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

Utilities designed primarily for the xbox version of Halo 2.
xStUcKx AbSiNtH





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Post by xStUcKx AbSiNtH »

could someone explain this more idk y i just dont get it

"Some IDs in th BSP meta are still linked to the left over tags, so you have to swap them to either the BSP, or the lightmap depending on which one it is"
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Post by Shalted »

No recursive extraction. And make sure you have ADI 1.2.c
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Post by xStUcKx AbSiNtH »

how long should

"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."

this take

Its been an hour
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Post by Juniorman030790 »

Most of my programs seem to freeze and not act how I want them too.
I would definately like some help from anyone that is having success.
Last edited by Juniorman030790 on Mon Apr 17, 2006 8:00 pm, edited 1 time in total.
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MasterChief2829




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Post by MasterChief2829 »

Of course ADI freezes up on me while everyone is having a blast with their new 1337 conversions :P
[edit] woo hoo! I was wrong, it's back to life.

Anywho, this is a wonderful update. :D 2337/1337

What do you mean by "and set it's offset to the end of the file"

??? Set an offset to an end of a file... that makes no sense at all. Or am I missing something?
Last edited by MasterChief2829 on Mon Apr 17, 2006 7:40 pm, edited 1 time in total.
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Post by Juniorman030790 »

yeah, well.None of the stuff in the tutorial seems to be working right so if i can ever figure out how to do it all i plan to write a more detailed super noob tutorial.
Last edited by Juniorman030790 on Mon Apr 17, 2006 7:59 pm, edited 1 time in total.
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Post by P8ntballer24 »

Ok well Im having alot of problems with this... When I try change the offset ADI 1.2 gives me Arithmetic Overflow error air then i rename everything and move it over it always gets stuck on one tag so starting to piss me off lol good job though maybe a little help?

EDIT: Now insolence don't even load the map... Sigh I give up..
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Post by DWells55 »

The tutorial is a bit vague. I think adding pictures and making it an HTML page instead of soemthing you have to download would be pretty cool.
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Post by Juniorman030790 »

I agree. I'd gladly do it If I had the knowledge about doing it.
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Post by Shalted »

I might write a more detailed tutorial later, right now I have too much homework. Try doing Mainmenu->MP before you do a SP->MP, just to understand the process better. Actually Insolence seems to be trashing the model section of my maps, when tested in game the map freezes about 10 seconds into the game, and thats without any new BSP content.

Checking to see if the map is proper in UAT is also a good idea. If it's a MP map, make sure it has only one SBSP and LTMP tag, if there are more, change them to something else.
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Post by F1N3ST »

Shalted, check PM box, thanks. And this rules!
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Post by kornkidcrazy »

Shalted wrote:Try doing Mainmenu->MP
I took your advice, and I dont know what I did, but it is cool! For some reason, now coagulation has a flat bsp, like, just a plane. It does have full collision, and it is neat. Like, I bet if you spawned more stuff on it or added some machines, you could make a whole new map! Anyways, if anyone wants to use this or check it out, here is a sppf. I wonder what I did.......
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Post by Juniorman030790 »

I may have some fun with this. thanks korn.
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Post by ChaosAngel0123 »

Great program

hopefully one day all sp will be made into a mp
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Post by Samusaaron3 »

I dont get the tut.

"Next, find an unimportant tag, and set it's offset to the end of the file, and it's size to that of the BSP. You should also give it a name you'll remember, like "Magical_bsp_conversion_tag". "

Can you give me an example? I'm converting the mainmenu BSP into coagulation.
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Post by Shalted »

Ok any <fx> tag will do. The whole point of re-injecting the BSP into your SP map as a normal tag is so insolence will import it(and it's dependencies) into the new map. Once it's in the new map it's dependencies, lone ids and string refs should be properly relinked, you can then extract it, then inject it into the proper BSP tag.
kornkidcrazy wrote:
Shalted wrote:Try doing Mainmenu->MP
I took your advice, and I dont know what I did, but it is cool! For some reason, now coagulation has a flat bsp, like, just a plane. It does have full collision, and it is neat. Like, I bet if you spawned more stuff on it or added some machines, you could make a whole new map! Anyways, if anyone wants to use this or check it out, here is a sppf. I wonder what I did.......
Look up the mainmenu BSP is really high up. and there should be no need for a sppf, this should work with serenity(I didn't debug for 8 hours just to have an improper map :)).
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Post by kornkidcrazy »

Shalted wrote:Look up the mainmenu BSP is really high up. and there should be no need for a sppf, this should work with serenity(I didn't debug for 8 hours just to have an improper map :)).

Ah, that explains why in the BSP Master app the bsps look the same, and sorry, im just retarded. :D
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Post by Shalted »

Well, just to make sure the BSP is actually there use the debug cam on Xbox's trainer to look at the BSP.
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Post by Samusaaron3 »

"set it's offset to the end of the file"

What does that mean?
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Post by Shalted »

Set the meta offset to the end of the map file, so if your file is 100000 Bytes in size, set it to that.
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