Conversion

Discuss stuff related to HaloCE (for modding, go to the HEK General forum).
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llamaboy772





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Conversion

Post by llamaboy772 »

How can i convert a Halo PC, SP, BSP, into Halo CE, MP, level with all the correct bitmaps from Halo PC?
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skyline GT-R
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Post by skyline GT-R »

You dont convert, theghost has extracted the tags and is on www.halomaps.org , it has all the files needed to play it on.
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Post by llamaboy772 »

Ger thats to easy! How am i going to make a map that people will play if it's so easy to make...i can here people calling me a noob now :( BTW i model fine i just don't get UVW's. p.s i'm doing B30_b, and if you steel my idea i will kill you :P
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Post by llamaboy772 »

Well i d/l the thing you told me and tried to open the scenario tag but it says "you tried to open a non-scenario tag. Bad!" exact quote.
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Post by skyline GT-R »

Well maybe he doesnt know how to edit :?, well just take another scenario tag like boarding action and just change its bsp directory too the bsp, this is found at the very end of the scenario tag.
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Post by llamaboy772 »

ok ok, sorry for the double. I did know better lol. I guess i will try what the last guy said but keep posting if that doesn't work.
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p0lar_bear




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Post by p0lar_bear »

Rip a scenario_structure_bsp tag from a PC map, then convert the mesh with jahrain's BSP converter. It has a bitmap extractor as well, but it never worked for me.

The mesh exported will have all the correct UVW mapping applied, but no materials; just remake the materials, and apply them to the proper faces. If you forget which faces get what material, open the map in PC and take screenshots.
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Post by llamaboy772 »

but it's a indoor map with thousands of faces! Hoc could i possibley know where to put all the bitmaps?
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Post by p0lar_bear »

llamaboy772 wrote:but it's a indoor map with thousands of faces! Hoc could i possibley know where to put all the bitmaps?
Take in-game screenshots of the BSP you are converting, compare them and figure out which material goes where. And keep in mind, you CAN select more than one face at a time. In fact, try selecting by element instead of by individual face or polygon when you go to apply materials.

Also use the HEK+ to extract the level's bitmap and shader tags. When you re-apply the materials, all you have to do is give the material the same name as the shader that has the same textures, bumps, etc.

Also know that you are in fact getting a break on this method. Back before the HEK+ and the BSP converter, they extracted the BSP via Sparkedit, which did NOT keep UVW mapping. That's right, they had to RE-SKIN the level in addition to finding out which material was which. Don't complain that this is too much work, as anyone who has modded CE since the beginning will laugh in your face if you do.
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Post by llamaboy772 »

actrally beleive it or not extracting the BSP with sparkedit was my first idea, lol. But that quickly changed. But if i ever want to be good at modding i guess i will just have to stop being so lazy...I meen look at yoyorast island! It took them one year to make but has the best fun factor out of all the maps ive ever seen. It will just take a while because one, this will be my first map, and two there are so many floors to skin in B30_b.
I better get to work :D P.S. if this BSP has already been taken, please inform me :shock:

Ok, sorry but OMG! I opened the bsp as a obj file and there no way in **** that i could do this. I won't even let my zoom in enough to see the hallways and stuff. Ger sorry to disspoint but i'm going to have to pick a easiser bsp...because i picked the most complacated one. I'm sad now i wanted to come into the CE modding scene with a bang. Not some turd map like most people... BTW which BSP's have been takin besides the library? And shouldn't there be a way to convert the bitmaps with it like there is in Halo PC? One more noobish question, could i just do a conversion for halo pc then use the halo map converter to change it to CE? I doubt it highly though.
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