Conversion mappack

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
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Th2mods
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Post by Th2mods »

hey man send the patch to me on PM so noones else will get your map, due to someone stealing it
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bloompyle





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um

Post by bloompyle »

um I could do any bsp that I wanted to it's just that spawns for things are problems because you spawn out of the map completely and then there are weapon problems and i cant do it with glithy gurdians thing cause i dont work!
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JacksonCougAr




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Post by JacksonCougAr »

I got 'scenarios\solo\05b_deltatowers\bsp_03' working.

Oh; and by working I mean you can spawn on it and it hasn't froze up yet... (Beta'ing for 30 mins...)

Adding other things now...As I speak... well; after I finish writing this :p
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Post by chopstick »

anybody have -scenarios\solo\05a_deltaapproach\bsp_00 ???
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Post by foxfanatic23I7 »

Yes, why?
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Th2mods
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Post by Th2mods »

u need to name wat part of the BSP you are doing... i have that BSP but im doing a different part
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eternal





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Post by eternal »

I thought it didnt matter what bsp anyone did, just the best made map of EACH bsp would get put in the map pack.
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Th2mods
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Post by Th2mods »

eternal wrote:I thought it didnt matter what bsp anyone did, just the best made map of EACH bsp would get put in the map pack.
ya but it nice to know so you can oviod doing that BSP
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Post by JacksonCougAr »

Considering one Campaign SBSP could have numerous levels on it I don't think thats correct... (For example I have a level on Delta Towers bsp_03 but I am only using one small island. There could be about 2 other great spots for a multiplayer level there on the BSP I am using...)
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Post by Th2mods »

ya same here
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Re: um

Post by Lestatfreak »

bloompyle wrote:um I could do any bsp that I wanted to it's just that spawns for things are problems because you spawn out of the map completely and then there are weapon problems and i cant do it with glithy gurdians thing cause i dont work!
Don't use Glitchy Guardians Chunk Cloner. It adds them to the end of the map instead of inside the meta. So then you can only clone chunk(s) once in a map and the map is improper, meaning it will have many compatiblity issues with other programs.

People, the best way I am finding to repair maps is to use H2G. For instance, I didn't have sounds on my sniper, so I went and reextracted sniper sounds to the pile of tags that I had that worked. I did the same for some missing elite JMAGs. I also extracted and overwrote the old scnr with my new one with spawns placed so I didn't have to do it. I did the same with the SBSP with the nulled sounds that didn't freeze. That stops them from getting into the map upon rebuild and screwing up the UGH! tag for future use (Entity). And if you want to easily add a new chunk to your map without possible Entity issues, add them to the scnr beforehand or in a reextract and then rebuild. If you just do a fresh rebuild, you could have a whole other group of problems.
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Re: um

Post by eternal »

Lestatfreak wrote: For instance, I didn't have sounds on my sniper, so I went and reextracted sniper sounds to the pile of tags that I had that worked. I did the same for some missing elite JMAGs. I also extracted and overwrote the old scnr with my new one with spawns placed so I didn't have to do it. I did the same with the SBSP with the nulled sounds that didn't freeze.
did that werk? i mena do u have sniper sounds, and such?
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Post by Lestatfreak »

I have sniper sounds now. I'm still missing JMAG tags, but if I go back and individually extract them instead of recursive I should be able to fix it.
Maybe just Entity them over.

I'm finding out that H2 Cores map decompiler is not flawless.

edit: No, all of the JMAG's are there. Maybe the main one's dependencies are messed up.

H2Core only adds tags that are referenced through others. So if you decompile a Fuel Rod Cannon into the pile of tags, it will only be added if the one of the tags connected to the scnr or the scnr itself has it referenced.

Hence, if you want to remove cinematic objects, you must find where they are referenced and null the reference with H2G and then it won't be added upon rebuild.
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huh?

Post by bloompyle »

Huh??? Lestatfreak you lost me first I just want to fix the spawn could you give me an in depth tut for that please?

And I'm also having some annoying problems with my mod "Dark Side of the Moon" because I added to many chunks so if I add anymore then the map will freeze what do I do now?
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Re: huh?

Post by plushiefire »

bloompyle wrote:Huh??? Lestatfreak you lost me first I just want to fix the spawn could you give me an in depth tut for that please?

And I'm also having some annoying problems with my mod "Dark Side of the Moon" because I added to many chunks so if I add anymore then the map will freeze what do I do now?
Don't add anymore chunks... :?
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Re: huh?

Post by Lestatfreak »

bloompyle wrote:Huh??? Lestatfreak you lost me first I just want to fix the spawn could you give me an in depth tut for that please?

And I'm also having some annoying problems with my mod "Dark Side of the Moon" because I added to many chunks so if I add anymore then the map will freeze what do I do now?
Spawns.

Open the map in Entity.

Open the SBSP Tag

Click on the blue + sign in the top right corner and select View BSP.

Click on the edit tab and click on the "player" checkbox. Hit Select all.

Move the spawns using the arrow keys and page up/down into your BSP.
If you cannot find it, go into the spawns tab and click on a piece of scenery to get the general coordinates of the BSP. Just make sure the scenery isn't selected when you are moving spawns. Otherwise the scenery will move to.

Then it is just a general game of deselecting and selecting to move each individual spawn to where you want. (Wait until you have done the next step to do so.)

Test it out in the game and if you get a black screen, start nulling out sounds in the SBSP (Not SCNR as I discovered. The reflexives hold idential information).




For the rest of you, after a little Entity JMAD tag transfers and relinking in the weapons, the elite is perfect. I'll be testing each of the weapons but my BSP is very stable now. And the Fuel Rod Cannon I added now through a rebuild instead of Entity transfers with corrupted BSP sounds works. (It used to freeze :D )

So just use a combination of H2G and rebuilding and Entity to patch up the little quirks in your maps. Fixes things a lot better than another flawed fresh rebuild.

Those corrupted BSP sounds are a ticking time bomb. I would suggest that you build your map and then null out whatever sounds cause it to freeze or are corrupted and then rebuild with your scenario extracted from the first rebuild.

By the way, XBC-Requim, don't worry about adding the Fuel Rod Cannon to the mainmenu right now. shade45's patch messes with the mainmenu and causes corrupt bitmaps. And Entity cannot clone chunks in the SILY tag that holds the option for the tutorial. If you want, I can figure it out and upload a patch with a proper Entity method.
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bloompyle





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damnit

Post by bloompyle »

Crap!!! that meens know more converts for me! 'cause my bsp viewer is beyond jacked up like when ever I try to open it it comes up with a red "X" and an error!!!
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Re: damnit

Post by Lestatfreak »

bloompyle wrote:Crap!!! that meens know more converts for me! 'cause my bsp viewer is beyond jacked up like when ever I try to open it it comes up with a red "X" and an error!!!
That's not good.

I'm in the 9 hour rebuild club myself.
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Post by Th2mods »

topic updated
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Post by Lestatfreak »

TH2MODSoULMBoCOM, for personal reasons, I will need to drop out of the map pack.

I'll give you a patch of the most stable version of scenarios\solo\03a_oldmombassa\earthcity_1.

It needs spawn points to be placed, an unsolid wall covered up, and a few JMAG's to fix on the elite.

I'm sorry, but recent events have required my time elsewhere.

Good luck on the pack.
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