Well I was reading some of the posts about how people can only convert the first bsp from a SP map. I was like... wtf i can't believe these people aren't able to do this... I made it pretty simple.
So - determined to prove that it worked just fine, I did a quick conversion of b30b (SC indoor area).
To my surprise, it didn't work! I inspected the map and almost immediately found what was wrong.
There is yet ANOTHER bug in HMT hehe... The SCNR meta stores 3 importand values about the BSP in a map - it's offset, it's size, and it's magic number. Well, HMT updates these values for you whenever you extract the BSP from the SP map (that's why it prompts you for the MP SCNR that you are gonna be using).
I didn't even realize it, but it is updating the offset to be the same as it was in the SP map.. which is wrong.
Here's a simple fix - open your levels\test\carousel\carousel.scnr.meta file in a hex editor. (replace "carousel" with whichever map you are building to) Near the end of the file you will see "psbs". Count back 16 bytes from that position, and change the value there to be "0008 0000", which is offset 0x800 - the offset that the BSP is always at in a Multiplayer map file.
Assuming you've done everything else right, you should now be able to open your map in Sparkedit, and hopefully it will load in Halo too.
I may or may not release an update to fix this problem - but if i don't it's not a big deal to manually change that value.
thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you dude!
Ok, I'm noob with that particular stuff, can someone explain to me counting back 16 bytes? I don't get it lol, can someone give an example of a *fixed* scnr file?
Sorry for being noob about this lol, but I'm sure others will ask this as well...
EDIT: This should be stickied me thinks, or added to the hmt forum as an answer to that dreaded seek failed problem :D
I think the exception problem still exists, make sure you block off access to the points where triggers would set off loading points (walking into them would cause exceptions) and make sure EVERYTHING from the base map is inside the new BSP mesh....am I wrong anybody that knows better? lol
Erm I know....as far as I know we cant merge BSP segments, thats why I said it, not because of me not knowing about monos way of getting round seek failed...
Voided wrote:dude... were talking about how to make non _a conversions work, so that the file seek error doesnt show up..
PS: uh.. im not that good at hex how many letters is 16 bytes?
it would be (surprise!) 16, at least in the text area. its better to think in terms of hex. look at it. every 4 letters/numbers is 2 bytes... count like that
MONOXIDEC IS MY GOD! I WILL NOW BUILD A 50 FOOT STATUE OF HIM(even though i have no clue what he looks like) IN THE FRONT OF MY HOUSE AND PRAY TO IT 7 TIMES A DAY!
thank you for sharing with us how to fix this problem.
Pwn4g3 wrote:Erm I know....as far as I know we cant merge BSP segments, thats why I said it, not because of me not knowing about monos way of getting round seek failed...
Wow. That is interesting... Maybe. Take all 3 bsps. put them back to back. Change bsp props in scenario... ahh heck. Brb. I'm trying a different type of conversion