Resinball
September 20th, 2010, 09:09 PM
http://www.h2mt.org/repository/images/headers/header_22.jpg
http://www.h2mt.org/repository/images/logo/H2MT_large.gif presents
Kills Alone's notes for Halo 2 Vista Mapping
Last updated on June 27th, 2013
Random helpful H2V notes. Some of these tips could save you days, even weeks of work/research.
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GUERILLA UNLOCKED + EXPERT MODE
In Guerilla go to Edit then Expert Mode.
Expert mode allows you to edit previously locked fields.
Make sure you are using this unlocked Guerilla: H2MT H2EK Unlocked - Enhanced Edition (http://www.h2mt.org/tools/2_Vista/H2EK_Unlocked/H2MT_H2EK_Unlocked_-_Enhanced_Edition.exe).
This unlocked version of Guerilla allows you to view/edit previously locked tags and to create new ones.
H2GuerillaDONE.exe -> Use for normal unlocked editing.
H2GuerillaTST.exe -> Use for editing otherwise hidden fields such as object naming, improved scripting support and messing with cameras.
H2GuerillaNEW.exe -> Same features as the TST version plus it will not corrupt a scenario tag when adding Kill Trigger Volumes or weapons to a single player scenario. Of the three this is the most stable however it can only open one scenario at a time, a work-around is opening a second instance of Guerilla.
INSTALL
Extract the contents of the archive to a sub-directory in the Halo 2 Map Editor folder named H2EK Unlocked, then make appropriate shortcuts.
-------------
H2TOOL SOLO HACK
You can compile a Single Player, Multiplayer, Shared or Main Menu map with this modified version of H2Tool (http://www.h2mt.org/tools/2_Vista/Solo_Hack/H2Tool_Solo_Hack.exe)
More info (http://forum.halomaps.org/index.cfm?page=topic&topicID=39309)
INSTALL
Rename the original to H2Tool.exe.BACKUP and rename this file to H2Tool.exe
*Sapien can be used to change the map type to Single Player.
-------------
SHADERS
About 70% of all the shaders use tex_bump or tex_bump_env_combined as their shader template.
-Statement by bum has knife, an H2V Developer
-------------
SCRIPTING
First thing to know about scripts is that not all of them will sync online. Many are host only; meaning they will not run or be visible when playing online.
Working Script examples (http://www.h2mt.org/killsalone/tags/scripts/)
Script extraction tools and guides (H2X) (http://www.h2mt.org/tools/2_XBox/Scripts/)
Extracted Campaign Script examples (http://www.h2mt.com/tools/2_Vista/Scripts/Campaign_Scripts/)
Additional info: Scripts like the explosive crate creator and destroyer on Colossus require Kill Trigger Volumes that are labeled with Object Names.
To add Objects Names and to get more options within a .scenario file use H2GuerillaTST.exe from the Unlocked H2EK. Otherwise you will never see those fields. The Object Names field is near the beginning of a .scenario file.
Unfortunately, H2GuerillaTST.exe cannot open .scenarios that have Kill Trigger Volumes so the Object Names must be created first, then switch editors back to H2GuerillaDONE.exe.
This thread explains in further detail: http://www.modacity.net/forums/showthread.php?23505-SCRIPTS-Few-tele-things-and-Wizard-Magic-scripts
-------------
SAPIEN ITEM POPULATION
Never place more then 98 weapon .item_collections in Sapien. I've been told this can apply to too many crates and possibly scenery also.
If you place too many .item_collections it will cause the map to overload which results in terrible lag that only appears when playing the map online with others.
-------------
CRATES + SCENERY
A crate can move (or be bumped) while a piece of scenery is static unless it is attached to a moving object such as a vehicle or projectile.
An example of a crate would be one of the placeable boxes or the dumpster.
An example of scenery would be the Flag's base.
-------------
FIXING WEAPON .ITEM_COLLECTIONS
The .item_collection should point to the .weapon file.
The .weapon file should point to everything else, so scroll through it and look for any tags that are red. If they are red you will need to find them. You can just use the built in windows search for this. Do this for every tag that is missing (in red).
-------------
LOWERING LIGHTING TIME
Decreased lightmap size reduces the memory used and can speed up the lighting process.
This can be done by appending lm:0.1 or a higher numerical value.
Example 3DS Max Material: city metal_roof
Example with low lighting: city metal_roof lm:0.1
REF: http://www.h2mt.org/tools/2_Vista/Tutorial/Halo_2V_Map_Editor/materials1.html
-------------
NIGHT-TIME MAP
Duplicate an exiting .Sky file, such as the Coagulation sky.
Under LIGHTS set the direction of the sun to Y 5 P -90.
This puts the sun (the main light source) under the bsp covering the map in darkness.
Y: Yaw - Roll around the side of
P: Pitch - Roll under/over
2162
-------------
STEPFIX
Here are the invisible stair settings:
Name: %stepfix
Material: zanzibar stepfix=({^
http://www.h2mt.org/killsalone/tags/scenarios/shaders/multi/Zanzibar/stepfix.shader
(Right-click and then select save link as)
So download and move the above shader to here: Tags/scenarios/shaders/multi/Zanzibar
*BTW, the zanzibar shader_collection already exists inside of shader_collections.shader_collections so you do not need to make a new collection for it as long as you stick with my setup here.
2367
-------------
SOUNDS
There is not a way to make new sounds in the Halo 2 format, however you can use some sounds from Halo CE. If you try to edit these files in Unlocked Guerilla the app will crash.
You can, however, listen to them from Guerilla. To do so; open the Halo CE sound file in Guerilla. Now scroll to the bottom of it, under Permutations select a number and click on the play button to hear it.
The archive below should help add support so that you can properly preview these sound files.
Download this file: http://www.h2mt.org/killsalone/bin/XBADPCM.rar
Put the extracted files here: \Halo 2 Map Editor\bin
-------------
RETIRED MAPS
I keep an updated list of retired maps that I have made into a .bat (batch) file to move all of them for users that have too many old outdated maps or just too many maps in general. http://forum.halomaps.org/index.cfm?page=topic&topicID=38293
-------------
GRAPHICS FORMATS
Photoshop: When saving an exported .DDS texture import it as 16-bit and save as a .TIF file.
In my experience .DDS files fail when extracting bump maps from Halo so I suggest extracting those as .BMPs.
For consistency sake I always save images as .TIFFs when I can. When saving make sure that the layers are first merged.
Photoshop DDS plug-in: http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop#downloads
3DS Max 8 DDS support: http://www.h2mt.org/tools/3D/Apps_+_Plug-ins/3DS_Max/3DSMaxR8DDSPlugIn.rar
a8r8g8b8 TGA 32-Bit
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GLOBAL WEAPONS
multiplayer_globals.multiplayer_globals
Additional weapons are added to all future compiled custom maps(!) whether they are placed in Sapien or not. This will, of course, increase map filesize.
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PROPER CTF + SPAWNS
The following is the method I use:
*If you do not create all gametypes you will receive errors when saving the current scenario in Sapien.
For CTF to work you need:
1) The scenery that it sits upon; one for Red team, one for Blue and one for Neutral.
2) The CTF Netgame Flags are set to one Spawn per Red/Blue base set to the correct team color, leave Identifier at 0. Check the first two flags (Multiple Flag and Single Flag). Then create one more spawn for the Neutral Flag at the Neutral location. Team Neutral. Identifier still 0. Check only the bottom flag (Neutral).
3) The CTF Netgame Flags are also set to one Return per Red/Blue base set to the correct team color, leave Identifier at 0. Check the all flags (Multiple Flag, Single Flag and Neutral).
4) Do the exact same thing for Assault.
http://www.h2mt.org/tools/2_Vista/Tutorial/Halo_2V_Map_Editor/capturetheflag.html
Now for the spawns:
-Set Red and Bluespawns to CTF and Slayer only
-Set Neutral spawns to All but CTF and Slayer
-Do not put different types of spawns in the exact same area
-Each spawn (or group of similar spawns) needs a respawn or initial spawn set over it/them.
-Each respawn/initial spawn needs a weight, the higher the weight the more likely it will be used, (I recommend setting them all to 2)
--------------
EXACT SPAWN SETTINGS
Player Starting Points:
Team: Red/Blue
Game Type 1: CTF
Game Type 2: Slayer
Spawn Type 0: Both
Team: Neutral
Games Type 1: All Except CTF
Games Type 2: Slayer
--------------------------
Respawn Zones:
Team: Red/Blue
Games: CTF
Lower Height: 0
Upper Height: 1
Inner Radius: 1.5
Outer Radius: 2.5
Weight: 2
Team: All + Neutral
Games: All but CTF, Race and Headhunter
--------------------------
Initial Spawn:
Team: Red/Blue
Games: CTF
Lower Height: 0
Upper Height: 1
Inner Radius: 1.5
Outer Radius: 2.5
Weight: 2
Team: All + Neutral
Games: All but CTF, Race and Headhunter
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QUICK + DIRTY WATER TUTORIAL
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water.zip
708KBs (1.23MBs extracted)
Put the enclosed files into the appropriate data/tags folders.
Go into your maps .scenario_structure_bsp and add water definitions at the bottom. You can get these values from other maps, by viewing them with Entity for example (for H2 XBox maps) and maybe Gravemind (for H2V maps) or you can use the following picture as a reference:
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water/Outskirts_Water_Definitions.jpg
In the actual Max file; set the water material (M brings up Material editor) add these symbols to the end of the shader: ?!
So the shaders call should look something like this: mapname water_pool?!
Set the maps that the material uses to diffuse and opacity (at 100%).
You DO NOT need to render with lighting every-time you change your water, or your sky for that matter. Just package and test.
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HERE IS HOW THE WATER SPLASH WAS DONE ON TOMBSTONE
Materials + Bitmaps
water - tomb highplains_water_pool?!
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water/Highplains_Water_Pool_Texture.jpg
under water - tomb highplains_sewer_water
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water/Highplains_Sewer_Water_Texture.jpg
Shaders
highplains_water_pool.shader
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water/Highplains_Water_Pool_Shader.jpg (http://www.h2mt.org/killsalone/tags/scenarios/shaders/multi/Tombstone/highplains_water_pool.shader)
highplains_sewer_water.shader
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water/Highplains_Sewer_Water_Shader.jpg (http://www.h2mt.org/killsalone/tags/scenarios/shaders/multi/Tombstone/highplains_sewer_water.shader)
------------------------------
To summarize, the regular water goes on top, then the ground texture that is below the water has its material name (in the Shader in Guerilla) set to liquid_thin_water_shallow also take note of the templates in use.
------------------------------
All of the Tombstone Shaders (http://www.h2mt.org/killsalone/tags/scenarios/shaders/multi/%5bTAGS%5d_Tombstone_shaders.zip)
All of the Tombstone Bitmaps (http://www.h2mt.org/killsalone/tags/scenarios/bitmaps/multi/halo/%5bTAGS%5d_Tombstone_bitmaps.zip)
--------------
MACHINE DEVICE
There is a functioning device included with the example.map.
Its the purple rotating shine that surrounds the gravity lifts. In Sapien it needs a value of 1 or 0 to function which is an On or Off setting, I believe.
From Sapien:
Mission > Objects > Devices > Machines > high_lift_effect
(under Power and Position Groups its points to the following)
Mission > Objects > Devices > Device Groups > lift
(initial value of 1)
The necessary files are located here:
tags\scenarios\objects\solo\highcharity\high_lift_ effect\high_lift_effect.device_machine
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HALO 3 MODEL EXTRACTION
Q: Is there no script for going through a model and making sure they are all flipped the same way?
A: There is. In surface properties, go to the normals stuff. Press Unify. Only actually works for sealed models, so It's great for Bungie rips.
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WARTHOG'S .RENDER_MODEL
Suspension material is at @ Section 60, 61 and probably 58, 59ish
http://www.h2mt.org/repository/images/headers/header_8.jpg
CUSTOM WEAPONS
Our newest Custom Weapons Pack contains over fifty new weapons, equipment, HUDs and vehicles:
Version 2.0 (http://www.h2mt.org/repository/weapons.html)
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CUSTOM WEAPONS QUICK TUTORIAL
-Get/Make a model
-Import it into 3DS Max (I prefer version 8 for Halo related work)
-Set-up Nodes and Markers, Materials
-Turn off Backface culling and flip polys on model(s) so that model appears black
-Export to .JMS
-Compile to GBX_model
-Use Jahrain's GBX Model Upgrader (which only runs on certain systems)
-Setup new weapon in the Unlocked H2V Guerilla, tags, bitmaps, 1st/3rd person model, effects, etc
-" " Shaders, importing whatever else is needed to the editor
-Adjust messed up nodes/markers by hand
-Test and balance
A more detailed custom weapon model guide (unfinished) in Word 2007 .docx file format (http://www.h2mt.org/tools/2_Vista/Tutorial/Custom%20Weapon%20Models%20in%20H2V.docx)
1.16MBs
-------------
RADIANS
Halo 2 uses radians instead of degrees for rotation stuff, so here's how to convert between them.
1 degrees = 0.0174532925 radians
Degrees = Radians * 180/pi
Radians = Degrees * pi/180
I think that 3.14 is as far into pi as you need to get...
So if in halo 2 you have 2.15 as the rotation of something, it's 123.25 degrees.
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ROTATION CONVERTER
http://www.onlineconversion.com/quaternions.htm
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BASIC COLLISION DETECTION
http://www.flipcode.com/archives/Basic_Collision_Detection.shtml
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REAL TIME EDITOR (aka RTE)
Ambiguous Alpha (http://www.modacity.net/forums/showthread.php?23827-Ambiguous-Alpha-v2.35)
The first RTE for H2V.
Cheat Engine 5.6 (http://www.h2mt.org/tools/2_Vista/Cheat_Engine/Cheat_Engine_5.6.exe)
Can be used as a RTE for H2V, see the section below regarding manually adjusting nodes.
Biped FP FOV: 1.22173 = 70
-------------
Resize Models by hand
Overview
This quick guide will give you the key tips and info required to resize new or existing models for
Halo 2 Vista.
This process can be time intensive depending on your ability with math and the complexity of the
model and its various parts.
The trickiest part will be getting the .Collision_Model and the .Physics_Model to work correctly.
The guide now includes a small section describing the use of Cheat Engine to edit the models
in real time. This will save you hours of guessing and waiting for the compiler to spit out the map
after every minor change.
Requires
H2 Editing Kit - from the Halo 2 Vista DVD
H2V Guerilla Unlocked (http://www.h2mt.org/tools/2_Vista/H2EK_Unlocked/h2ek_unlocked.rar) - running in expert mode (Edit > Expert Mode)
Cheat Engine 5.6 (http://www.h2mt.org/tools/2_Vista/Cheat_Engine/Cheat_Engine_5.6.exe)
.Render_Model
mode
Edit the values at the top of the file immediately under the section titled COMPRESSION INFO.
To resize your .Render_Model either multiply or divide the numbers highlighted in red.
*Leave the minus symbols (-) where they are.
http://www.h2mt.org/killsalone/data/objects/weapons/equipment/Bubble_Shield/etc/Render_Model_Resize.jpg
Manually adjusting Nodes (aka Frames) and Markers
Scroll down to the section titled Nodes or Markers depending on which you need to change.
To adjust either of them follow the key below:
X: +Forward -Backward
Y: +Left -Right
Z: +Up -Down
I:
J:
K: +Rotate to side -Reverse Rotate to side
W:
Further Example: You can use Cheat Engine 5.6 to edit the Node/Marker's XYZ values in real time in Sapien and
in-game.
Open a .Scenario file in Sapien; one that includes whatever Nodes/Markers you want to edit, if it does not then
place them now.
Next open Cheat Engine. Click Select process to open then select the running instance of Sapien which will be labeled
as a string of numbers and -H2Sapien.exe.
Put the number/value you are searching for under Value. Typically you would get this value from the .Render_Model by
viewing it with Guerilla Unlocked.
Also, take note that if the value is not unique (and by that I mean a long number such as 0.123456 compared to
0.1) then when you run the search Cheat Engine will either crash or take forever to find far too many values.
To avoid this edit the X, Y or Z value that you need to change to be unique with Guerilla. So if the value was
0.12 then make it 0.1201243. Guerilla will cut off any excess numbers from the values by rounding the number
up for you; this should not provide a significant problem.
Set the Value type to Float and select the option that just appeared labeled Rounded (extreme). Click First Scan.
Again, depending on how long the number is this search could take a few seconds to a few minutes.
When it completes select all the Addresses that have appeared and then click the Red arrow to copy them all below
to the address list. DO NOT COPY THE GREEN VALUES. These cannot be changed and should not be or the application
will crash.
Now down below in the Address list select all of the values. Now hit Enter. The number we put in now will overwrite all
similar values in the Sapien's memory. Once Sapien is closed the values will revert.
Edit the value then switch back to Sapien to see the change. Rinse and repeat.
Once you find the correct value copy it and take it back to Guerilla.
Too many memory edits will cause Sapien to crash, no problem just restart it, reopen the .Scenario and Cheat Engine.
.Collision_Model
coll
Scroll down to the section titled PLANES.
To resize your .Collision_Model multiply or divide the values.
Next scroll down to the section titled VERTICES.
To resize your .Collision_Model multiply or divide the values.
Take note, some values will appear as the following: 3.40282e+038.
The "e" denotes scientific notation in a floating-point value. Basically when you see that, you multiply the decimal number
by that many powers of 10. So, 3.40282e+38 = 3.40282 x 10^38, or 34,028,200,000,000,000,000,000,000,000,000,000,000 .
To double the value simply multiply the decimal number (before the e [3.40282]) by 2. If the result would be greater than 10,
move the decimal place over by one to the left, drop the last decimal place, and increase the e value by 1.
Thus 3.40282e+38 doubled would be 6.80564e+38.
*Leave the minus (-) or plus (+) symbols where they are.
Further Example: When the Plasma Grenade's .Collision_Model is multiplied by a value of 10 it is about the size of a basketball.
And when it is multiplied by a value of 50 it is the size of a Bubble Shield.
.Physics_Model
phmo
To resize your .Physics_Model it depends on what type you intend to modify/scale such as:
Spheres
Multi-Spheres
Pills
Boxes - Adjust the three I, J and K values labeled half extents
Triangles
Polyhedra - Adjust the I, J and K values labeled four vectors X, Y and Z
Further Explanation: The Boxes' .Physics_Model is the easiest to resize as you only need to change three values and because it is a box it is easy to imagine what it will look like after the change (as opposed to a very complex shape like a vehicle). Of course if you are trying to make a round object a box will probably not work as well as a Sphere.
.Scenario
scnr
To scale your models from the .Scenario, select either the .Scenery or .Crate you you want to scale, then set the scale value.
This can also be done from Sapien by holding ALT then scaling up or down with the mouse.
Credits/Reference
Call Me Alexx (Dakote) + DarkShallFall - had info about resizing models in Halo ODST - rework3d.com (http://www.rework3d.com/)
CMT - for inspiring so many and providing excellent custom tags to use and learn from - moddb.com (http://www.moddb.com/mods/custom-mapping-team)
Jahrain - for creating the GBX Model Upgrader
Kant - introduced me to RTE through Cheat Engine and created Ambiguous
Kills Alone - one of the H2MT Group Leaders - h2mt.org (http://www.h2mt.org/)
Kornman00 - various research and tools that he has shared with the community - halomods.com (http://www.halomods.com/ips/)
p0lar_bear - helped with the section explaining how to work with the floating-point values
TheGhost - specifically for Bluestreak and Modacity - modacity.net (http://www.modacity.net/forums/../)
WMClan (E3pO) - unlocking the H2EK and great research - wmclan.net (http://www.wmclan.net)
and many more, TY all for your help
http://www.h2mt.org/killsalone/data/objects/weapons/equipment/Bubble_Shield/etc/Vehicles.png
http://www.h2mt.org/repository/images/logo/H2MT_large.gif presents
Kills Alone's notes for Halo 2 Vista Mapping
Last updated on June 27th, 2013
Random helpful H2V notes. Some of these tips could save you days, even weeks of work/research.
-------------
GUERILLA UNLOCKED + EXPERT MODE
In Guerilla go to Edit then Expert Mode.
Expert mode allows you to edit previously locked fields.
Make sure you are using this unlocked Guerilla: H2MT H2EK Unlocked - Enhanced Edition (http://www.h2mt.org/tools/2_Vista/H2EK_Unlocked/H2MT_H2EK_Unlocked_-_Enhanced_Edition.exe).
This unlocked version of Guerilla allows you to view/edit previously locked tags and to create new ones.
H2GuerillaDONE.exe -> Use for normal unlocked editing.
H2GuerillaTST.exe -> Use for editing otherwise hidden fields such as object naming, improved scripting support and messing with cameras.
H2GuerillaNEW.exe -> Same features as the TST version plus it will not corrupt a scenario tag when adding Kill Trigger Volumes or weapons to a single player scenario. Of the three this is the most stable however it can only open one scenario at a time, a work-around is opening a second instance of Guerilla.
INSTALL
Extract the contents of the archive to a sub-directory in the Halo 2 Map Editor folder named H2EK Unlocked, then make appropriate shortcuts.
-------------
H2TOOL SOLO HACK
You can compile a Single Player, Multiplayer, Shared or Main Menu map with this modified version of H2Tool (http://www.h2mt.org/tools/2_Vista/Solo_Hack/H2Tool_Solo_Hack.exe)
More info (http://forum.halomaps.org/index.cfm?page=topic&topicID=39309)
INSTALL
Rename the original to H2Tool.exe.BACKUP and rename this file to H2Tool.exe
*Sapien can be used to change the map type to Single Player.
-------------
SHADERS
About 70% of all the shaders use tex_bump or tex_bump_env_combined as their shader template.
-Statement by bum has knife, an H2V Developer
-------------
SCRIPTING
First thing to know about scripts is that not all of them will sync online. Many are host only; meaning they will not run or be visible when playing online.
Working Script examples (http://www.h2mt.org/killsalone/tags/scripts/)
Script extraction tools and guides (H2X) (http://www.h2mt.org/tools/2_XBox/Scripts/)
Extracted Campaign Script examples (http://www.h2mt.com/tools/2_Vista/Scripts/Campaign_Scripts/)
Additional info: Scripts like the explosive crate creator and destroyer on Colossus require Kill Trigger Volumes that are labeled with Object Names.
To add Objects Names and to get more options within a .scenario file use H2GuerillaTST.exe from the Unlocked H2EK. Otherwise you will never see those fields. The Object Names field is near the beginning of a .scenario file.
Unfortunately, H2GuerillaTST.exe cannot open .scenarios that have Kill Trigger Volumes so the Object Names must be created first, then switch editors back to H2GuerillaDONE.exe.
This thread explains in further detail: http://www.modacity.net/forums/showthread.php?23505-SCRIPTS-Few-tele-things-and-Wizard-Magic-scripts
-------------
SAPIEN ITEM POPULATION
Never place more then 98 weapon .item_collections in Sapien. I've been told this can apply to too many crates and possibly scenery also.
If you place too many .item_collections it will cause the map to overload which results in terrible lag that only appears when playing the map online with others.
-------------
CRATES + SCENERY
A crate can move (or be bumped) while a piece of scenery is static unless it is attached to a moving object such as a vehicle or projectile.
An example of a crate would be one of the placeable boxes or the dumpster.
An example of scenery would be the Flag's base.
-------------
FIXING WEAPON .ITEM_COLLECTIONS
The .item_collection should point to the .weapon file.
The .weapon file should point to everything else, so scroll through it and look for any tags that are red. If they are red you will need to find them. You can just use the built in windows search for this. Do this for every tag that is missing (in red).
-------------
LOWERING LIGHTING TIME
Decreased lightmap size reduces the memory used and can speed up the lighting process.
This can be done by appending lm:0.1 or a higher numerical value.
Example 3DS Max Material: city metal_roof
Example with low lighting: city metal_roof lm:0.1
REF: http://www.h2mt.org/tools/2_Vista/Tutorial/Halo_2V_Map_Editor/materials1.html
-------------
NIGHT-TIME MAP
Duplicate an exiting .Sky file, such as the Coagulation sky.
Under LIGHTS set the direction of the sun to Y 5 P -90.
This puts the sun (the main light source) under the bsp covering the map in darkness.
Y: Yaw - Roll around the side of
P: Pitch - Roll under/over
2162
-------------
STEPFIX
Here are the invisible stair settings:
Name: %stepfix
Material: zanzibar stepfix=({^
http://www.h2mt.org/killsalone/tags/scenarios/shaders/multi/Zanzibar/stepfix.shader
(Right-click and then select save link as)
So download and move the above shader to here: Tags/scenarios/shaders/multi/Zanzibar
*BTW, the zanzibar shader_collection already exists inside of shader_collections.shader_collections so you do not need to make a new collection for it as long as you stick with my setup here.
2367
-------------
SOUNDS
There is not a way to make new sounds in the Halo 2 format, however you can use some sounds from Halo CE. If you try to edit these files in Unlocked Guerilla the app will crash.
You can, however, listen to them from Guerilla. To do so; open the Halo CE sound file in Guerilla. Now scroll to the bottom of it, under Permutations select a number and click on the play button to hear it.
The archive below should help add support so that you can properly preview these sound files.
Download this file: http://www.h2mt.org/killsalone/bin/XBADPCM.rar
Put the extracted files here: \Halo 2 Map Editor\bin
-------------
RETIRED MAPS
I keep an updated list of retired maps that I have made into a .bat (batch) file to move all of them for users that have too many old outdated maps or just too many maps in general. http://forum.halomaps.org/index.cfm?page=topic&topicID=38293
-------------
GRAPHICS FORMATS
Photoshop: When saving an exported .DDS texture import it as 16-bit and save as a .TIF file.
In my experience .DDS files fail when extracting bump maps from Halo so I suggest extracting those as .BMPs.
For consistency sake I always save images as .TIFFs when I can. When saving make sure that the layers are first merged.
Photoshop DDS plug-in: http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop#downloads
3DS Max 8 DDS support: http://www.h2mt.org/tools/3D/Apps_+_Plug-ins/3DS_Max/3DSMaxR8DDSPlugIn.rar
a8r8g8b8 TGA 32-Bit
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GLOBAL WEAPONS
multiplayer_globals.multiplayer_globals
Additional weapons are added to all future compiled custom maps(!) whether they are placed in Sapien or not. This will, of course, increase map filesize.
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PROPER CTF + SPAWNS
The following is the method I use:
*If you do not create all gametypes you will receive errors when saving the current scenario in Sapien.
For CTF to work you need:
1) The scenery that it sits upon; one for Red team, one for Blue and one for Neutral.
2) The CTF Netgame Flags are set to one Spawn per Red/Blue base set to the correct team color, leave Identifier at 0. Check the first two flags (Multiple Flag and Single Flag). Then create one more spawn for the Neutral Flag at the Neutral location. Team Neutral. Identifier still 0. Check only the bottom flag (Neutral).
3) The CTF Netgame Flags are also set to one Return per Red/Blue base set to the correct team color, leave Identifier at 0. Check the all flags (Multiple Flag, Single Flag and Neutral).
4) Do the exact same thing for Assault.
http://www.h2mt.org/tools/2_Vista/Tutorial/Halo_2V_Map_Editor/capturetheflag.html
Now for the spawns:
-Set Red and Bluespawns to CTF and Slayer only
-Set Neutral spawns to All but CTF and Slayer
-Do not put different types of spawns in the exact same area
-Each spawn (or group of similar spawns) needs a respawn or initial spawn set over it/them.
-Each respawn/initial spawn needs a weight, the higher the weight the more likely it will be used, (I recommend setting them all to 2)
--------------
EXACT SPAWN SETTINGS
Player Starting Points:
Team: Red/Blue
Game Type 1: CTF
Game Type 2: Slayer
Spawn Type 0: Both
Team: Neutral
Games Type 1: All Except CTF
Games Type 2: Slayer
--------------------------
Respawn Zones:
Team: Red/Blue
Games: CTF
Lower Height: 0
Upper Height: 1
Inner Radius: 1.5
Outer Radius: 2.5
Weight: 2
Team: All + Neutral
Games: All but CTF, Race and Headhunter
--------------------------
Initial Spawn:
Team: Red/Blue
Games: CTF
Lower Height: 0
Upper Height: 1
Inner Radius: 1.5
Outer Radius: 2.5
Weight: 2
Team: All + Neutral
Games: All but CTF, Race and Headhunter
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QUICK + DIRTY WATER TUTORIAL
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water.zip
708KBs (1.23MBs extracted)
Put the enclosed files into the appropriate data/tags folders.
Go into your maps .scenario_structure_bsp and add water definitions at the bottom. You can get these values from other maps, by viewing them with Entity for example (for H2 XBox maps) and maybe Gravemind (for H2V maps) or you can use the following picture as a reference:
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water/Outskirts_Water_Definitions.jpg
In the actual Max file; set the water material (M brings up Material editor) add these symbols to the end of the shader: ?!
So the shaders call should look something like this: mapname water_pool?!
Set the maps that the material uses to diffuse and opacity (at 100%).
You DO NOT need to render with lighting every-time you change your water, or your sky for that matter. Just package and test.
--------------
HERE IS HOW THE WATER SPLASH WAS DONE ON TOMBSTONE
Materials + Bitmaps
water - tomb highplains_water_pool?!
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water/Highplains_Water_Pool_Texture.jpg
under water - tomb highplains_sewer_water
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water/Highplains_Sewer_Water_Texture.jpg
Shaders
highplains_water_pool.shader
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water/Highplains_Water_Pool_Shader.jpg (http://www.h2mt.org/killsalone/tags/scenarios/shaders/multi/Tombstone/highplains_water_pool.shader)
highplains_sewer_water.shader
http://www.h2mt.org/tools/2_Vista/Tutorial/H2V_Water/Highplains_Sewer_Water_Shader.jpg (http://www.h2mt.org/killsalone/tags/scenarios/shaders/multi/Tombstone/highplains_sewer_water.shader)
------------------------------
To summarize, the regular water goes on top, then the ground texture that is below the water has its material name (in the Shader in Guerilla) set to liquid_thin_water_shallow also take note of the templates in use.
------------------------------
All of the Tombstone Shaders (http://www.h2mt.org/killsalone/tags/scenarios/shaders/multi/%5bTAGS%5d_Tombstone_shaders.zip)
All of the Tombstone Bitmaps (http://www.h2mt.org/killsalone/tags/scenarios/bitmaps/multi/halo/%5bTAGS%5d_Tombstone_bitmaps.zip)
--------------
MACHINE DEVICE
There is a functioning device included with the example.map.
Its the purple rotating shine that surrounds the gravity lifts. In Sapien it needs a value of 1 or 0 to function which is an On or Off setting, I believe.
From Sapien:
Mission > Objects > Devices > Machines > high_lift_effect
(under Power and Position Groups its points to the following)
Mission > Objects > Devices > Device Groups > lift
(initial value of 1)
The necessary files are located here:
tags\scenarios\objects\solo\highcharity\high_lift_ effect\high_lift_effect.device_machine
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HALO 3 MODEL EXTRACTION
Q: Is there no script for going through a model and making sure they are all flipped the same way?
A: There is. In surface properties, go to the normals stuff. Press Unify. Only actually works for sealed models, so It's great for Bungie rips.
-------------
WARTHOG'S .RENDER_MODEL
Suspension material is at @ Section 60, 61 and probably 58, 59ish
http://www.h2mt.org/repository/images/headers/header_8.jpg
CUSTOM WEAPONS
Our newest Custom Weapons Pack contains over fifty new weapons, equipment, HUDs and vehicles:
Version 2.0 (http://www.h2mt.org/repository/weapons.html)
-------------
CUSTOM WEAPONS QUICK TUTORIAL
-Get/Make a model
-Import it into 3DS Max (I prefer version 8 for Halo related work)
-Set-up Nodes and Markers, Materials
-Turn off Backface culling and flip polys on model(s) so that model appears black
-Export to .JMS
-Compile to GBX_model
-Use Jahrain's GBX Model Upgrader (which only runs on certain systems)
-Setup new weapon in the Unlocked H2V Guerilla, tags, bitmaps, 1st/3rd person model, effects, etc
-" " Shaders, importing whatever else is needed to the editor
-Adjust messed up nodes/markers by hand
-Test and balance
A more detailed custom weapon model guide (unfinished) in Word 2007 .docx file format (http://www.h2mt.org/tools/2_Vista/Tutorial/Custom%20Weapon%20Models%20in%20H2V.docx)
1.16MBs
-------------
RADIANS
Halo 2 uses radians instead of degrees for rotation stuff, so here's how to convert between them.
1 degrees = 0.0174532925 radians
Degrees = Radians * 180/pi
Radians = Degrees * pi/180
I think that 3.14 is as far into pi as you need to get...
So if in halo 2 you have 2.15 as the rotation of something, it's 123.25 degrees.
-------------
ROTATION CONVERTER
http://www.onlineconversion.com/quaternions.htm
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BASIC COLLISION DETECTION
http://www.flipcode.com/archives/Basic_Collision_Detection.shtml
-------------
REAL TIME EDITOR (aka RTE)
Ambiguous Alpha (http://www.modacity.net/forums/showthread.php?23827-Ambiguous-Alpha-v2.35)
The first RTE for H2V.
Cheat Engine 5.6 (http://www.h2mt.org/tools/2_Vista/Cheat_Engine/Cheat_Engine_5.6.exe)
Can be used as a RTE for H2V, see the section below regarding manually adjusting nodes.
Biped FP FOV: 1.22173 = 70
-------------
Resize Models by hand
Overview
This quick guide will give you the key tips and info required to resize new or existing models for
Halo 2 Vista.
This process can be time intensive depending on your ability with math and the complexity of the
model and its various parts.
The trickiest part will be getting the .Collision_Model and the .Physics_Model to work correctly.
The guide now includes a small section describing the use of Cheat Engine to edit the models
in real time. This will save you hours of guessing and waiting for the compiler to spit out the map
after every minor change.
Requires
H2 Editing Kit - from the Halo 2 Vista DVD
H2V Guerilla Unlocked (http://www.h2mt.org/tools/2_Vista/H2EK_Unlocked/h2ek_unlocked.rar) - running in expert mode (Edit > Expert Mode)
Cheat Engine 5.6 (http://www.h2mt.org/tools/2_Vista/Cheat_Engine/Cheat_Engine_5.6.exe)
.Render_Model
mode
Edit the values at the top of the file immediately under the section titled COMPRESSION INFO.
To resize your .Render_Model either multiply or divide the numbers highlighted in red.
*Leave the minus symbols (-) where they are.
http://www.h2mt.org/killsalone/data/objects/weapons/equipment/Bubble_Shield/etc/Render_Model_Resize.jpg
Manually adjusting Nodes (aka Frames) and Markers
Scroll down to the section titled Nodes or Markers depending on which you need to change.
To adjust either of them follow the key below:
X: +Forward -Backward
Y: +Left -Right
Z: +Up -Down
I:
J:
K: +Rotate to side -Reverse Rotate to side
W:
Further Example: You can use Cheat Engine 5.6 to edit the Node/Marker's XYZ values in real time in Sapien and
in-game.
Open a .Scenario file in Sapien; one that includes whatever Nodes/Markers you want to edit, if it does not then
place them now.
Next open Cheat Engine. Click Select process to open then select the running instance of Sapien which will be labeled
as a string of numbers and -H2Sapien.exe.
Put the number/value you are searching for under Value. Typically you would get this value from the .Render_Model by
viewing it with Guerilla Unlocked.
Also, take note that if the value is not unique (and by that I mean a long number such as 0.123456 compared to
0.1) then when you run the search Cheat Engine will either crash or take forever to find far too many values.
To avoid this edit the X, Y or Z value that you need to change to be unique with Guerilla. So if the value was
0.12 then make it 0.1201243. Guerilla will cut off any excess numbers from the values by rounding the number
up for you; this should not provide a significant problem.
Set the Value type to Float and select the option that just appeared labeled Rounded (extreme). Click First Scan.
Again, depending on how long the number is this search could take a few seconds to a few minutes.
When it completes select all the Addresses that have appeared and then click the Red arrow to copy them all below
to the address list. DO NOT COPY THE GREEN VALUES. These cannot be changed and should not be or the application
will crash.
Now down below in the Address list select all of the values. Now hit Enter. The number we put in now will overwrite all
similar values in the Sapien's memory. Once Sapien is closed the values will revert.
Edit the value then switch back to Sapien to see the change. Rinse and repeat.
Once you find the correct value copy it and take it back to Guerilla.
Too many memory edits will cause Sapien to crash, no problem just restart it, reopen the .Scenario and Cheat Engine.
.Collision_Model
coll
Scroll down to the section titled PLANES.
To resize your .Collision_Model multiply or divide the values.
Next scroll down to the section titled VERTICES.
To resize your .Collision_Model multiply or divide the values.
Take note, some values will appear as the following: 3.40282e+038.
The "e" denotes scientific notation in a floating-point value. Basically when you see that, you multiply the decimal number
by that many powers of 10. So, 3.40282e+38 = 3.40282 x 10^38, or 34,028,200,000,000,000,000,000,000,000,000,000,000 .
To double the value simply multiply the decimal number (before the e [3.40282]) by 2. If the result would be greater than 10,
move the decimal place over by one to the left, drop the last decimal place, and increase the e value by 1.
Thus 3.40282e+38 doubled would be 6.80564e+38.
*Leave the minus (-) or plus (+) symbols where they are.
Further Example: When the Plasma Grenade's .Collision_Model is multiplied by a value of 10 it is about the size of a basketball.
And when it is multiplied by a value of 50 it is the size of a Bubble Shield.
.Physics_Model
phmo
To resize your .Physics_Model it depends on what type you intend to modify/scale such as:
Spheres
Multi-Spheres
Pills
Boxes - Adjust the three I, J and K values labeled half extents
Triangles
Polyhedra - Adjust the I, J and K values labeled four vectors X, Y and Z
Further Explanation: The Boxes' .Physics_Model is the easiest to resize as you only need to change three values and because it is a box it is easy to imagine what it will look like after the change (as opposed to a very complex shape like a vehicle). Of course if you are trying to make a round object a box will probably not work as well as a Sphere.
.Scenario
scnr
To scale your models from the .Scenario, select either the .Scenery or .Crate you you want to scale, then set the scale value.
This can also be done from Sapien by holding ALT then scaling up or down with the mouse.
Credits/Reference
Call Me Alexx (Dakote) + DarkShallFall - had info about resizing models in Halo ODST - rework3d.com (http://www.rework3d.com/)
CMT - for inspiring so many and providing excellent custom tags to use and learn from - moddb.com (http://www.moddb.com/mods/custom-mapping-team)
Jahrain - for creating the GBX Model Upgrader
Kant - introduced me to RTE through Cheat Engine and created Ambiguous
Kills Alone - one of the H2MT Group Leaders - h2mt.org (http://www.h2mt.org/)
Kornman00 - various research and tools that he has shared with the community - halomods.com (http://www.halomods.com/ips/)
p0lar_bear - helped with the section explaining how to work with the floating-point values
TheGhost - specifically for Bluestreak and Modacity - modacity.net (http://www.modacity.net/forums/../)
WMClan (E3pO) - unlocking the H2EK and great research - wmclan.net (http://www.wmclan.net)
and many more, TY all for your help
http://www.h2mt.org/killsalone/data/objects/weapons/equipment/Bubble_Shield/etc/Vehicles.png