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#1 11 years ago

I have seen some other posts that touch on this subject but they got lost in technical issues and are old. I have just started modding halo (well realy a single minded obsession to play halo from srgnt Johnsons point of view) Any Help would be greatly appreciated, please tell me if I am breaking any rules at any time And now the problem, I have extracted all the tags from a halo (pc) map cache. I then compiled the resulting .senerio back into a .map file. (by the way there were no obvoius problems along the way, the sen. opened in sapien fine and there were no errors with the extraction or compiling steps) I took the .map cache and pasted it back in to halo (PC) "MAPS" directory from Halo (CE) maps directory where it was built. and converted it. IT WORKS......... with a slight problem the textures are totaly screwed up theres a constant static noise and only cortanas voice in understandable, even so all the rest is functional, I even won the mission. More information: - Tools used - - Hek + (for extract and compile) - Halo Map Version Converter Screen Shot in Attatchment :::::::::::::::::::::::::The Text From the Extraction::::::::::::::::::::::::::::: levels\a30\shaders\waterfall_start.shader_transparent_chicago_extended levels\a30\bitmaps\river_b.bitmap levels\a30\shaders\river_b.shader_transparent_chicago levels\a30\bitmaps\river_a.bitmap levels\a30\shaders\river_a.shader_transparent_chicago levels\a30\bitmaps\river_falls start.bitmap levels\a30\shaders\river_falls start.shader_transparent_chicago levels\a30\bitmaps\river_central hub.bitmap levels\a30\shaders\river_central hub.shader_transparent_chicago levels\a30\bitmaps\river_c.bitmap levels\a30\shaders\river_c.shader_transparent_chicago levels\a30\shaders\waterfall_cliff.shader_transparent_chicago_extended levels\a30\shaders\cell02_ground.shader_environment levels\a30\bitmaps\cliff rock fallen.bitmap levels\a30\shaders\cliff rock fallen.shader_environment levels\a30\shaders\cell02_riverbed.shader_environment levels\a30\bitmaps\cell02_ground.bitmap levels\a30\shaders\cell02_ground_highland.shader_environment levels\a30\a30_b.bitmap levels\a30\a30_b.scenario_structure_bsp levels\a30\outside_a30.wind levels\a30\valley.fog levels\a30\bitmaps\filtrator.bitmap levels\a30\shaders\filtrator.shader_transparent_chicago levels\a30\shaders\light large thin dim.shader_transparent_chicago levels\a30\shaders\light large bright.shader_transparent_chicago levels\a30\shaders\light pin bright.shader_transparent_chicago levels\a30\shaders\a30light bright white.shader_transparent_chicago levels\a30\shaders\a30lightbrighter.shader_transparent_chicago levels\a30\shaders\a30light bright overhead.shader_transparent_chicago levels\a30\bitmaps\bluelights small strips.bitmap levels\a30\shaders\a30light dim white.shader_transparent_chicago levels\a30\shaders\a30light dim blue.shader_transparent_chicago levels\a30\bitmaps\waterfallc_mask.bitmap levels\a30\shaders\waterfall_frontc.shader_transparent_chicago_extended levels\a30\bitmaps\waterfalla_mask.bitmap levels\a30\shaders\waterfall_fronta.shader_transparent_chicago_extended levels\a30\bitmaps\waterfall_color.bitmap levels\a30\bitmaps\river_fronta top.bitmap levels\a30\shaders\river_frontatop.shader_transparent_chicago levels\a30\bitmaps\waves bump.bitmap levels\a30\bitmaps\river_cell01.bitmap levels\a30\shaders\river_fronta.shader_transparent_water levels\a30\bitmaps\treesclump_filler_bump.bitmap levels\a30\bitmaps\treesclump_filler.bitmap levels\a30\shaders\treesclump_filler.shader_environment levels\a30\bitmaps\trees_filler_bump.bitmap levels\a30\bitmaps\trees_filler.bitmap levels\a30\shaders\trees_filler.shader_environment levels\a30\bitmaps\reflection water.bitmap levels\a30\bitmaps\tubes ext.bitmap levels\a30\shaders\tubes ext.shader_environment levels\a30\shaders\invisible_metal.shader_environment levels\a30\bitmaps\cliff rock.bitmap levels\a30\shaders\cliff rock.shader_environment levels\a30\bitmaps\cliff rock bump.bitmap levels\a30\bitmaps\detail cliff rock.bitmap levels\a30\bitmaps\cliff rock tiled.bitmap levels\a30\shaders\cliff rock tiled.shader_environment levels\a30\shaders\riverbed.shader_environment levels\a30\shaders\cell01_ground.shader_environment levels\a30\bitmaps\detail grass.bitmap levels\a30\bitmaps\detail cliff rock smooth.bitmap levels\a30\bitmaps\cell01_ground.bitmap levels\a30\shaders\cell01_ground_highland.shader_environment levels\a30\a30_a.bitmap levels\a30\a30_a.scenario_structure_bsp levels\a30\hud messages.hud_message_text levels\a30\custom_object_names.unicode_string_list levels\a30\music\a30_07.sound_looping levels\a30\music\a30_06.sound_looping levels\a30\music\a30_05.sound_looping levels\a30\music\a30_04.sound_looping levels\a30\music\a30_03.sound_looping levels\a30\music\a30_02.sound_looping levels\a30\music\a30_01.sound_looping levels\a30\devices\torpedo_bridge\light emitter.light levels\a30\devices\torpedo_bridge\emitter.lens_flare levels\a30\devices\torpedo_bridge\light emitter flares.light levels\a30\devices\torpedo_bridge\torpedo_bridge.model_collision_geometry levels\a30\devices\torpedo_bridge\torpedo_bridge.model_animations levels\a30\devices\torpedo_bridge\bitmaps\bridge energy pulse.bitmap levels\a30\devices\torpedo_bridge\bitmaps\bridge energy field.bitmap levels\a30\devices\torpedo_bridge\shaders\torpedo bridge.shader_transparent_chicago_extended levels\a30\devices\torpedo_bridge\bitmaps\metal flat generic bridge_multi.bitmap levels\a30\devices\torpedo_bridge\bitmaps\metal flat generic bridge.bitmap levels\a30\devices\torpedo_bridge\shaders\metal flat generic bridge.shader_model levels\a30\devices\torpedo_bridge\bitmaps\metal strips narrow bridge_multi.bitmap levels\a30\devices\torpedo_bridge\bitmaps\metal strips narrow bridge.bitmap levels\a30\devices\torpedo_bridge\shaders\metal strips narrow bridge.shader_model levels\a30\devices\torpedo_bridge\torpedo_bridge.gbxmodel levels\a30\devices\torpedo_bridge\torpedo_bridge.device_machine levels\a30\devices\beam emitter\beam.damage_effect levels\a30\devices\beam emitter\beam hit.effect levels\a30\devices\beam emitter\effects\beam.effect levels\a30\devices\beam emitter\beam.lens_flare levels\a30\devices\beam emitter\beam.light levels\a30\devices\beam emitter\beam emitter.model_animations levels\a30\devices\beam emitter\shaders\beam.shader_transparent_chicago levels\a30\devices\beam emitter\beam emitter.gbxmodel levels\a30\devices\beam emitter\beam emitter.device_machine levels\a30\scenery\holo control indicator\holo indicator.lens_flare levels\a30\scenery\holo control indicator\holo indicator.light levels\a30\scenery\holo control indicator\holo control indicator.gbxmodel levels\a30\scenery\holo control indicator\holo control indicator.scenery levels\a30\bitmaps\detail ground.bitmap levels\a30\a30.scenario :::::::::::::::::::::::::::::::::::TEXT FROM THE BUILD:::::::::::::::::::::::::: culling uncompressed model vertices...done Couldn't read map file './toolbeta.map' culling uncompressed structure bsp vertices...done culling uncompressed model animation data...done building predicted resources for structures...done structure bsp 'levels\a30\a30_a' is 7.29M structure bsp 'levels\a30\a30_b' is 8.20M tag headers and names are 0.29M streaming model vertex and index buffers...done streaming tags...................................done writing vertex and index buffers...done 10.85M writing tags...done (3582 tags for 9.88M) total tag size is 18.08M (4.92M free) compressing 105.51M...done successfully built cache file. Cache pack file bitmaps hits: 690 for 39.89M Cache pack file bitmaps adds/misses: 270 for 17.57M Cache pack file sounds hits: 474 for 11.83M Cache pack file sounds adds/misses: 2462 for 52.92M Cache pack file loc hits: 52 for 0.11M Cache pack file loc adds/misses: 14 for 0.01M ::::::::::::::::::::::::::::::::::::::::::::::: Who ever knows how to fix this will have my eternal gratitude and help, how ever far that goes.




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#2 11 years ago

Considering it was CE map file, I'm suprised even that worked. The only working intention of the map file converter was to be able to use easy modding tools like HMT work. The converting of the map file will NOT work properly. Really, if you have the HEK, you should consider making CE maps, not HPC.




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#3 11 years ago

All right thanks, just one question is it the way in witch the tags are re-assembled that causes the problem or the way they are extracted? It's a good thing I don't mind looking stupid :p




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#4 11 years ago

It's the way the .map cache file system works with CE in order to support user created content. It compiles differently, which is why SP maps are massive files for CE. If you need any more help, just PM me. PS: That doesn't make you look stupid in any way. I only worked it out the other day.




TheRealSuperSonic

O RLY?

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31st March 2007

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#5 11 years ago

"theres a constant static noise"&nbspOh, you mean, when you fire some gun, it makes a static noise? Ive had that problem too. Can someone please help?P.S.- Just noticed this:- HALO PC? YOU DID THIS IN HALO PC? I dont believe it! I didnt know HEK+ works in Halo PC too. So the errors must be because you compiled it for the wrong program. Seriously, a HCE map is not supposed to work in HPC. Thats the problem.And if you got HEK, it would be a better idea to make HCE maps instead.




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#6 11 years ago

Like SuperSonic said, its fairly amazing that it even functions at all. You must have only changed bitmaps, weapon properties and stuff like that, yes?