MonoxideC's discussion of SP>MP on IRC
MonoxideC's discussion of SP>MP on IRC
<MonoxideC> keep in mind this isn't a step by step tutorial - it's ageneral overview so that people are are trying to figure it out cna make sure they are doing things right
<MonoxideC> ok first things first - you have to extract the bsp from the SP map that you want
<MonoxideC> that includes all of the dependencies, which will be things like bitms, shaders, sounds, etc
<MonoxideC> you can't do this with hmt3
<MonoxideC> it requires a custom tool - hmt3.5 will have something to do this
<Gil27> can 3.3 do it?
<SuperSunny> or hex workshop I believe, but harder
<MonoxideC> yeah gil it hink so
<MonoxideC> well super, in hex workshop you cant do it because you need the hundreds of dependencies as well
<MonoxideC> then you have to batch extract a MP map so you have all the individual resources
<MonoxideC> now - when you batch extract a map, hmt creates a file called mapname.sbsp.meta
<MonoxideC> that is NOT the bsp
<MonoxideC> it is the file header, EVERY bsp in the map, and all of the models
<MonoxideC> so what you have to do, is seperate the file header, bsp, and models in the MP map into seperate files
<MonoxideC> then, you can build the file header, SP bsp you wanna use, and the models into a new file
<MonoxideC> that's why some of you are getting garbage data for your filenames after you try to build
<SuperSunny> mono, that has to do with gren's magic tut, right?
<MonoxideC> yes
<MonoxideC> so whatyou have to do, is calculate the new index offset and modify HMT to build it there instead of the index offset of the original map
<MonoxideC> hmt3.5 has a prompt where you can manually specify the offset
<MonoxideC> then you can build the map and it will open in HMT
<MonoxideC> but you stiull have to correct some values
<MonoxideC> the sbsp has it's own magic value
<MonoxideC> it's specified int he scnr - you have to fix that value, or SE can't open the map and neother can halo, of course
<MonoxideC> that's pretty much all there is to it
<MonoxideC> generally speaking, anyway
<MonoxideC> it's not complicated at all, it just can't be done without tools and hmtv3 can't do it
<MonoxideC> it's more complicated on xbox, because bitmaps and sounds are stored int he file
<MonoxideC> and there is a size limit on xbox too, so it would probably take some manual tweaking to make sure everything is small enough
That was given directly off of IRC
<MonoxideC> ok first things first - you have to extract the bsp from the SP map that you want
<MonoxideC> that includes all of the dependencies, which will be things like bitms, shaders, sounds, etc
<MonoxideC> you can't do this with hmt3
<MonoxideC> it requires a custom tool - hmt3.5 will have something to do this
<Gil27> can 3.3 do it?
<SuperSunny> or hex workshop I believe, but harder
<MonoxideC> yeah gil it hink so
<MonoxideC> well super, in hex workshop you cant do it because you need the hundreds of dependencies as well
<MonoxideC> then you have to batch extract a MP map so you have all the individual resources
<MonoxideC> now - when you batch extract a map, hmt creates a file called mapname.sbsp.meta
<MonoxideC> that is NOT the bsp
<MonoxideC> it is the file header, EVERY bsp in the map, and all of the models
<MonoxideC> so what you have to do, is seperate the file header, bsp, and models in the MP map into seperate files
<MonoxideC> then, you can build the file header, SP bsp you wanna use, and the models into a new file
<MonoxideC> that's why some of you are getting garbage data for your filenames after you try to build
<SuperSunny> mono, that has to do with gren's magic tut, right?
<MonoxideC> yes
<MonoxideC> so whatyou have to do, is calculate the new index offset and modify HMT to build it there instead of the index offset of the original map
<MonoxideC> hmt3.5 has a prompt where you can manually specify the offset
<MonoxideC> then you can build the map and it will open in HMT
<MonoxideC> but you stiull have to correct some values
<MonoxideC> the sbsp has it's own magic value
<MonoxideC> it's specified int he scnr - you have to fix that value, or SE can't open the map and neother can halo, of course
<MonoxideC> that's pretty much all there is to it
<MonoxideC> generally speaking, anyway
<MonoxideC> it's not complicated at all, it just can't be done without tools and hmtv3 can't do it
<MonoxideC> it's more complicated on xbox, because bitmaps and sounds are stored int he file
<MonoxideC> and there is a size limit on xbox too, so it would probably take some manual tweaking to make sure everything is small enough
That was given directly off of IRC
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- MasterNeoChief
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yeah, I tried editing the smiley now in Equinox's sig, but Flash MX just doesn't do teh jobEquinox wrote:vegito: i am editing to make it even funnier, but I am having no sucess, and it sure is taking a long time to make the conversion.
HAPPY 600 TO ME!!!

happy 600 to you Jonnypoo!
This post printed on 100% recycled electrons.
Nope nope nope, unless you manually extracted all the bitmaps and other dependencys. Instead of fiddling with the hex editor I would wait for 3.5 and then try the hex editor... "<MonoxideC> well super, in hex workshop you cant do it because you need the hundreds of dependencies as well"Zeus wrote:It said something about Hex editor, does this mean it is possible now?

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