[Halo 2] Pointer Tool V4 and a SP->MP tutorial!
- P8ntballer24
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I donjt think it has to be linked up to the predicted resoucred since its shaders and Bitm mostl..

.: | P8ntball | :. .: | Halo Derby | :.
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- kornkidcrazy
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- kornkidcrazy
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ADI uses hex digits, not decimal.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
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.

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
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
- kornkidcrazy
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- kornkidcrazy
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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?
What do i do? can i keep going without fixing the padding?
- kornkidcrazy
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Shalted wrote:You can, but UAT won't open the map, if you change their class to something else, UAT should be able to open it..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?
AH, that explains a lot..... thanks!

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