HOW TO CONVERT NON_A BSPS WITH HMT 3.5!!!

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Burnination





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HOW TO CONVERT NON_A BSPS WITH HMT 3.5!!!

Post by Burnination »

quoted by MonoxideC
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.

~MonoxideC
Author: Halo Map Tools
from the Gearbox Forums
http://www.gearboxsoftware.com/forums/s ... Post166058
It does work...believe me
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Post by HunterXI »

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! :)
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Burnination





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Post by Burnination »

See i told you that you could convert non_A bsps with HMT 3.5
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Post by Sam2 »

lol, Uber h4x0r? eh...?

hehe, jk, nice work MonoxideC :)

Thnx.
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Post by Pwn4g3 »

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
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Post by NVShacker »

Coolness.
b40_a1 here I come!
I am a pre-offset swapping modder. Ph33r me.
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Post by Pwn4g3 »

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
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Post by VoiDeD »

walking into a trigger area wouldnt do any thing, cause tirggers cant be executed because of halos netcode...

oh and BTW: I call Warthog run in the maw :D
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Post by Pwn4g3 »

isnt that BSP seperated into 2 or 3 BSP segments? If so, hard luck dude lol
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Post by VoiDeD »

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?
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Post by Pwn4g3 »

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...
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Post by HunterXI »

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
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Post by VoiDeD »

ok thanks
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Post by HunterXI »

Voided wrote:ok thanks
np, took me time too :)
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Post by seagoat »

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.
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Post by Kamatzu »

People like you is why he left, arent you proud? :evil:
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Post by Deadly_Shadow »

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 :o
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Post by seagoat »

i am proud to say that i am the only and exact reason why mono left.
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Post by VoiDeD »

...
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Post by Dj Suppai Saru »

NICE.

I knew I was doing it right.
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