Importing From Other Maps (Including Halo Full)

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Should This Tut be allowed?

Poll ended at Sun Mar 04, 2007 10:44 am

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Total votes: 4

x1MCMAXx
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Importing From Other Maps (Including Halo Full)

Post by x1MCMAXx » Sun Feb 25, 2007 10:44 am

Importing Tutorial

I'll use the Elite biped as an example, and mark all areas that are the same, and differences that you need to do when importing other things. Brackets are used to show what is in HHK's interface.

Step 1: Open the map with the object you want extracted. (Elite in this case, use b30.map)
Step 2: Click the Disclosure triangle (flippy thing) next to the line labeled [bipd]. Then, find the biped that you want to extract. This process is the same, for anything you wish to extract, just find it's tag class ([veh], [scen], etc.) and it's tag.
Step 3: Once the tag you wish to export (the Elite) is selected, click [Tools -> Recursively Export Meta and References].
Step 4: Select where you want the tags to be saved. I recommend making a folder on the Desktop, or wherever, by clicking [New Folder] in the Save dialog box. Name it Elite Extract. Now, choose that folder as the save location.
Step 5: Close b30.map, and open bloodgulch.map (At this point, BE SURE to have a backup file of bloodgulch.map!).
Step 6: Click [Tools -> Import Recursive.
Step 7a: This part is tricky. The Open dialog box will come up, navigate to Elite Extract, and through the characters folder until you see a file named [elite.bipd]. Open it.
Step 7b: The Open dialog box will come up again, navigate to the root tag folder (In this case it is Elite Extract, the root tag folder is the directory of all of the tags that you have saved) and open it.
Step 8: Expand the [bipd] triangle, make sure that [elite] is in there. Now, click [Tools -> Map Rebuild] Note: In my experiences, this isn't really necessary, but do it just in case.
Step 9: Click [File -> Save]

Model Correct Is... (Done in HMT)

1.Save Vertices and Indices to your Desktop, along with the model meta from the ORIGINAL map
2.Inject Meta
3.Append Raw
4.Done

The changes are... Key = Full -> Demo

008 -> 5E8

010 -> 5EC

014 -> 2C4

You're done! The Elite biped is in bloodgulch.map! Now, to play as him, use my other tut to replace the cyborg biped with him in HMT
Last edited by x1MCMAXx on Mon Jul 09, 2007 10:48 am, edited 2 times in total.
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Post by zapconquest » Sun Feb 25, 2007 3:00 pm

How do I open the b30.map in HHK? Do I need the full header, or is there a trick like the one for bloodgulch?

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Post by Yummy » Sun Feb 25, 2007 9:09 pm

Ya need full header.
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Post by >Shadow< » Sun Feb 25, 2007 11:41 pm

You also need to make some changes to the header after it is imported.

Also you forgot to mention about correcting the model as it is necessary or Halo WILL crash.
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Post by x1MCMAXx » Mon Feb 26, 2007 5:22 am

The changes are... Key = Full -> Demo

008 -> 5E8

010 -> 5EC

014 -> 2C4

Model Correct Is...

1.Save Vertices and Indices to your Desktop, along with the model meta from the ORIGINAL map
2.Inject Meta
3.Append Raw
4.Done
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Post by Syperium » Wed Feb 28, 2007 3:28 pm

Lol, to get the elite to drive in the Banshees, simply change the actv tag, in Dependency Swapper, to the Elite, and it should be flying around upon entering of the game.

I'm not certain that you may have to import an Elite "Special" for this to work. I don't think it'll work with the regular Elite. You can try it though. Won't hurt anything.

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Post by x1MCMAXx » Sun Mar 04, 2007 3:48 pm

Hey Syp, what is the difference between an elite "special" and a normal elite? Can the elite special do things that MC can?
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Post by draconic74 » Sun Mar 04, 2007 4:50 pm

I want to know that too. Is the special the gold or camoed. Or black ops? It makes no sense... >_<
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Post by >Shadow< » Sun Mar 04, 2007 5:17 pm

The elite special should have more sheilds (if Zealot), and is able to have the camo all the time (if Stealth Elite) and has a symbol on his back.

The elite special is pretty much either the stealth or Zealot elites. Every other type is just an elite. >_>
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Post by draconic74 » Tue Mar 06, 2007 11:34 pm

Guess what? Using the tutorial by Karahna and this one, I still cannot get models to work. Is my HMT screwed up on that too???
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Post by x1MCMAXx » Wed Mar 07, 2007 5:09 am

Did you make changes to the header?
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Post by draconic74 » Wed Mar 07, 2007 2:03 pm

Yes. And even if I did them wrong, I followed Karahnas tutorial on Youtube, and got the same result. This includes when I used a full map and changed that. I did this about 5 times using various full and demo map(s) and always got either a frozen black screen or a crashed Halo. On full, I got the black screen lots. So I changed back to the original to make sure nothing was wrong. It was definently the map... Why cant I inject??? And why do HMT and HHK still not work. >_<

Couple more things... Ive always wondered. Do you need to make the model using the original model and only editing points and edges to keep it the "same" size or (if HMT worked) should I be able to just go into wings, make a circle, extrude random points, add a rectangle and a cylinder, then rezie and position it, and be able to inject it from there?
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Post by x1MCMAXx » Mon Jul 09, 2007 7:40 am

I am Bumping this tutorial up to the top of the forums because there are a lot of people asking about how to import from halo full.
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Post by TaxiService » Mon Jul 09, 2007 1:38 pm

x1MCMAXx wrote:I am Bumping this tutorial up to the top of the forums because there are a lot of people asking about how to import from halo full.


thanks a lot, but i didnt understoot a thing:
The changes are... Key = Full -> Demo

008 -> 5E8

010 -> 5EC

014 -> 2C4
what do you mean to do, open the map in hexedit and swap every 008 with a 5E8? lol, sorry for my ignorance
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Post by Altimit01 » Mon Jul 09, 2007 1:49 pm

It means that the data at the offsets in the first column are where the data is in a full map and the second column is the offset for the same data on a demo map. You have to use that open maps in HMT. or use Demo Hack
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