AI MODS

Request new mods.

Moderator: Halo Moderators

AK-49
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AI MODS

Post by AK-49 » Sun Apr 15, 2007 7:28 pm

ARE THERE ANY GOOD AI MODS OUT THERE FOR DEMO!!!!!I ONLY FIND EM OF FULL!!!!!!! THE COVI REVENGE ONE DOSENT WORK EITHER. ANYONE KOW WHERE I CAN GET SOME????? OR CAN TELL ME HOW TO MAKE ONE!!!!!

TheSlothist
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Post by TheSlothist » Mon Apr 16, 2007 2:40 pm

YOU COULD MAKE ONE!!!!!!!11!!!!!111!1!1!!1oneone
OMFG THE INTERNET IS SO SRS.

kaboose
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Post by kaboose » Mon Apr 16, 2007 3:38 pm

I MADE ONE!!!111shift11111!!!!!!!!!!!
The warthogs are full of ai and a charged up plasma pistol shoots warthogs (Full of ai)
http://rapidshare.com/files/26397203/bl ... p.zip.html
Also, the grenades have increased force but do no damage so you can flip the hogs. And no, the ai cant drive them, so dont worry about them running you down. But they do shoot you with the turret....

AK-49
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Post by AK-49 » Mon Apr 16, 2007 5:08 pm

thanks kaboose ill try it out, anymore you know of?

kaboose
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Post by kaboose » Mon Apr 16, 2007 5:31 pm

No. But making them is VERY easy actually. I might make a tut.

AK-49
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Post by AK-49 » Mon Apr 16, 2007 8:18 pm

if you did, id make tons of ai mods!!!!!!!

TheSlothist
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Post by TheSlothist » Tue Apr 17, 2007 3:56 am

donut wrote:if you did, id make tons of ai mods!!!!!!!
don't make a tut let him(or her?) figure it out by them selves just give them some hints first get the actv of the ai you want in BG them put them in your Vehicle (i'll let you figure out the rest)
OMFG THE INTERNET IS SO SRS.

kaboose
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Post by kaboose » Tue Apr 17, 2007 3:37 pm

Why not give him a tut? The community of mac demo modding is dying, ill be doing my share to keep it alive.
But Im to lazy to make a tut right now.

Altimit01
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Post by Altimit01 » Tue Apr 17, 2007 4:03 pm

Well it's not like it's hard or anything. You just need to know how to rebuild maps with demo. (I'll assume you know how, if not there are tutorials and I also put together a small little program that'll convert headers for you here)

Convert b30 and bg headers to full

HHK:
Export recursive an actv tag from b30
Import recursive the actv into bg (select the .actv tag, then the folder that all of the recursive stuff was saved into)
Rebuild the map and save.

HMT or Eschaton:
Decrap any models that have been added.
Open a vehicle in dependency swapper.
Find an actv dependency that is nulled out.
Change it to the actv you imported.

Convert the headers back to demo.
The AI will now show up in the seat of vehicle you edited.
Disclaimer: I am no longer active. Any posts, PMs or other communication I use has no guarantee of accuracy or follow up.
Download Eschaton: Mediafire

>Shadow<
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Post by >Shadow< » Tue Apr 17, 2007 5:44 pm

Just in case anyone is thinking: "Like WTF? How do I do that?", here's a tutorial I did on Team Wraith.

AI in Bloodgulch

1. Open up b30.map in HHK
2. Go to the actv (Yes the actv. NOT the bipd!!) and choose an actv.
3. Click on the actv you chose and then RECURSIVELY export it to an empty folder on the desktop.
4. Close b30.map in HHK.
5. Open up bloodgulch.map in HHK.
6. Click on Recursive Import.
7. Go through the folders in the folder you exported everything to and find:
(actv name you chose here).actv . It should be in a folder called actv and then in another folder which has the name of the actv you exported. I'm not sure. Just try to find the (actv name you chose here).actv
8. Select the .actv file. Another window should pop up. Go to the folder you exported everything to in the window and click "Open" or whatever the button name is.
9. Go to the actv section and make sure the actv was properly put in.
10. REBUILD THE MAP (Apple + R) THEN SAVE THE MAP FILE. HHK IS NOT AN AUTOMATIC SAVE LIKE HMT.
11. Close HHK and open HMT.
12. Open the bloodgulch.map you just saved. (The MC should have a purple head.)
13. Time to correct the model:
14. Export the meta of the elite mod2 tag from a single player map. Click on the "Save Raw" button and save the vertices and indices to your hard drive.
15. Open the map you put the AI in and inject the meta you saved in step 1.
16. Click on the name of your AI in the mod2 section in the multiplayer map which you put the AI in and click "Append Raw". Select your verticies and indices you saved to your hard drive from the single player map and then click "Append".
16. Close HMT and re-open it.
17. Go into the dependency swapper and go to the vehi tag.
18. Select the warthog.
19. Find the actv's which are close to the end of the list.
20. Click one of the actv's and swap it with the AI you want.
21. Make those changes to the header when switching it back to the demo header. Syp posted them somewhere.
22. Save and you are done.

The Changes are:

008 -> 5E8

010 -> 5EC

014 -> 2C4
..|............|
Full----Demo

This tutorial also works with any other imports into multiplayer maps.
Image

«Beast»
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Post by «Beast» » Tue Apr 17, 2007 8:02 pm

Thank you Shadow for writing that up. The key thing to note when importing objects into demo maps are the changes in the header! This is why so many maps are crashing Halo, even if you followed all the correct steps!
>Shadow< wrote:The Changes are:

008 -> 5E8

010 -> 5EC

014 -> 2C4
..|............|
Full----Demo
Most important part!!!

AK-49
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Post by AK-49 » Sat Apr 21, 2007 12:02 am

i tried opening it in hhk and it gave me some crap about how it didnt have the ID of a halo map file. thanks for the tut though, really appreciate it! fun mod kaboose by the way.

TheSlothist
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Post by TheSlothist » Sat Apr 21, 2007 10:48 pm

yeah if you don't know,
replace the full bg's 800 bit header its posted somewhere on here
OMFG THE INTERNET IS SO SRS.

«Beast»
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Post by «Beast» » Sun Apr 22, 2007 6:41 pm

Byte, not bit.

Mota-Lev
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Post by Mota-Lev » Thu Jun 28, 2007 9:53 am

Sorry to bumb this topic but how do you make the ai's just wonder around the map???
Stupid tinypic removing my images

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