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ODST in multiplayer

This is a discussion about ODST in multiplayer within the Halo 2 Beginner Mod Tutorials section, where you will Learn the basics to Halo 2 Modding. Learn how to properly mod a map, encrypt a map, resign a map and load your modded map on the Xbox.; OK, First of all this is not my tutorial, it is from AIO v2.0 I thought I would post it here because not everyone has AIO, and it is pretty cool: Note: The ODST does



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Old 02-22-2007, 03:11 AM   #1
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ODST in multiplayer

OK, First of all this is not my tutorial, it is from AIO v2.0 I thought I would post it here because not everyone has AIO, and it is pretty cool:

Note: The ODST does not have animations for Dual Wielding!

Step 1: Open Maps
First, open Insolence. Now, open the multiplayer map in which you would like to play as an ODST. Also open any campaign map in which you encounter ODSTs. For this tutorial I will use beavercreek.map and 05a_deltaaproach.map.
Step 2: Drag & Drop
To bring the ODST into the multiplayer map, you only need to click and drag only one thing over, and that is the HLMT tag.
Navigate to objects\characters\marine\marine, left click once to select it, and then left click again on the tag and drag and drop it into beavercreek.map's tag-list window.

Step 3: MoveBox
Each time you drag & drop a tag, a small status box will pop up to give you information about what the program is doing while you wait. The longest part is usually "Relinking", but in this case it will be moving the sounds (that don’t work), and it may seem like it froze.. It didn't, it just has to do a lot of file reading & writing, so let it be. When the move is done, the box will go away.

Step 4: Closing Unneeded Maps
Now that you have copied the tags from the single-player map to the multiplayer map, you can close the single-player map (05a_deltaaproach.map) as you will not be needing it anymore.

Step 5: Swap Masterchief's Object Properties
Once all of the tags are in your multiplayer map, you do not need the campaign map anymore. Locate the masterchief_mp.bipd tag in your MP map, and double click the tag to open it. It should open with the IFP plugin to edit it. Under "Show", click on "visible dependencies". Find the Object Properties (hlmt) dependency; it should be on the top. Double click on its ID box and bring up the drop box. Scroll to the very bottom of the drop box and select "objects\characters\marine\marine". Click somewhere in the empty area of the plugin to finalize the change. Close the masterchief_mp.bipd tag.

Step 6: Setting the Permutation
Navigate to the hlmt tag for objects\characters\marine\marine, and double click the tag to open it. Once it's open, click on the text that says "Edit Mode". When you click it, it should switch to "Dev Mode". What we are going to do now is set the model and sound dependencies by changing a string and all udlg dependencies to "sound\dialog\combat\masterchief". Now you click on the blue "all dependencies" text. Change the ˙˙˙˙ Tag Type to udlg, and change its dependency from “Nulled Out” to “sound\dialog\combat\masterchief”. Now click the blue Variation reflexive. At the dropdown box, click on the down arrow and choose the next chunk (chunk 1). Now click on All Dependencies in the Variations section, and change "sound\dialog\combat\marine_perez" to "sound\dialog\combat\masterchief". At the dropdown box, click on the down arrow and choose the next chunk (chunk 2). Click "all dependencies" again and change the udlg dependency from "sound\dialog\combat\marine_aussie" to "sound\dialog\combat\masterchief". Navigate to the next chunk (chunk 3) and click "all dependencies", and change "sound\dialog\combat\marine_timid" to "sound\dialog\combat\masterchief" and do the same for the next chunk (chunk 4), go to chunk 4's "all dependencies" and change "sound\dialog\combat\marine_cross" to "sound\dialog\combat\masterchief", go to chunk 5, (THIS IS VERY IMPORTANT!!) but BEFORE clicking "all dependencies", double click the value "odst_cky", and type in or scroll to "default" and then go to it’s All Dependencies, and change "sound\dialog\combat\marine_aussie" to "sound\dialog\combat\masterchief", go to chunk 6’s “all dependencies" and change “sound\dialog\combat\sgt_gruff” to “sound\dialog\combat\masterchief”, go to chunk 7’s dependencies and change “sound\dialog\combat\sgt_cautious” to “sound\dialog\combat\masterchief”, and by now you’ve probably realized that we’re switching all of the udlg references to the Masterchief’s, so do the same with the rest of the chunks (all the way up to, and including Chunk 13). Once complete, move on to the next step.

Step 7: Fixing the Shield and Health
Still in the HLMT tag, on the far left of the IFP plugin, click on “All Values”, and change the following values (in order of appearance):
6 to 5
4.5 to 2.8
2 to 1.8

Now, in the far left, below Variation, you should see a reflexive named Unknown 2, click that, and change the following values (in order of appearance):
100 to 45
4 to 10
2 to 5
0.25 to 1
0 to 70
<null> to energy_shield_thin_hum_masterchief
[the second 0 below the stringid] to 5
[the third 0 below the stringid] to 2
0.5 to 0.2

Step 8: Fixing the Shaders and Effects
In the plugin section for Unknown 2, click "all dependencies". Change the first Nulled Out shad dependency to "objects\characters\masterchief\shaders\masterchief _plasma_shield_change_color_fp".Change the second Nulled Out shad dependency to "objects\characters\masterchief\shaders\masterchie f_plasma_shield_change_color".
Leave the first Nulled Out effe as it is.
Change the second Nulled Out effe to "effects\objects\characters\masterchief\masterchie f_shield_depletion".Change the last Nulled Out effe to "effects\objects\characters\masterchief\shield_rec harge".Change the next Nulled Out shad dependency to "objects\characters\masterchief\shaders\materchief _overshield_fp", and change the remaining one to “objects objects\characters\masterchief\shaders\materchief_ overshield". In the far left of the plugin part of the marine.hlmt tag, under "Show", click "all dependencies", and replace the first Nulled Out shad dependency with "objects\characters\masterchief\shaders\active_camo ".
Close the tag.

Step 9: Fix Encryption
Select "Fix Map Encryption" from the Map Options menu, close the map, close Insolence and FTP it up to the Xbox.


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Old 02-25-2007, 08:40 AM   #2
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nice rip budy http://www.se7ensins.com/forums/advanced-tutorials/1913-add-odst-map-marine.html
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Old 02-25-2007, 08:41 AM   #3
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link don't work but any way u riped it
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Old 02-27-2007, 02:03 AM   #4
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Yes I ripped it but because this tutorial has helped me and I's pretty cool and not everyone has AIO v.2 so I made it for them, And I gave credit to where it came from so I haven't done anything wrong.
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Old 03-04-2007, 01:34 AM   #5
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that is one of the coolest things i've seen in a while, there's just one thing: one or two of your values is off a little, the ODST can be killed in one grenade, so either his shield's too small or his health's too small.
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Old 03-07-2007, 09:43 AM   #6
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But i looked at master chief's values and all the one's it lets you edit are the same as your guide.
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Old 05-05-2007, 07:24 PM   #7
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cool, i did it with an ODST and now im curious if itll work with something like a flood combat form, i tryed it just waiting for step bro to finish his xbl game to ftp it.

Okay. This does NOT WORK with a Combat form, as some of the values are different, and it would take alot of effort to memorize where all the values are. I guess I could do it if I really wanted to...

By the way, this is awesome. I just wish Marines had dual-wield animations...

Last edited by SapperThwack; 06-01-2007 at 01:36 PM..
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