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Using HMT to Replace
Posted: Fri Nov 24, 2006 5:35 pm
by x1MCMAXx
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,
x1MCMAXx
Posted: Fri Nov 24, 2006 7:14 pm
by Syperium
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...
Posted: Fri Nov 24, 2006 7:18 pm
by kaboose
There is an easier way of doing this.
Its called the dependacy swapper
Posted: Fri Nov 24, 2006 7:37 pm
by Syperium
Fuck the Dependency Swapper. That thing has done nothing but cause me trouble and waste my time. Fuck It.
Posted: Fri Nov 24, 2006 7:47 pm
by x1MCMAXx
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)
Posted: Fri Nov 24, 2006 9:53 pm
by Hunter
HI 1MCMAX,ITS ME,HUNTER(SORRY FOR CAPS)

Posted: Sat Nov 25, 2006 5:38 am
by x1MCMAXx
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
Posted: Sat Nov 25, 2006 8:27 am
by Hunter
yeah,i already have it,lol
oh the upated,i didnt really understand,im new to macgamingmods.
Posted: Sat Nov 25, 2006 8:38 am
by Syperium
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.
Posted: Sat Nov 25, 2006 10:28 am
by x1MCMAXx
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!!!!
Posted: Sat Nov 25, 2006 12:56 pm
by GZ
Hahah thats cool, but i dont understand how that can happen by just changing IDs
Posted: Sat Nov 25, 2006 6:20 pm
by x1MCMAXx
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
Posted: Sat Nov 25, 2006 6:54 pm
by mavrick06
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.
Posted: Sun Nov 26, 2006 6:21 pm
by x1MCMAXx
one program ppf master
Re: HMT tut
Posted: Mon Nov 27, 2006 5:31 pm
by mavrick
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.