View Full Version : Need some help modding Campaign
t3h m00kz
February 11th, 2008, 12:19 PM
Okay, I'm going to cover two issues I'm having here, since they're roughly related.
1. Opening a campaign level in Sapien. I've used HMT+ to extract all the tags I need, made sure everything I needed was extracted from the original A10 level. The level works when I compile it. I can access the level in HCE after compiling it with map_name a10 in the console.
I get an Exception_Access_Violation according to the debug.txt
2. This may be very, very simple... but how would I go about hacking the original "Campaign" option into a customized UI.map?
Thanks in advance for any help.
Invader Veex
February 11th, 2008, 04:27 PM
1. I believe it's the multiple BSPs. I usually take one out and add it back in (Guerrilla) after I'm done in Sapien.
2. That I know but currently cannot remember.
t3h m00kz
February 11th, 2008, 07:24 PM
1. I did notice durring the compiling multiple BPSes were listed. Could you go into a bit more detail about the process if it's not any trouble? Secluding the BPSes from one another, from what I understand?
2. Would you remember if it involved extracting the original tags from the HPC ui and using bits and pieces of those?
chicane
February 11th, 2008, 08:47 PM
Do you have cmt's monitor biped animations? for some reason the HEK doesn't come with working ones. Thats why my sp maps always used to crash.
t3h m00kz
February 11th, 2008, 08:56 PM
A10 is the Pillar of Autumn, guilty spark is nowhere to be found, but I'm not going to rule out the fact that that may be what's causing the errors.
I can't find the animations on HaloMaps.org. Linkage?
chicane
February 11th, 2008, 08:57 PM
Oh, well then it shouldn't have any effect... but from what I remember the animations were found on cmt's old website. I'll upload them to halomaps since no one has.
Invader Veex
February 11th, 2008, 09:20 PM
http://cmt.h2vista.net/main/index.php?option=com_content&task=blogcategory&id=50&Itemid=80
for the moniter. Though A10 should work without that.
As for 1: I just open the scenerio in Guerrilla, dele the BSPs I am not currently wishing to edit and add them back in after done in sapien.
Ifafudafi
February 11th, 2008, 09:35 PM
If you could dump the debug.txt error you get while trying to start up sapien, it'd help. Make sure you extract the tags from the original Halo PC maps (not download them from HaloMaps or something), and you should be fine.
As for the UI.map, just extract all the tags from the Halo PC ui.map (not the CE one) and recompile 'em on top of your old ones. I know there's a proper tutorial floating around somewhere (and I'm probably leaving something out), but I don't remember where to look. I made one myself, so I know it's possible.
p0lar_bear
February 11th, 2008, 10:47 PM
Here's a tip. First, back up your custom tags. After that, uninstall the HEK. When the uninstall is finished, send your tags folder straight to Hell. Do not pass Go, collect $200 anyway.
Now, pop in your Halo CD if you don't have unmodded Halo PC maps. Dip into the folders on the CD and find the cab files. Extract all the maps to somewhere in your CE folder, probably like in ./maps/pcmaps or something. Then, recursively extract each scenario from all maps, including the ui and multiplayer maps. a10 and c10 will each take a while to extract.
Once that's done, reinstall the HEK. This will overwrite any extracted "stock" tags that might be bugged (like the scorpion's physics). Then, you should probably grab a few extra downloads.
Fixed 343 Guilty Spark animations tag.
Fixed lightning bitmap. (I'll upload this later.)
Kornman's widget tags. (I'll upload this later.)
That is what I did for my own tagset, and it works well, save for problems with some cinematic foley sounds, which play much later than they should.
Masterz1337
February 12th, 2008, 12:04 AM
Polar pretty much summed it up. Just make sure that you are using the latest version of HEK+. If you don't have it, you know how to contact you, I'll give you mine.
t3h m00kz
February 12th, 2008, 02:47 AM
WOO, I've gotten the Campaign scenarios to open in Geurilla (a10 at least, tried a30, or whichever "Halo" is and it didn't work but I'll worry about that later), and I've managed to place a few custom weapons in (h3-based variants of weapons, as well as an MA5K) and soon I'll have like shock rifles, flak cannons and H3-style fuel rods going on and shit.
Now the only thing I need is the campaign-capable UI xD I've extracted the original HaloPC data and applied it to my .scenario but didn't seem to work... I may have to modify the .scenario in Guerilla, but other than weapons and some effects and particles, I'm sort of lost.
Now to get some original graphics going on instead of using CMT's old Assault Rifle skins :p
+rep to all that've helped so far (if I haven't recently), and more +rep for anyone who helps with making a campaign-capable UI.map.
paintballakid5
February 12th, 2008, 11:13 AM
Well you could always use CMT's UI it suports Campiagn.:)
t3h m00kz
February 12th, 2008, 12:07 PM
baeleted imagery
paintballakid5
February 12th, 2008, 02:24 PM
ok... didn't Z-team release some ui scripts awhile back?
mebe you can use those..?
btw +rep would be nice...:D
CodeBrain
February 12th, 2008, 03:29 PM
He is looking for HOW to make a UI for Halo CE, not looking for scripts. Besides, we all know Z-Team is shit anyway :P
t3h m00kz
February 12th, 2008, 07:44 PM
To go a bit off topic, Z-team's not that bad IMO. They did extract most of their stuff from H2 directly (which is just as illegal as making customized models resembling trademarked Bungie weapons... copyright infringement anybody?), but their tagwork is overall really nice. BR acts like it should, so do most of the other weapons.
But yeah, I'm looking for how to do it myself, and although I'm damn sure it's mostly some tag work, it may actually be scripts that make it work.
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