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PMI AI Tutorial (Part 1)

This is a discussion about PMI AI Tutorial (Part 1) within the Halo 1/PC Tutorials section, where you will This is where you can come to learn how to mod Halo 1/PC.; TUTORIAL MADE BY: JAY With this tutorial you'll learn how to take a marine from a SP map and inject him into a MP and give him artificial intelligence. You're going to need the following



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Old 05-14-2007, 09:24 PM   #1
Jay
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PMI AI Tutorial (Part 1)

TUTORIAL MADE BY: JAY

With this tutorial you'll learn how to take a marine from a SP map and inject him into a MP and give him artificial intelligence.

You're going to need the following programs:

HMT v3.5
HHT v5
SparkEdit (optional).


PART ONE: SETUP


Before we start we have to create an environment to work in. Create a new folder on your desktop and name it AI MOD.

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Open the folder you just made and inside make 4 more folders, name them: Batch Extract, Build, New Items, and VIB.

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Now open up the New Items folder and create 4 more folders, name these ones: actr, actv, bipd, and weap.

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The last thing we have to do is copy a clean un-modded version of the map we want to add the AI to, for this tutorial i'll be using bloodgulch. So copy the un-modded map into the Build folder.

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PART TWO: EXTRACTING

Now that you have everything set up properly open up HMT v3.5 and then open the map you just copied into the Build folder.

Once it's open click on Tools > Extract > Batch Extract.

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A new window will come up, the first thing you need to do is check off the box called "Extract Metadata".

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Now click on the Browse button and navigate to your AI MOD folder then click on the folder inside called Batch Extract and then hit OK.

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Now click on the Start Batch Extraction button and when a box comes up asking if you want to extract the BSP click "Yes".

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Once it's done close the Batch Extract window and go back to HMT v3.5. This time go to Tools > Extract > BSP/Model Sections.

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Navigate to your AI MOD folder and then select the VIB folder inside of it, click OK and you will get a message saying that the file was saved.

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Click the image to open in full size.


PART THREE: THE AI

We're done with our MP map for now so close it and then open the SP map we want to get the AI from. For this tutorial since i'm using a marine I can choose from any map that has them on it. So i'll be using the first level a10.

For AI we have to extract the 3 parts of it, bipd, actv, and actr. We will also need to extract the weapon which corresponds with the one in the actv tag because if we don't the weapon will be all messed up after the rebuild.

Expand the [bipd] Biped tag and choose characters\marine_armored\marine_armored. Once the biped is selected check the box called Recursive.

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Click the Save Meta button right beside the recursive box and navigate to your AI MOD folder and then into the New Items folder. Once there select the bipd folder and click OK. A message will come up saying it has finished extracting the biped.

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Click the image to open in full size.

Now we must repeat this process with the actr, actv, and weap tag so let's do the actr tag next.

Expand the [actr] Actor tag and select characters\marine_armored\marine_armored. Once again check off the box titled recursive.

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Click Save Meta and navigate to the New Items folder inside the AI MOD folder (you should already be there anyways). This time select the actr folder and click OK. A message will come up saying it's done extracting everything.

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Click the image to open in full size..

Next up is the actv tag. This one is special because it specifies what weapon your character is going to have and that meens you know which weapon you have to extract.

Expand the [actv] Actor Variant tag, in the map a10 the only weapon for a marine is the assault rifle so select characters\marine_armored\marine_armored assault rifle and then check off the Recursive box.

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Now click the Save Meta button and go to the select the actv folder inside your New Items folder and click OK. A message will come up saying it's finished.

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Click the image to open in full size.


PART FOUR: THE WEAPON

Once we're done with the 3 tags that make up the AI we must extract the same weapon that was listed in the actv tag. For me it was the assault rifle.

Go to the [weap] Weapon tag and select weapons\assault rifle\assault rifle then check off the box called Recursive.

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Now click the Save Meta button and navigate to youre New Items folder inside the AI MOD folder. Once you're there select the weap folder and click OK. A message will come up saying it's finished.

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Click the image to open in full size.


PART FIVE: OFFSET LIST/MODEL EXTRACT & MODEL DE-CRAPPER

We're getting there just a few more steps. The next thing we have to do is make an offset list.

To do this click Tools > Generate Raw Model Offset List (CSV File).

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Save it to your AI MOD folder and a message will come up saying the file was saved (it doesn't matter where you save it but I like to keep it in the project folder so everything is organized).

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Click the image to open in full size.

Now go to Tools > Extract > Raw Model.

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Load the csv file you just saved, there's 3 things we must find in this list. The character we extracted the weapon we extracted and the fp version of the weapon we extracted.

Let's start off with the character. Scroll down until you see characters\marine_armored\marine_armored and then click extract.

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All characters are saved to the bipd folder but we must navigate into it's sub-folders until we reach the one called marine_armored. So click on the bipd folder inside your New Items folder and then open the characters folder. Once in that one select the folder called marine_armored and click OK. A message will come up saying it's done (if you don't save it to the proper folder then your mod WON'T work).

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Click the image to open in full size.

Now we must extract the two weapon models.

Scroll down the list until you find weapons\assault rifle\assault rifle (it's right below the marine_armored one).

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Click extract and navigate to the weap folder inside your new items folder. From there open the folder called weapons and then select the one called assault rifle and click OK. A message saying it's done will come up.

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Click the image to open in full size.

Repeat the last steps for weapons\assault rifle\fp\fp Only this time save it to the fp folder inside the assault rifle folder that you may have noticed in the last step.

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Click the image to open in full size.

Click the image to open in full size.

The next step is the model de-crapper and bsp builder. So click on Tools > DeCrapper/BSP Builder.

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Right click anywhere in the big box at the top and click Add.

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Navigate to your AI MOD folder and then into the New Items folder. Go into the bipd folder and then into the characters folder. Open the folder called marine_armored and select the file called marine_armored.mod2.meta and then click Open.

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Now we have to get the first of two files for the weapon. Right click anywhere in the top box again and select add.

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This time go to the weap folder inside the New Items folder. Then open up the folder called weapons and then open the one called assault rifle. In here is a file called assault rifle.mod2.meta, this is the one we need so select it and click Open.

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Now we need to get the fp model of the weapon so right click anywhere in the big box at the top and select add one more time.

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We should still be in the assault rifle folder so click on the folder in there called fp and then select the file called fp.mod2.meta then click Open.

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(If you don't get the fp file your model will look screwed up in the game so you must have this one added to the list).

Almost done! We now have to select the Existing Vertex Area, Existing Index Area, and the Existing BSP Block.

Remember that folder we made called VIB and we saved some files into that folder, well this is where the 3 file we need are located.

For Existing Vertex Area click the Browse button and then navigate to your AI MOD folder and then into the VIB folder, select the only file there and click Open.

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For Existing Index Area click the Browse button and you will be in the VIB folder already. Select the only file there and click Open.

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For Existing BSP Block click the Browse button and you will be in the VIB folder already. Select the only file there and click Open.

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You're window should now look like the picture below so click the button called De-Crap These Models and Build a New BSP Chuck While We're At It". Once it's done a message will pop up saying it's done extracting.

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Click the image to open in full size.

You can close out of this window and close the map file nowClick the image to open in full size..


PART SIX: REBUILD

Hopefully you've made it this far without any problems Click the image to open in full size..

Anyways we have move some files around within our AI MOD folder before we can actually start the rebuild so manually open up your AI MOD folder.

Open the VIB folder and copy the file called bloodgulch.sbsp.meta.

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Paste this into the following folder: Batch Extract > levels > test > bloodgulch and click Yes when it asks you to overwrite the existing file.

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Click the image to open in full size.

Now copy all of the folders inside the Batch Extract folder into the Build folder.

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Almost done with settings up the files we just have to copy and paste the ones from the New Items folder.

Go into the New Items folder and open the actr folder. Select all the folders inside there (should only be one anyways). and copy it into the Build folder. Select Yes to All when it asks you to overwrite the original.

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Click the image to open in full size.

Click the image to open in full size.

Repeat this same process for the actv, bipd, and weap folder. Remember to NOT copy the actr, actv, bipd, weap folders but the copy the ones inside of them.

We FINALLY made it to the rebuild... Open up HMT v3.5 again but make shure no map files are open. Click on Tools > Rebuild Map.

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In this new window click the Browse button near the top for the original map. Select the map in your Build folder and then click Open, Click Yes when it asks you if you want to auto fill the required files.

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Click the image to open in full size.

Click the Add button near the bottom of window. You will be in the Build folder, here we have to add our marine and the assault rifle. Let's start off with the marine.

Open up the characters folder and then the marine_armored folder. This is where it gets a bit tricky. Select all the files here but NOT the folders we have to go back and get the files in the after. Once there files are selected click Open.

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Click the add button again, you'll still be in the marine_armored folder which is good. Now we have to go into those 2 folders and select all the files in them then click open. Do this separately for each of the 2 folders.

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Click the image to open in full size.

Now repeat this process again but for the assault rifle which is located AI MOD > Build > weapons > assault rifle. Remember you have to go into the folders and select all the files you can't just select the folder. Oh and DO NOT forget the fp folder and it's sub-folders either.

When you're done adding all the files you should have a window that looks like this:

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Now you can click the Build button in the top right corner and let the map start being rebuilt with your marine in it.

A few moments after you start the rebuild a window will pop up asking if any new vertices have been added to the original BSP chunk. Click Yes.

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Navigate to your AI MOD folder and then into the VIB folder and select the file called: bloodgulch.vertices.new and then click Open.

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The next window that pops up will ask you if any new indices have have been added to the original BSP chunk. Click Yes.

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You will already be in the VIB folder again so select the file called: bloodgulch.indices.new and then click Open.

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The last box that comes up will ask if you want to use the modified offset. Click Yes.

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The last message box will pop up saying the map has been rebuilt successfully.

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PART SEVEN: FINISHING UP

Hopefully your still with me on this Click the image to open in full size..

Manually go into your AI MOD folder and then into the Build folder. There will be a new file there called bloodgulch.map.rebuild.map. Copy and paste this into your Halo Maps directory (C:\Program Files\Microsoft Games\Halo\Maps). Then remove the bloodgulch.map that's already there and rename your bloodgulch.map.rebuild.map to bloodgulch.map.

Congratulations you have successfully injected a marine and his weapon into a multiplayer map. See part 2 of this tutorial to learn how to actually get into the map so you can interact with him.

Join Now!

__________________
Check out the revamped tutorial list: Here





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Gohraw (10-08-2008)
Old 08-18-2007, 01:40 PM   #2
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when i try to extract the bsp/model sections itno the vib folder, it says an illigal opperation and crap like that. does this not worrk for halo trial?
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Old 10-20-2007, 05:11 PM   #3
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i get the same problem, that error keeps popping up and its not saving anything to my VIB folder, so now i can't even do this, any help?
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Old 09-20-2008, 03:29 PM   #4
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Re: PMI AI Tutorial (Part 1)

I have HMT V3.5 but when I click on characters\marine_armored\marine_armored under the tag editor it doesnt give all of the options so I cant change things like you can, all I can do is change team, two flags, and height

EDIT: never mind, I just needed the plugins however, I was wondering how you put things like grunts in your map, I read Part two and it show you how to put the Solier dudes in vehicles but I wanted to know how you put them anywhere in the map and make them run around and shoot at you, not just in vehicles

Last edited by jake6459; 09-20-2008 at 08:18 PM..
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Old 12-16-2008, 12:42 PM   #5
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Re: PMI AI Tutorial (Part 1)

Beside Bloodgulch..I'm doing on Deathisland

It runs pretty smoothly until the part where you have to build your own map

When I'm press the "Build" button.then there is a pop-up like this




Plz Help me....I'm playing normal HALO everyday and it's
getting boring!
[IMG]file:///C:/Users/user/AppData/Local/Temp/moz-screenshot.jpg[/IMG][IMG]file:///C:/Users/user/AppData/Local/Temp/moz-screenshot-1.jpg[/IMG]
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