Using HMT to Replace

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x1MCMAXx
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Using HMT to Replace

Post by x1MCMAXx » Fri Nov 24, 2006 5:35 pm

A quick and easy tutorial.

1.Open a normal bloodgulch.map in HexEdit.
2.Change the first four bytes of 0x10 to 74 19 85 00
3.Open HMT and load your new bloodgulch.map in it.
4.Select the weapon, projectile, or vehicle you want to have and press SAVE META.
5.Select where you want your object to be and press INJECT META.
6.Find your .meta file, and select it.
7. Exit HMT
8.Play the mod

All that it does is it takes away the time of using hex.
I found this out by myself.

P.S. and yes shadow you dont need 16 byte codes anymore and you can replace almost anything. AND PLEASE TELL ME WHAT YOU THINK!!!

Peace Yall,
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Last edited by x1MCMAXx on Tue Jul 03, 2007 9:06 am, edited 2 times in total.
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Post by Syperium » Fri Nov 24, 2006 7:14 pm

Woah... I didn't know you can do that. Are you sure it works? If it does, and you're sure, I may try this with an import vehicle...

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Post by kaboose » Fri Nov 24, 2006 7:18 pm

There is an easier way of doing this.
Its called the dependacy swapper

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Post by Syperium » Fri Nov 24, 2006 7:37 pm

Fuck the Dependency Swapper. That thing has done nothing but cause me trouble and waste my time. Fuck It.

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Post by x1MCMAXx » Fri Nov 24, 2006 7:47 pm

Syperium wrote:Woah... I didn't know you can do that. Are you sure it works? If it does, and you're sure, I may try this with an import vehicle...
yeah you can do it. I have tried it on my new Battle Land v2 and everything works you can do effect replaces, vehi replaces, the whole shabang.


And I found it out by learning how to make the Destroyer Killer (Flamethrower in Battle Land v2)
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Post by Hunter » Fri Nov 24, 2006 9:53 pm

HI 1MCMAX,ITS ME,HUNTER(SORRY FOR CAPS) :D

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Post by x1MCMAXx » Sat Nov 25, 2006 5:38 am

hey hunter did u understand what I meant in that PM you just need to experiment and in a while you can have a great mod

and Syp does this mean the updated elite special mod is coming out soon
and I can help you with it
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Post by Hunter » Sat Nov 25, 2006 8:27 am

yeah,i already have it,lol

oh the upated,i didnt really understand,im new to macgamingmods.
Last edited by Hunter on Tue Jan 02, 2007 4:07 pm, edited 1 time in total.

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Post by Syperium » Sat Nov 25, 2006 8:38 am

Yeah, That's accually what I'm workin' on right now. I made somethin' funny happen while trying to change the I.D of the tank, XD!

Here's a tut of what I did:

Open bloodgulch in HexEdit.

Go to: AFA2C0

Highlight the first: 00

And make it: 04

Find: 60 02 D4 E3

And replace all with: E3 02 57 E4

Save and Quit. Open, play!

It's the funniest thing.

And if you want to do somethin' else cool, open the same map... Find: 70 61 65 77 52 F4 F2 4B 00 00 00 00 C7 04 3B E6, and replace all with: 69 68 65 76 87 C3 F2 4B 00 00 00 00 91 03 05 E5.

Once saved and opened, go to the rocket launcher, and be amazed.


1MCMAX, do you know how to edit I.D's so that the Elite can enter all vehicles and pick up all weapons? If you do, I would appriciate that information.

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Post by x1MCMAXx » Sat Nov 25, 2006 10:28 am

humm edit I.D's uh............ this is just a guess but copy ur map before u try this. Wouldnt you open ur file in HMT find the ID of the cyborg and ur imported elite in the biped section then you would swap the I.D. of the elite with the cyborg because wouldnt that let the elite do everything that the cyborg can try it, and correct me if im wrong. REMEMBER BACK UP UR MAP BEFORE YOU TRY THIS!!!!

ps i downloaded ur elite special mod and it wont open with halo!!!!

EDIT: invisible gauss warthogs!!!!
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Post by GZ » Sat Nov 25, 2006 12:56 pm

Hahah thats cool, but i dont understand how that can happen by just changing IDs

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Post by x1MCMAXx » Sat Nov 25, 2006 6:20 pm

well i think that by changing the id...... wait think of it this way the elite has a normal id card but the cyborg has a special id card that he can do cooler stuff with when the elite gets the same id card that the cyborg has, it can do cooler stuff
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Post by mavrick06 » Sat Nov 25, 2006 6:54 pm

hmmm i havnt tired this yet (what your tut was on) but that would make modding a lot easier. that means i wouldnt have to find the 16 byte codes for weapons and stuff because HMT already does it for me! sort of.
hey syperium. if i used spark edit, on a pc and made more spawn points and stuff, how do i make it so i can use it on mac?
because my dad has a laptop (pc) i might use that. though im not meant to lol.

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Post by x1MCMAXx » Sun Nov 26, 2006 6:21 pm

one program ppf master
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Re: HMT tut

Post by mavrick » Mon Nov 27, 2006 5:31 pm

1MCMAX wrote: next you will replace the first four bytes of 00000010(0x10) with 74 19 85 00.


1MCMAX
why do i need these four bytes? dont i put in the full header to use in HMT?
i tried this and it didnt work....
is it limited to projectile swaps? or can i swap anything?
cause i tried lots of stuff but nothing happened...
hmmm ill try again.

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