[Halo 2] Entity Alpha 1

Utilities designed primarily for the xbox version of Halo 2.
Zigen




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Post by Zigen »

supercoolguy117 wrote:
Zigen wrote:Pointertool also disables the use to use ADI with the map. :(
no it doesnt
well it does when your following Shalt's bsp convesion tutorial.
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Post by Dojorkan »

I tried to view the 1st outskirts BSP in the viewer (not transferred to MP) My computer gave me an "error message" that didnt have any text or an OK button, blue screen of death for 2 seconds then restarted the computer.

=P

I was trying to see if I could move locations of the AI's spawns.
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Post by L »

GametagAeonFlux wrote:
mike0619 wrote:Wow GametagAeonFlux in stead of being a jerk you can actually help.
Ok.

On Google, I searched "latest direct x download".

The first result I got was: http://www.microsoft.com/windows/directx/default.mspx

On that page, I saw a link that said:
Get the Latest DirectX Here
And where did it lead to?

http://www.microsoft.com/downloads/deta ... laylang=en
That download doesnt do anything.
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Post by Monkey Terd »

[quote="L
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Post by BlairBitch »

hope this helps. its a rilly quike vidoe i made and i mite hav dun things you dont need to but it worked for me. first i opened my map in ADI and nulled out all the shaders i the sbsp tag then flatened the coll to 0 with GG sbsp tool. then did wats in the video except i finished placing the spawn points and resined the map with cmr i hope this help some one :D
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Zigen




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Post by Zigen »

BlairBitch wrote:hope this helps. its a rilly quike vidoe i made and i mite hav dun things you dont need to but it worked for me. first i opened my map in ADI and nulled out all the shaders i the sbsp tag then flatened the coll to 0 with GG sbsp tool. then did wats in the video except i finished placing the spawn points and resined the map with cmr i hope this help some one :D
whats that?
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MasterChief2829




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Post by MasterChief2829 »

Please speak in english next time.
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Post by slayer410 »

BlairBitch wrote:hope this helps. its a rilly quike vidoe i made and i mite hav dun things you dont need to but it worked for me. first i opened my map in ADI and nulled out all the shaders i the sbsp tag then flatened the coll to 0 with GG sbsp tool. then did wats in the video except i finished placing the spawn points and resined the map with cmr i hope this help some one :D
I don't know... I think he said
"Hope this helps. It's a really quick video I made and I might have done things you don't need to, but it worked for me. First I opened my map in ADI and nulled out all the shaders. I the sbsp tag then flattened the coll to 0 with GG sbsp tool. Then did what's in the video, except I finished placing the spawn points and resigned the map with cmr. I hope this helps someone. :D"
And what do you mean "i the sbsp tag..."
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Post by BlairBitch »

its a short video on how to use entity fro sp>mp sorry im bad at english
in the sbsp tag
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MasterChief2829




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Post by MasterChief2829 »

I seem to be having problems converting a bsp now. I drag it over and it acts like it's converting since but once it returns to normal when I can edit again I realize waterworks is still using it's original BSP and nothing has changed. (BTW, it gave no "Ok" message like it usually does.)
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The Flying Dutchmen




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Post by The Flying Dutchmen »

BlairBitch wrote:first i opened my map in ADI and nulled out all the shaders i the sbsp tag then flatened the coll to 0 with GG sbsp tool.
why would you wanna flatten the collision on the existing BSP, or null out any shaders?... the BSP gets replaced anyway with a new one with new shaders and collision
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I don't think the dds files work in the ppf o matic
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Post by BlairBitch »

idk lol im still a noob at this itys just wat i did and it werked lol :D
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Post by Zigen »

Converting a new bsp is not a drag and drop process guys!!!
look heres the easiest tutorial ever on how to do it in Entity Alpha.
Open sp map.(Im using metropolis as an ex.)
Open gemini.
Check parse and recursive in metropolis(sp map).
After you checked both boxes go to the bsp tag and click the bsp/blah/blah/efwe4g
Then click save and save it anywhere you want.
Once your done saving go back to gemini and click build at the bottom right.
Then you click the .info file of the bsp you just extracted.
Once youve clicked build and w/e you just now converted the bsp. Congrats
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Post by mm-IRONMAN »

You also have to remember to find a spawn point.
dead username...
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Post by x088x »

pokecancer wrote:my program injects bigger bsps, in the right spot. It's something else messing up bigger bsp conversions.

here is a tutorial for a bsp conversion:
check bsp meta size, make sure its smaller than the new map
clikc the sbsp, click recursive,click parsed
save and then build into new map
open up the viewer
if you cant find the bsp, keep zooming out with s and rotating randomly with the right mouse button,change the speed if you want to, maybe that will help you.
anyways click the types of spawns you want to move to display them, then click select all
click find the first selected spawn
then move the camera with the keyboard
and you will be standing by all the spawns, you can use middle mouse button to deselect them all, then pick one place to move everything to and select the spawn at that point and then click move everything to this spot
thats pretty much it
Would you not have to replace the old SBSP with the new one in the scnr tag?
Halo 3 ruined everything..
mike0619




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Post by mike0619 »

ok i downloaded the latest direct3dx but the sbsp viewer still doesnt work. Does anyone know why this might be happeneing. I use darkmatters sbsp viewer and that uses direct3dx.
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Post by Monkey Terd »

mike0619 wrote:ok i downloaded the latest direct3dx but the sbsp viewer still doesnt work. Does anyone know why this might be happeneing. I use darkmatters sbsp viewer and that uses direct3dx.
The RAM / and-or graphics card on your computer might not support Direct3dX.
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mike0619




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Post by mike0619 »

But ive used darkmatters sbsp viewer before and doesnt that use direct x.
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Post by the hero »

pokecancer wrote:my program injects bigger bsps, in the right spot. It's something else messing up bigger bsp conversions.
Maybe it
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Post by r4nd0m »

Just to let you guys know, if you have the latest directx installed you can run 'entity' with just the plugins folder next to it :P

if you dont have the latest dx, the app will always look in its directory to see if the .dll's are there instead (and as pokecanca was kind, they are :))

What im getting at is that the directx version installed on your pc wont make a difference, other variables will (e.g. your graphic cards memory etc)

Good app pokecanca, obviously alot of brainpower went into it :shock:

hey can i ask what the secret button is:

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