- last post: 01.01.0001 12:00 AM PDT
i found something good. it's for a wraith in BG, but if you replace the word 'wraith' with anything, it's a good PMI toutrt
-- GETTING THE WRAITH INTO BLOODGULCH --
1. Create 2 new folders : "Build" and "BSP". Copy your "bloodgulch.map" to the "Build" folder.
2. In HMT, open up bloodgulch.
3. Go to Batch Extract (Tools > Extract > Batch Extract), check off "Extract Metadata", select the "Build" folder as the place where it extracts everything, the when it asks to extract the BSP, click yes. Wait for it to finish.
3. When it's done, you want to extract the BSP/Model Sections. To do this go to "Tools > Extract > BSP/Model Sections". Save it to the "BSP" folder.
4. In HMT, open up "B40.map" (Assault on the Control Room) go down to "Vehicles > Wraith". At the top, beside "Extract Meta", check "Recursive" and click "Extract Meta". Save it to the "Build" folder.
5. After that's done, got to "Tools > Generate Raw Model Offset List (CSV File)", save this file to your desktop.
6. Now, with B40.map still open in HMT, go to "Tools > Extract > Raw Model". Find vehicles/wraith/wraith and click extract. Save this to Build\vehicles\wraith.
7. Go to "Tools > Model DeCrapper/BSP Builder". Under "Existing Vertex Area", select "BSP\bloodgulch.vertices", Under "Existing Index Area", select "BSP\bloodgulch.indices", and under "Existing BSP Block" select "BSP\bloodgulch.sbsp".
8. Now, above all the stuff you just filled out, there should be a big blank space, right click it and select "Add", select "Build\vehicles\wraith\wraith.mod2.meta". Click "De-Crap There Models and Build a New BSP Chunk While We're At It".
9. After that's done, look in you're "BSP" folder. It should of created 3 new files, "bloodgulch.vertices.new", "bloodgulch.indices.new" and "bloodgulch.sbsp.meta".
10. Select "bloodgulch.sbsp.meta" and copy it to "Build\levels\test\bloodgulch", if it asks to overwrite the original, click "OK".
11. When that's done, go into HMT and go to "Tools > Rebuild Map", select "Build\bloodgulch.map", if it asks to auto-fill, click "Yes"
12. At the bottom, click "Add", search for "Build\vehicles\wraith\wraith.vehi.meta". Click "OK"
13. Click "Build"
14. When it asks if there have been any vertices add to the original BSP chunk, click "Yes", find "BSP\bloodgulch.vertices.new", when it asks if there have been any indices add to the original BSP chunk, click "Yes", find "BSP\bloodgulch.indices.new", when it asks if you want to use the modified offset, click "Yes". Wait for the build to complete.
-- MAKING THE WRAITH DRIVABLE --
1. Open your rebuilt bloodgulch.map (Build\bloodgulch.map.rebuild.map).
2. Go down to "Vehicles > Wraith".
3. On the side, go under "Seat", click the drop-down list and select "0". Under the seat name it should read "wraith-driver", change this to "W-Driver".
-- GETTING THE WRAITH IN THE MAP --
You can do 1 of 2 things now, you can make the Wraith scenery and import it with Sparkedit, or just swap another vehicle for the Wraith.
METHOD 1 - Making the Wraith Scenery
1. Go down to "Vehicles > Wraith".
2. At the top, under Tag Information, there should be 3 areas with 4 character in each. It should read "vehi, unit, obje". Change this to read "scen, obje, ÿÿÿÿ". Click "Save".
3. Open the map in Sparkedit.
4. Go under "Tools > Import Tag Into Scenario...", on the dropdown list, select "Scenery", the on the other dropdown list, select the Wraith. Click "OK".
5. Select a piece of scenery and swap it off for a Wraith (Even though it's categorized under the scenery section, it still works like a regular vehicle).
6. Move it around to your liking.
7. Go to "File > Save Changes".
METHOD 2 - Swapping Another Vehicle Off for the Wraith
1. Go down to "Vehicles > Wraith".
2. At the top, under Tag Information, copy the Meta of the Wraith. Choose another vehicle (I'll use the scorpion), and paste the meta of the Wraith over the existing Meta. Click "Save".
Congratulations! You have successfully imported a Wraith into Bloodgulch!
hey! credits! posted bt l337 on
http://www.halomods.com/forums/viewtopic.php?t=21963
[Edited on 3/13/2005 7:41:35 PM]