_mann05 »

Well the Meta Size was 40 before i changed it.......isnt that dec? because when i try to change it to 2C4000 it says "Cast from string "2C4000" to type 'Integer' is not valid."

Then i try to change the Offset to 2233A (originally 87E7888), i get the overflow again.....why? lol.....The map file is 140,090 kb=2233A Hex

Well if i ever get past this part and need to re-inject the bsp, what exactly am i injecting? When i extracted, i left no boxes checked. so shouldnt there be a .Meta file somewhere, because thats what it asks for when you are ready to inject, and i cant seem to find any meta files. I extracted using H2X by the way. Do i have to use ADI to get the .meta file or what?

thanks again for any help
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Post by kornkidcrazy »

No. Make the size dec, not hex. But, offsets are hex, not dec.
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t_mann05




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Post by t_mann05 »

ok i put the dec as the size, but i dont think i am putting the right number/hex for the offset.......is the offset supposed to be the size of the map file, or the offset of the bsp? im confused cuz im still getting overflow.

oh and nevermind about the .meta extraction, it worked.
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Post by kornkidcrazy »

Well, if you are doing the step when you find a useless tag, and change its offset and size, the best thing to do, is to open up hex workshop. Then, go to the very end of your sp map. Somewhere should show a hex offset, use that.
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Post by t_mann05 »

alright thanks korn that worked. i just fixed the padding, but ran into another problem...i get a setup error "failed to load resources from resource file. Please check your setup" i get that error when i try to open my SP map in Insolence. what does this mean? thanks
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Post by Juniorman030790 »

Is there a way to spawn 2 bsp's closely together into a MP map so that you could play 2 mp maps at the same time and link the teleporters( I saw a RvB movie the other day where they walked into a teleporter at Beaver Creek and wound up somewhere else so I thought that may be cool to do.)

Lmao.
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Post by Shalted »

kornkidcrazy wrote:Shalted, when I drag my BSP conversion tags to my other map, and it produces those fake ltmp and sbsp tags, um, do I just leave those alone?
You can, but UAT won't open the map, if you change their class to something else, UAT should be able to open it..
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Post by t_mann05 »

well i figured out that my SP map wont open in insolence so i tried a new SP map....only problem is after re-inject the bsp, i go to try to fix the padding, when i hit fix, i get "Attempted to read or write protected memory. This is often an indication that other memory is corrupt."

What do i do? can i keep going without fixing the padding?
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Post by kornkidcrazy »

Shalted wrote:
kornkidcrazy wrote:Shalted, when I drag my BSP conversion tags to my other map, and it produces those fake ltmp and sbsp tags, um, do I just leave those alone?
You can, but UAT won't open the map, if you change their class to something else, UAT should be able to open it..

AH, that explains a lot..... thanks!
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Post by teamobliteration.co.uk »

umm in your tut it says
Step 2: Injecting the BSP
Close all programs and open your MP map in ADI. Extract the conversion tag from the map and close ADI. Open your MP map in Pointer tool and change the BSP Size and Magic to the numbers you have already written down. Then inject the BSP meta (Don't worry about the size of the meta, PT automatically shifts the map it if it's too big), then under Raw Data open your SP map and type the chunk number you wrote down earlier in the box where it says "Input BSP#". Click Fix. It can take a while sometimes, if you have many other programs running.

Open it up in UAT to check if everything is proper (Note: if the Meta or Raw Data was smaller than the originals it will leave a hole)

do you mean multi player map
also when you find the chunk is it the bsp number like 2 as i am converting earth city bsp 2
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Post by Spammy »

No it is written correctly. After you've fixed magic and size and injected the BSP, you open PT 4.0 and click file, open map and open your MP map. Now go to Raw Editor and at the bottom it says SP map. You click that and open the SP map you are converting from. You type the chunk number the BSP you have transfered over is in the Scnr tag in the SP map in the Input BSP # box and click fix.
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Post by kornkidcrazy »

Well, I add the bsp and fixed everything, but now when I open ADI to view the dependancies, where some unknow refrences were in my sp map, are now odd things. Example: An uknown shader is know something like scenarios\bitmaps\multi\cyclotron\cyclo_noise and that is considered a shader. Odd...
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Post by Spammy »

Yeah, after I've injected the BSP with PT, I always inject it again with ADI so it fixes the dependencies. But, if you've already imported the Raw, you cannot inject the BSP with ADI without reimporting the Raw again or fixing the pointer manually.
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Post by kornkidcrazy »

So basicly just import the BSP raw into my MP map in ADI, then redo the fixing of the pointers and such?
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Post by Spammy »

Not the Raw, the BSP meta. Then use the autofixer for the raw.
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Post by XxSilencedDeathxX »

Spammy wrote:Not the Raw, the BSP meta. Then use the autofixer for the raw.
I do it in this order:

Import missing tags, inject bsp meta, fix size and magic, and than use the auto fixer. When I press fix, everything is filled out correctly, and it freezes. I lfet it on for about 5 hours and still nothing. Do you know what I did wrong if anything?
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