Campaign modding

Everything about HD, MD, and their mods.

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Unknown-D
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Campaign modding

Post by Unknown-D » Sat Oct 08, 2011 3:06 am

I have been thinking of making a new campaign mod for Halo Demo. However, I feel that b30 is too small for what I have in mind. I'm thinking of using maps like a30 or even b40, but modding Halo Full maps that have been converted into Halo Demo always get screwed up. Anyone have any idea how to mod Halo Full maps that have been converted into Halo Demo?

If it helps, I am also planning to import tags such as Halo 3 Bipeds, Needlers, Energy swords etc. The list also includes Halo 3 Warthogs/Banshees as well.
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Nuthead_
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Re: Campaign modding

Post by Nuthead_ » Sat Oct 08, 2011 1:21 pm

Converting campaign maps (a10, etc) should work fine, But there are errors when importing tags into a10. And modding converted maps might work, but the size of the map will be really huge.

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Re: Campaign modding

Post by Unknown-D » Sat Oct 08, 2011 10:45 pm

Nuthead_ wrote:Converting campaign maps (a10, etc) should work fine, But there are errors when importing tags into a10. And modding converted maps might work, but the size of the map will be really huge.
So, I'm assuming that trying to import tags into Full Campaign maps would cause an error, even if you didn't swap any of the original tags with the imported ones?
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Re: Campaign modding

Post by Sparky » Mon Oct 10, 2011 12:07 pm

Nuthead_ wrote:Converting campaign maps (a10, etc) should work fine, But there are errors when importing tags into a10. And modding converted maps might work, but the size of the map will be really huge.
Are there too many tags in the map then? Does the map have over 7000-something tags?
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Re: Campaign modding

Post by Zanghfei » Mon Oct 10, 2011 12:27 pm

It is impossible.
When reached the limit of 6000 or 7000 or even more.
It will not play the map and will make a crash on Halo.
I did a test for 3 years.
With my bloodgulch and I imported so many stuff in website (over than 6000 or 7000)
(If you did try and it work, I might be wrong. If I'm right so there is it)

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Re: Campaign modding

Post by Unknown-D » Tue Oct 11, 2011 8:19 pm

Alright then, I will try an experiment. I will load in more tags until it exceeds 7000 tags, and then I will see what happens.
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Re: Campaign modding

Post by Sparky » Wed Oct 12, 2011 6:20 am

Unknown-D, I've already tried that. The only thing that happens is that the map becomes unplayable after about 7300 tags. Altimit01 made a fix for this so I could release the INCY with more tags inside its map file, but it remains unplayable.

I'm guessing the problem is something else, though. Perhaps too much internalized data, making the map file too large in MB?
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Re: Campaign modding

Post by Zanghfei » Thu Oct 13, 2011 3:51 am

Sparky wrote:Unknown-D, I've already tried that. The only thing that happens is that the map becomes unplayable after about 7300 tags. Altimit01 made a fix for this so I could release the INCY with more tags inside its map file, but it remains unplayable.

I'm guessing the problem is something else, though. Perhaps too much internalized data, making the map file too large in MB?
I think that, the halo can't handle more "internalized data".
I'm not sure, i guess is only a theory.

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Re: Campaign modding

Post by Unknown-D » Thu Oct 13, 2011 5:53 am

Sparky wrote:Unknown-D, I've already tried that. The only thing that happens is that the map becomes unplayable after about 7300 tags. Altimit01 made a fix for this so I could release the INCY with more tags inside its map file, but it remains unplayable.

I'm guessing the problem is something else, though. Perhaps too much internalized data, making the map file too large in MB?
Too much internalized data, and too large of a MB map file? It sounds like a possibility to me. Oh well.
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Re: Campaign modding

Post by Sparky » Thu Oct 13, 2011 7:55 am

It doesn't matter how large the file is in MB, it can even be GB in size. What matters is how much data the scenario tag references, and maybe also how much of that is internalized in the map file.
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Re: Campaign modding

Post by Unknown-D » Sun Oct 16, 2011 6:24 am

Sparky wrote:It doesn't matter how large the file is in MB, it can even be GB in size. What matters is how much data the scenario tag references, and maybe also how much of that is internalized in the map file.
I see.
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Re: Campaign modding

Post by Smythe » Mon Oct 17, 2011 11:44 pm

I think the size of the maps do matter, it depends on how much of the map the game is optimized to read.
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Re: Campaign modding

Post by Unknown-D » Tue Oct 18, 2011 2:11 am

Smythe wrote:I think the size of the maps do matter, it depends on how much of the map the game is optimized to read.
I agree with your point of view. Indeed, Silent Cartographer is fairly small campaign map, modding it usually would have mostly no issues, unless you screwed up while using Eschaton while modding it somehow. Or at least, that's the way I see it anyway.
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Re: Campaign modding

Post by Sparky » Wed Oct 19, 2011 10:38 am

Make sure you use Eschaton version 0.8.1 when you rebuild the maps. 0.8.2 has problems rebuilding and should only be used to read/write Xbox maps.
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Re: Campaign modding

Post by Vegerot » Tue Nov 08, 2011 9:24 pm

errm, pirate Halo Full?
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