lmfao what are you trying to do?[cc]z@nd! wrote:omfg, roadrage acted like such an annoying noob when he posted 50 new topics, anyway, i cannot figure out what part of the elite's id to put in the calculator. the id question the numbers weren't bold and whatever i put in no-matter what i come out with something too small to fit in the FF FF FF FF
i am frustrated!
HPC: 56 Questions Answered Here
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convert them to ogg/vorbis (or .wav, depending on what the original sound file is), and just inject the new sound file in.[MiNX]TEK wrote:Q: How do you replace the sounds in Halo using the HMT (Im assuming) cause I want to make a sound mod that will have all new origional audio that will sound more realistic.
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Re: Yo
I would think so, but I dont know. why dont you check?elamigo2004 wrote:Does the console command in the shortcut properties work in the trial as well?
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A biped swap or dependency swap in HMT or HHT, is that what you mean?43. Question: Does anyone know how you could change yourself into a covenent?
Answer: Not Answered Yet
Look at their [coll] or [bipd] dependencies in HHT, swap the Marine's death effects with the Wraith's.44. Question: How do you make marines explode on death?
Answer: Not Answered Yet
Read my tut, you just have to use Berkano's collision model plugin, give it health, open up the collision model in HHT and swap some effects.Question: How do I make Pelicans destructible?
Answer: Not Answered Yet
Link:
http://www.halomods.com/forums/viewtopic.php?t=11127
It's all there, as well as how to make spawning AIs.
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i asked this in my own thing, but hunterxi told me to put it here, so i will.
How do u make the big flare/firey thingy in the middle of the nuke like Mono did?
also, non PC related, cud u put this in an xbox map now w/ xinject?
How do u make the big flare/firey thingy in the middle of the nuke like Mono did?
also, non PC related, cud u put this in an xbox map now w/ xinject?
Well mother, life is like a box of chocolates, you never know what you're going to get. Your life on the other hand is like a box of active grenades!
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you have to extract an effect from The Maw. I'm not at my HPC computer right now (it's 1:59), so I cant tell you what it is, but I will be able to get it to you tomorrow. sorry to make you wait 6 days for a half-assed answerfrozenflames wrote:i asked this in my own thing, but hunterxi told me to put it here, so i will.
How do u make the big flare/firey thingy in the middle of the nuke like Mono did?
also, non PC related, cud u put this in an xbox map now w/ xinject?
and yea, you can make the nuke without any PMIing.
llama, unfortunately you're gonna have to redo the conversion. this is because the new/old BSPs are so far apart that the new BSP is outside the old BSP's skybox, meaning that it isnt gonna happen
what you'll have to do is try again with a different MP map...
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[quote="Aztec"]53. Question: How do you make a Pelican destroyable?
(sry to lazy to find wo posted it)
A) theres two ways to do this.
1. give the pelican the banchee or wraith coll in sp. just go in hht find vehi
then look for pelican.
2. in the coll in dependince swapper sswap it for ether the wraith, banchee, or ghost.
3. hit save.
4 go in hmt 3(or 3.5) using berkanos plugin go to the coll tag. find the pelican vehi.
5. give it desired health and give the material parts for sheild damage and body damage put 1 in the boxes.
(sry to lazy to find wo posted it)
A) theres two ways to do this.
1. give the pelican the banchee or wraith coll in sp. just go in hht find vehi
then look for pelican.
2. in the coll in dependince swapper sswap it for ether the wraith, banchee, or ghost.
3. hit save.
4 go in hmt 3(or 3.5) using berkanos plugin go to the coll tag. find the pelican vehi.
5. give it desired health and give the material parts for sheild damage and body damage put 1 in the boxes.
........dont ask for tag converting help........
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(sry to lazy to find wo posted it)Aztec wrote:53. Question: How do you make a Pelican destroyable?
A) theres two ways to do this.
1. give the pelican the banchee or wraith coll in sp. just go in hht find vehi
then look for pelican.
2. in the coll in dependince swapper sswap it for ether the wraith, banchee, or ghost.
3. hit save.
4 go in hmt 3(or 3.5) using berkanos plugin go to the coll tag. find the pelican vehi.
5. give it desired health and give the material parts for sheild damage and body damage put 1 in the boxes.
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Re: -Faq- Questions Answered Here. 56 Questions
Perfect Model Injection of Biped, then swap.Aztec wrote:43. How do I change into a covenant?
For MP
OPEN HMT 3.5, this tutorial presumes you know the basics of where the buttons are, as well as basics on model injection.
1 - Batch Extract the MP Map you want to play as covenant in
2 - Extract BSP/Model Sections of that same map
3 - Open the SP map with the covenant you want to play as.
4 - Go to the [bipd] Bipeds list and open it up. Find the covenant you want to be (lets use grunt) and then check the recursive box next to "Save Meta".
5 - Save the meta to C:\GruntMeta\
6 - Uncheck the recursive box, and save meta again to C:\GruntMeta\
This extracts the .bipd meta tag
7 - With the SP Map still open, generate a .CSV file, and then go to extract raw model.
8 - Load the CSV file you just generated, and look for characters\grunt\grunt in the list.
9 - Select grunt, then click extract model. Extract it to the same place as the grunt.mod2.meta in step 5. (for this tutorial, it is C:\GruntMeta\characters\grunt\grunt.mod2.meta )
10 - Now go to Model Decrapper/BSP Builder. In models, right click, choose add and open the .mod2 meta file you just extracted. In Existing Vertices,Indices,BSP Area, go to where you extracted the MP Map BSP/Model Sections, and select the only file it should show you (.vertices,.indices,.sbsp)
11 - Click "Decrap" (im too lazy to type the whole thing)
12 - When it is done, go to rebuild map.
For original map, choose (chosenMPmap).map
When it asks you if you want it to automatically fill in the other fields, click yes.
Under additional files at the bottom, click add, and open the .mod2.meta file you extracted earlier.
Also add the .bipd.meta that you saved at the start.
13 - Click on REBUILD. Wait a bit, and when it asks if any vertices have been added, click yes and browse to the folder you extracted BSP/Model Sections to, way back at the start. Choose "(chosenMPmap).vertices.new"
Then it will ask if any new indices have been added.
Choose "(chosenMPmap).indices.new" in the same folder
Then it will ask if you want to use the changed offset. Click yes.
14 - Once it is done, go to the folder your original map was in, and delete the original (only if you have a backup). Rename "(chosenMPmap).rebuild.map" to "(chosenMPmap).map".
Now open the map in HMT.
15 - Open the [bipd] Bipeds list. Select "Cyborg". Click SWAP and swap it with "Grunt".
16 - Click save, and open your map in the game. To see if it worked, either look at the height of your camera, or edit a vehicle. Lets edit a vehicle.
17 - Open the map in HMT again. Go to the vehicles list, open it and click on warthog. On the right where it says "Seat", change it to number 0.
Then it will say "Seat Name" = "W-driver"
Find a vehicle that the biped you swapped in can ride in (for grunt it is gun turret), and find it's "(something)-driver" tag. (for gun turret it is
"GT-gunner".)
18 - Edit the "W-driver" to say "GT-gunner" or whatever your biped can drive.
19 - Save changes and open the map in Halo. Now you should be able to enter the vehicle and see your new biped!
Thats it! For SP, do the same as above, from step 15 -> the end.
And of course you don't need to import models, the bipeds are already there!
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