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Robbie's Advanced Tutorial Pack

This is a discussion about Robbie's Advanced Tutorial Pack within the Halo 2 Advanced Mod Tutorials section, where you will Learn more advanced techniques to further mod your Halo 2 maps. This is for people who have a good grip on the Halo 2 Beginner Mod Tutorials.; Robbie's Tutorial Pack. Please note, Most of these tutorials were made by other people. If I do not have a name listed, If you know who made them, please tell me. Also, most of the



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Old 06-19-2007, 05:21 PM   #1
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Robbie's Advanced Tutorial Pack

Robbie's Tutorial Pack.
Please note, Most of these tutorials were made by other people.
If I do not have a name listed, If you know who made them, please tell me.
Also, most of the insolence tuts, WILL work with Entity now.


1. Active Scenery
2. Grenade Launcher with BR
3. Reversible Gate
4. How to spawn weapon inside a crate.
5. Night Vision
6. Making Entity spawn right 95%
7. Lock onto anything
8. Banshee bomb instead of boost.
9. Taught Suspension
10. Waterfall tut
11. How to inject a Zero gravity script.
12. How to add seats to vehicles
13. Heretic Banshee in MP
14. How to give a [MACH] with no collision, collision!
15. Inject custom models using entity
16. ODST with Entity
17. Composite Vehicle Modeling aka "Custom Vehicles." <-- BIG TUT!





1:ACTIVE SCENERY
(AN INTERMEDIATE TUTORIAL)

A step by step guide to adding active scenery to a map.....

Programs Needed
1) INSOLENCE (by tf6 (Tjc2k4))
2) ADI (By The Swamp Fox)
3) H2x /Dark Matter (PokeCancer)
4) Cord Finder (Glitch Guardian)

Right to begin with you need to decide on the map you wish to add active scenery too
and make sure you have the correct *.mvf (Cord finder map) as this will be essential

I suggest a big open map such as coagulation, headlong, or Zanzibar as this gives you a lot of room to work with
(Although Zanzibar has a max Z cord of 10)



Right once you've decided your map you need to open insolence and open your chosen map

first things first you have to create an ITMC for the Scenery to spawn from so goto the ITMC tag and duplicate the
rocketlauncer ammo (example)

next we need to provide a projectile to attach the scenery to in this case a rocket is probably the best idea
goto the proj tag and duplicate the rocket (Objects/weapons/support_high/rocket)

now open a sp map you want to take your scenery from (e.g. Pelican)
Navigate to the hlmt tag and drag the hlmt of the scenery you want in this case a pelican

wait for it to do its stuff

now we can close insolence




Now open h2x / Darkmatter and goto the new itmc
click dependencies and switch the only dependencies from equip - rocket launcher ammo to proj - rocket2

now goto our new projectile and click dependency
here's the fun part!

Change the hlmt - rocket to hlmt - pelican
change rocket Detonation to the effect you want to have if you wish your scenery to crash (Satchel charge is a good one!)
now we can also change rocket_exhaust if you wish for your scenery to trail fire basically just play with these untill
you get something you like (try changing the dependencies of the effects you choose to make yours that little bit individual

Now you've got your scenery almost set up this next part is the hardest part

Goto the scnr tag and click dependencies
change the itmc of a frag grenade to your itmc - rocket_launcher_ammo2
now click the meta editor and navigate the tabs until you find the collections tab
change the no. in the first drop down box until you find the itmc in the drop down box below is yours (Can take a while is
usually around 20 - 22 ish)
right first thing you can change is the spawn time set it to anything you want i'd suggest roughly 10 - 12



Now open the cord finder and the map your usings mvf file
look around the map and select the location you want your scenery to spawn from and copy down the X and Y coordinates (to 2
decimal places is enough) and you can now close this program








2.Gernade Launcher with BR

First, you will need to learn how to clone chucks using glitchy guardians chunk adder

second you will need to know how to duplicate things in Insolence

ok, so, i was playing around with things, trying knew stuff and i though, hey, how about i make a weapon more fun, so using previous knowledge of how to add a lazer sight, i pretty much did the same thing.

i added a trigger onto the carbine using the chunk adder, very simple, requires no effort

then i went into Insolence and duplicated the carbine, and, because it had that second trigger, the duplicated one did as well.

then i opened dothalo twice, if you have a good memory you don't need to, one screen had my modded map in, the other had another map in, i went over the carbine (2) in my modded one and the battle_rifle one on my un-modded map

i then converted the dependencies of the carbine (2) to the battle_riffle but with the 2nd projectile i put a grenade there.

then i closed the un-modded map in dothalo and clicked on the carbine (2) on the modded one, and set the firing type 0 to fire with the right hand trigger, with the first projectile (twice)

then i made the firing type 1 fire with the left trigger and the second projectile (twice)

use that plugin.

then i went into h2x and fixed the carbines firing type 0 to that of the br, set the clip to infinite and resigned
it

i then tried it and i had a BR/Grenade launcher

if it messes up send a post back


by: dannnnxx321





3. Reversible Gate

How to make a gate reversible

Open up Zanzibar in Entity.
Go to the Device Groups in the [scnr] tag.
Select Gate (should be chunk 0).
Where its says "Only Use Once", select False instead of true.
This will make it so you can open it and close it.

By: Dissolution241








4.How to spawn weapons inside a crate


what you will need:
sp map (for this tut 08a_deltacliffs
any mp map
entity
brains

1. Open entity and open 08a_deltacliffs and go to the bloc tag and find objects\gear\covenant\military\crate_space_a

2. Click recursive, parsed, sounds then click save, save to any folder you wish ( preferably a empty folder)

3.Open the mp map and click build and find the .info file in the folder you just saved the crate to

4.Open the hlmt properties of the crate and change all the weap tags to the weapon u want.

5. spawn bloc, place, and play





5.NIGHT VISION

Well we all remember Xbox7887's kick@$$ mod Vision Of Power where you had night vision, actual night vision and since then I've seen my fair share of people who would love to add it to their next new mod...

Well now you can easy as pie...

First were gonna start off by firing up Insolence or entity and opening our favorite map! in this case were gonna be using Insolence and coagulation.

The only tag were going to be needing to duplicate is... [LIGH] effects\generic_lights\overcharge_fp

once its finished duplicating the tag fix the encryption on your map and close insolence or entity

now we need to open up dothalo, find the tag you just duplicated which should be [LIGH] effects\generic_lights\overcharge_fp 2 and click and edit the dependencies NULL out the lens - effects\objects\weapons\pistol\plasma_pistol\overc harge_fp

now open the tag editor and set the settings as follows (KEEP IN MIND YOU DON'T HAVE TO KEEP THEM THIS WAY YOU CAN MAKE THE NIGHT VISION STRONGER OR WEAKER BY SETTING THE light intensity HIGHER OR LOWER)



once thats done move over the [BIPD] tag and select objects\characters\masterchief\masterchief_mp

now turn on the first person flashlight by checking the following box and switch over to the dependency editor...



NULL out the first person flashlight and replace ligh - objects\characters\masterchief\flashlight_1p with ligh - effects\generic_lights\overcharge_fp2



now once again fix your encryption and close dothalo

open up uberlightmap tool and bring the lightness of your map down to -100 hit apply and resign



and last but not least FTP the map over to your xbox and have fun!

(on a side note this was my first time ever writing a tutorial, and also you have to make all the projectiles [ligh] effects have green and light intensity in order for them to show up as green and booming )


Made by: FallenOne







6.Making Entity Spawn Right 95%


This works about 95% of the time for me, hopefully it will for you. Say you have

a mach in your map and you can't get it completely flat, or you can't get it facing

at the right angle. This tut is for you.
*(This tut uses the Updated 7/1 version)*

1.) Open Entity and your map. Open the scnr tag and click on Tools -> Meta Editor. Go

down to Netgame Equipment (if thats where you spaned your object through) and select

your object's chunk.

2.) Change the Yaw, Pitch, and Roll all to 0.

3.) Save. Now press Tools -> Reference Editor. Select your sbsp tag and click the blue

plus sign and click View BSP. Wait for everything to load.

4.) Press Visible Spawns and than select the set that your object is in. Ones everything

loads, go find your object and select it.

5.) Your object should be perfectly flat, and facing its default direction. Now if it

isn't facing the direction you want it to, Hold down your left mouse button and press

either Shift or Alt and move your mouse to rotate it.

((Shift = North/South, Alt = East/West)) It should rotate smoother, and should give you

more possibilities for direction.

Make sure you remember to save your changes and sign.








7. Lock on to anything.


How to turn off Rocket launcher Lock-on for INDIVIDUAL VEHICLES!

•In Insolence, open the Mode tag of your chosen vehicles.

•Open Markers.

•In the drop down menu find a marker with the name, "Target_driver".

•Change the name to "null", found at the top of the list.

•For some vehicles other targets must be nulled such as the tank which has 2 places

which can be locked-on to.







8.Banshee Bomb Instead of Boost.


Putting banshee bomb back on banshee in mp instead of boost?


no it is simple....
1 - Open your map in entity
2 - Scroll down to the "objects\vehicles\banshee\weapon\banshee_gun"
3 - Show the meta editor
4 - Scroll down until you see the "Firing Info"
5 - Click the drop down bar and select the second chunk(chunk 1)
6 - Change the "Button Used" to "L"
7 - Close Entity and Open your Map in DotHalo
8 - Scroll down to the Banshee Vehicle tag(vehi - objects\vehicles\banshee\banshee)
9 - Uncheck "Has Boost" in the "Tag Editor" window.



by: MilyardoX2








9.Taught suspension

warthog suspension is (almost) always straight:
This mod spawned from testing markers to see if you can make a monster truck. As far as I can tell, the ability to drive the warthog seems to be "married" with the warthog's hull bone, meaning that some markers move when the warthog's hull bone is moved. At first, I had my warthog chassis up about twelve feet in the air, as well as the markers for the turret, driver, and passenger. This resulted in the wheels being embedded halfway into the ground, and the warthog impossible to drive. However, when I moved the hull bone back down to its original position, moved the wheel markers up a little bit (because I thought they controlled movement), but left everything else the same (you are floating above the warthog twelve feet up), the warthog would drive. Interestingly, it would drive with the suspension always taught. That is where we get this guide.

1. open up insolence.
2. open up the map you wish to mod.
3. click on the mode tag.
4. double click on the objects\vehicles\warthog\warthog tag. This will open it in the tag editor.
5. click on the word markers.
6. in the markers tab, open up the dropdown box. we will be modifying markers 27, 28, 41, and 42. To lock only the front, modify 28 and 42, and vice versa for the back.
7. scroll down and click on the number twenty seven in the dropdown box.
8. click on the word coordinates to open up the final tab.
9. double click on the values to the right of the name "z."
10. bring this value up by 0.1 to 0.3; I have mine up by 0.1.
11. do this for numbers 28, 41, and 42.
12. test your ride. if it does not drive, please tell me. if you don't like it, change the values accordingly.

congratulations, you are done!








10. Waterfall Tut


1. Open up insolence
2. Open Warlock.map and the map you are modding
3. Open the [scen] tag in warlock
4. Find effects\scenarios\multi\warlock\water_stream_1
5. Drag it into your map and wait for it to finish moving and relinking
6. Go back to warlock.map and in the [scen] tag take effects\scenarios\multi\warlock\water_stream_1_hit and drag that to your map and wait for it to move and relink
7. Fix encryption. Close map.
8. Open Entity and duplicate a weapon in the [itmc] tag
9. go to the [scnr] tag and right click and hit indents, then replace one of the itmcs on the map. (Or you can right click on Netgame Equipment and clone a chunk for your waterfall. then right click indents, and it should be the very last itmc, replace that with your duplicated itmc.)
10. Now go to the [sbsp] tag, click tools > raw editor
11. When the window comes up move the weapon you duplicated and swapped where you want it.
12. after you have placed it (as a weapon) go to the [itmc] tag again and right click and change to indents, click item and right click and this time hit swap, and then find the [scnr] tag in the box it opens and the find your effects\scenarios\multi\warlock\water_stream_1 . (it may seem thin but you can spawn 2 next to each other making it wider and more like a waterfall)
13. Click save
14. Sign the map
15. FTP it to your xbox and enjoy


tut made by xSSx Toothless










11. How to inject a Zero Gravity Script


step1) Open entity

step2) Open the map of your choice: for this example I use elongation.map =)

step3)scroll down to the “scnr” tag and click on “scenarios\multi\elongtion\elongation”
now on the right hand side you will see a chart with information

step4) right-click on the chart and click “clone chunk” now a window should show up called “Chunk Cloner” now find “scripts” and click on the little plus sign on the left click it

step5) on the right hand side of the chunk cloner window you should see “Amount of Chunks” and in the box the number 20 get rid of that 20 and put in 1.

Step6) now click on the last chuck in the “Scripts” reflexive in elongation it would be chunk number 2(the last chunk there) now click clone then close entity

step7) open “Script tools” and open your map(mine was elongation)

step8) click on the last chunk called “create_eraser” then go to script>compile>plaintext then a window will pop up(make sure there is no text in it)

step9)now type or copy and paste in the box

(script startup uber_gravity_hack
(begin
(physics_set_gravity 0)
)
)

now click compile at the top of the plaintext window

step10) close everything re-sign the map and FTP or 360 explorer it =)

Made by: Domino









12. How To Add Seats To Vehicles

Step One: Go to ADI or your other Favorite program and grab Offset Code for the vehi your going to be using and copy it down for reference.

Step Two: Open The App and open the map your going to be using

Step Three: Paste that code you got from ADI and paste it into the “Vehicle meta offset” and then click “Get Data”

Step Four: Select the Amount Of Seats you want you want to add and then select what type of seats you want them to be

Step 5: Make Sure every thing is ok And then Click add and hit yes

Important Notes
_Single player maps don’t work
_You can only mod one vehi per map if you try 2 you mess up vehi
_If you Type of seats are same as in a vehi plug in
_If you want to add multipliable seats of different types just open app again
_Don’t add more than 250 seats to a vehi LOL but I’m serious

Please, I know this is a basic tutorial, but its for those who have a basic understanding of modding.

by: II HardModder II








13. Heretic Banshee in Mp

all u do is go into insolence,
then go to the HLMT tag,
click on the banshee, then hit variations,
and in the drop down box (make sure its on 0) type in heretic,
and then go to chunk 3 and type in default,
and you have a heretic banshee for non modders








14. How to give a mach with no collision, collision!


Step 1: Import all your machs.
(for this tutorial I'm gonna inject Containment's base gate and control walkway.)
(make sure to import mach that have collision that your not going to use i.e. The containment base gate.)

Step 2:
Open up your map in dothalo

a)go to you mach that has collision that you aren't going to spawn in the map.
In my case the base gate.

b)now once you have opened the mach,
look at its dependencies.
You should see 1 or 2.
Click the HLMT.

c)Now click goto.
It should take you to the hlmt of the mach.
Now you should see coll, jmad, phmo, and mode(i think thats all)

d)change all of those to the dependencies of the mach that your going to add collision too.
In example change the coll of the base gate too=
coll-scenarios\objects\solo\deltacontrolroom\control_wa lkway\control_walkway

f)now save changes and fix encryption.


Spawn from there and it should have collision.





15. Inject custom models using entity

Things needed...
1) Entity
2) A modeling program (Supporting .obj's)

Note: To extract/Inject meshes you have to click on the polus sign, and the menu will pop up.

This is a simple tutorial so I don't think it needs pictures, if it does, PM me.

1) Open a map in Entity and go to a FP weapon's model. (Because they only have 1 model or LOD)

2) Extract it's meshes as a .obj somewhere where you'll remember it.

3) Make your model, and extract/save it as a .obj, but overwrite the model that you extracted from your map.

4) In Entity, in your map, go to the mode you extracted, and click inject and find your folder where you originally extracted it into, and hit ok.

5) Make your tag's name... I normally do what it says except instead of new, i keep a name I'd remember.

Thats it, but you still need to reference it to whatever you want it to replace. Remember if it's an FP model, go to the actual weapon and replace "Model(0)" and "Model(1)." If it's Third

personswap the mode in the HLMT. And that's all!

Also, sometimes you have to inject the model into a higher poly count weapon, otherwise the game freezes. For example, sometimes if you inject a big thing into a magnum, it freezes. The best idea would be to add something like a Gondola which is huge, and use that. This is because it is one of the biggest models in the game, and I think that the number of Vertices and faces has to be the same or smaller.

Note:This hasn't been tested in Halo 1, but I think it will work.


Boney526





16. ODST with Entity.

Open 05a_deltaapproach.map.
Click recursive and parsed.
Navigate to the marine's hlmt tag.
Save the tag to your computer.
Open the map you are modding.
Check recursive and parsed.
Hi the build button and find the marine's hlmt tag.
Let it build into the map.
Uncheck Recursive and parsed.
Go to the mastercheif_mp bipd tag.
Right click and press Display > Idents.
The first selection you should see is the hlmt.
Right click on it and press swap.
Choose the marines tag and press swap.
Go to the marines hlmt tag and select it.
Now go to the Tools - Meta Editor.
Now look under Variation.
Go down to chunk 5, and you will see "odst_cky".
Change it to "default. Save.
Now where you went to view the Meta Editor (Tools), choose the first option.
Which (don't have entity at the moment) I think is reference.
Still in the marine hlmt, there is a blank space at Offset 144.
Make that udlg - sound\dialog\combat\masterchief.
Make sure all of the marine udlg sounds - sound\dialog\combat\masterchief.
Now go back to the Meta Editor.
Change: Health (no shields) - 45.
Shield - 70
Shield Recharge Time - 5.
Shield Recharge Rate - 0.5
Damage Caused - 0
Shield Noise - energy_shield_thin_hum_masterchief.
Now we have to fix the shaders and effects.
Upper left hand corner click Tools > Reference Editor.
Right click and Display > Idents again.
Look for each of these offsets and change them to what I have.
Offset 152: shad - objects\characters\masterchief\shaders\active_camo
Offset 5232: shad - objects\characters\masterchief\shaders\masterchief _plasma_shield_change_color_fp
Offset 5240: shad - objects\characters\masterchief\shaders\masterchief _plasma_shield_change_color
Offset 5280: effe - effects\objects\characters\masterchief\masterchief _shield_depletion
Offset 5288: effe - effects\objects\characters\masterchief\shield_rech arge
Offset 5340: shad - objects\characters\masterchief\shaders\materchief_ overshield_fp
Offset 5348: shad - objects\characters\masterchief\shaders\materchief_ overshield


Kibito87







17.
Composite Vehicle Modeling aka "Custom Vehicles."



A while back a wrote a tutorial for making custom vehicles out of various models found in Halo 2. Since then I have received numerous questions for clarification on certain points and requests to rewrite it more thoroughly.
I will be using Insolence in this tutorial except where otherwise stated. Every time I say to open a tag, you will want to switch to dev mode. I will revise this tut soon with links to any IFP's needed.
Parts of this tutorial are highlighted in red so that more experienced modders can skim through quickly without having to read all the nitty gritty step by step processes that they likely already know.

Jargon List
Pitch, Yaw, and Roll - The rotation of an object
X, Y, Z - Coordinates
Bounding Box - This is like a constraint box, so make the box small and the object becomes smaller, make the box bigger the object becomes bigger(known as scaling)
[tag]coll - bullet collision
[tag]phmo - object/sbsp collision
[tag]hlmt - object property's
[tag]bloc - unuseable object such as a box
[tag]scen - map scenary
[tag]mode - this is the visual model of an object, it contains the information about marker postions and bones
Marker - invisible points of origin on a model (where things are attached)
Bone - used to postion parts of a model, for animations
Variation - many objects have different forms or types, such as the wraith, which can have just the mortar turrert(MP) or that and the miniguns(SP), or the warthog, which has the default (chaingun) and guass variations. Additionally, destructible items will have a damaged variation.

Plugins
Doom's mode ifp for moving bones and markers
Go here for up to date IFP's. We'll be particularly interested in the hlmt, vehi, and weap ones in this tut. To use them, copy the code into notepad and save it as whatever.ifp for Insolence or whatever.ent for Entity. (It should be noted that some of these plugins may have errors that cause Entity to break idents. There is a download in the Entity section of the site that Kokosnoot claims is all working plugins)

To start off, there are two methods for what I will call "composite vehicle modeling." The first, and now mostly obsolete, method Is to assign a hlmt to the vehicle's weapon. This method has been used to make fly-able longswords and many other vehicles in the past. It is also the method I used to make the original Raptor and Stingray. The limitations of this method are that the added part will not have collision and you have no control over the pitch, yaw, and roll of the part. Repositioning can be acheived through editing the model's bounding box, but this is not ideal. However, it is still the easier of the two methods and for something simple like adding wings to a warthog, it still serves well.
The second method is to assign another vehicle or other object (I've successfully tested scen and bloc objects) as the vehicle's turret. This has immense advantages over the weapon method, because turrets retain the coll (bullet collision) though not their phmo (walking/bsp collision), and because turrets can be attached to any marker, allowing for easy repositioning.

Turrets
You can replace a vehicle's turret with any vehicle and even some other tags (as mentioned previously, I've tested blocs and scens successfully) by going into the hlmt, variation, unknown (second reflexive) and swapping the dependency here.
Open the hlmt you're going to be working. Open the first reflexive, which is variation (note: if you are planning on adding this hlmt as a part of another vehicle, or swapping it over another vehicle's hlmt, you will want to edit the default variation. Inside this are two more relexives. Open the second (currently it's labeled as unknown) and inside you will find the turret(s). There are two values here. The first one is the marker the turret will be attached to (currently, I don't know what the second one is). You can swap this for any other markers on the model if you wish (more on that later).
This is where we start having fun. Click on dependencies and it will bring up the vehi that is the turret. Now you may swap this for any other vehi you wish, or even a bloc or scen. For example, let's say we're working on the warthog and our goal is to make it an uberchassis car. First you would swap vehi for bloc, then the chaingun for uberchassis. Now you have an uberchassis (which can even be shot and destroyed just as the normal bloc can) on the back of your warthog.
Or say we want to make a Raptor by adding a longsword to the warthog. Swap the vehi for scen and then the chaingun for the longsword (note that the Raptor has traditionally been built by applying the longsword's hlmt to the warthog's horn, but with that method, the longsword falls off the warthog when destroyed. With the turret method it will remain attached).

Now we've got the turret we want, so now it's time to reposition it. Open the mode tag of the vehicle you're working on, and go into the marker reflexive. Find the marker for your turret (it is almost always "turret") and open the reflexive under it (labeled Unknown1 in Doom's IFP). Here you will find the marker's coordinates, yaw, pitch and roll... and a few other unknown values that we'll be leaving alone for now. Change these coordinates to whereever you want the turret to be on the vehicle. For the uberchassis, I repositioned it to X 0, Y 0, Z -0.45. I primarily use trial and error until I get the turret where I want and after a while you kind of get a feel for a particular model's coordinates, but if you want more precision, you can extract the model and view it in Milkshape or 3dsmax. Keep in mind that the extracted model will have the Y and Z coordinates reversed... at least the darkmatter and ADI extracts I used did; I haven't tested an Entity extracted model yet.

Now we've got a swapped and repositioned turret. That's great, but let's say you want to add more than just one part to a vehicle or you want to add something without sacrificing it's existing turret. Or what if you want to add parts to a vehicle that doesn't have any turrets to begin with, such as a banshee? Now we head over to Entity (the Entity I speak of is Entity beta 1, and presumably any future releases).
First, let's add a turret to a vehicle that already has one. Open the hlmt and right click anywhere in the second window. Now click "Clone chunk" which will bring up the chunk cloning window. Find the turret in the same place as before (under variation, default, unknown49 (which is the reflexive's name in the IFP that comes with Entity). You'll see a chunk for the turret. To the right, where it says "Amount of chunks" put however many turrets you want to add, then highlight the turret's chunk and hit clone. If you have no further chunk adding or deleting you wish to do, click "Add meta to map." If all goes well, it will simply say "Done" after a few seconds.
So now you've got multiple turrets, but all attached to the same marker. This may work for you, but more than likely you'll want to be able to position the turrets seperately from each other. So you'll want to go back into the hlmt, variation, unknown (turret) and point your new turrets to other markers on the model. Presumably, you can add more markers, though I haven't tested this method just yet, or use existing markers that can be freely moved (meaning their position on the model is not critical). I like the audio_left and audio_right markers, personally. Or, if you're working with something from single player, it will likely have markers that are unused in the mp map; such as the pelican's marker "johnson" which presumably is where Sergeant Johnson is placed in the ****pit and is therefore unimportant in your multiplayer map.
Now point your newly added turret to the marker you've chosen and reposition it like we did with the "turret" marker before.

For a vehicle that doesn't have any turrets, you'll want to add the whole turret reflexive. This is kind of complicated. Essentially, you'll need to copy the Piece reflexive from the variation chunk of your vehi into one that has a turret, then copy that whole variation chunk back into your original. This is done because a non-turreted variation is not large enough to place a turret in.
First, in Entity, open the hlmt you want to add a turret to and click clone chunk. Go into the variation reflexive and pick whichever variation you're going to be editing (usually default). Inside is another reflexive called "Piece." Copy this to the the clipboard (the button on the top right) and close the chunk cloner.
Now go into the hlmt of whatever you're taking the turret from; the warthog for example. Again, you'll want to go into the variation (doesn't matter which one--just make sure it's got a turret), but this time you'll see two reflexives: Piece and Unknown (which is the turrets). Paste the Piece reflexive over the one here, by highlighting it and clicking "Overwrite selected chunk/reflexive." Now you have a variation chunk with the pieces reflexive from your other hlmt, and the turret reflexive from the one you're working on now. Copy the variation chunk you just edited to the clipboard and close the chunk cloner (do not click Add Meta to Map).
Go back to your original hlmt and highlight the variation you're working on again. Click "Overwrite Selected Chunk/Reflexive" and you now have a hlmt with an added turret reflexive. Click "Add Meta to Map" and you're done.
Note: when I do this it breaks the Scorpion and Wraith vehi idents...whatever that means. I don't know how much of a problem that is, but just a heads-up
Note 2: when you do this, the turret(s) will still be pointed at the markers from their original model, which your edited one will likely not have. You'll either need to point the turret to a marker on your model or add a marker for it to use.

Weap Hlmt's
As I said before, the other method is to give a vehicle's weapon a hlmt (by default their hlmt is set to <null>). To do this, we'll want to open the weap tag and find the weapon we're going to be working on; for example, the warthog's horn, or the banshee's gun. Hit dependencies and at the top of the list will be hlmt. You can swap this for any hlmt you wish, such as a longsword or even another vehicle. Note that if you use a hlmt of a vehicle that has turrets, the turrets will show up as well, but will still lack collision.
The limitation we run into here is that the vehicle's weapon doesn't seem to be bound to any particular marker, so the only way to reposition it is through editing the model's bounding box (which, by the way, does not move the markers with it). Say, for example, we're giving the warthog wings by adding a longsword hlmt to it's horn. The longsword's spawn point will be about three feet above the warthog. Of course, the longsword will be enormous if you haven't resized it yet (more on that later), so the warthog may still be inside it, but once you've got something small enough to work with, it will be above the hog.
To reposition the model, you'll want to edit the values in the bounding box. To lower it, you'll want to lower the max Z and min Z by the same amount. To move it forward, you'll increase the X values. For sideways movement, you'll edit the Y values (increase them to move it right, decrease to move left).
If you wish to edit the yaw, pitch or roll of the object, you will need to do so in the bone reflexive. More on that later.

Markers
We've already mostly covered markers in the turret section, but we'll spend a bit more time on them now. Markers define where something will be attached or where something will happen. In addition to turrets, markers define where the seats are, where headlights or other lights are, target areas of the vehicle, effects, physics, and so on. For basic vehicle modding we'll only really need a few of these.
To move a marker, you will want to go into the mode tag, into the marker reflexive, find the marker you wish to work on (this is easier in h2x because it will let you view a list of markers, rather than just their numbers as in Insolence), and click the reflexive (it's unknown in Doom's IFP) to bring up the coordinates. Most of these only have one chunk, though some, like headlights may have two or more. Again, we're talking trial and error when it comes to moving these unless you want to extract the model to use for a map.

The driver seat marker is usually set as "Driver." This is where the seat will be placed and you can edit it's coordinates to your liking if you want the driver to sit elsewhere. Closely related to the driver seat will be the "driver_enter" which defines where the animation for entering the vehicle will take place. You should move this along with your driver seat. There are also markers in some cases for where Master Chief or the Elite will place their hands or feet, so you'll want to take those into account too (note that the hands are placed on the steering wheel in the case of the warthog and that these markers are attached directly to the steering wheel bone, so you would be better off moving it with the seat than its markers).
Other seats will usually take the name of the vehicle followed by _p for passenger, as in warthog_p or _g for gunner as in warthog_g. Note that these seats will usually have a camera marker assigned to them, so if you move the seat, you may wish to move the camera marker as well. There are also boarding seats, usually followed by _b, which is where a boarder may... board. You will want to take all of these into account when moving a seat.

Headlights and taillights (and probably any other lights, though I haven't checked yet) behave a little differently. If you go looking through the markers, you'll only find one reflexive for headlights, but as I mentioned before they may have multiple chunks. The warthog, for example, has four. I haven't tried, but I assume you could add chunks to the headlights to give your vehicle even more lights. Taillights are a bit different. The warthog has six of these, but it seems only two are active at a time. The first two are for the default variation and the other four seem to be for the different damage levels of the hog. Meaning you can edit the first two and the taillights will be repositioned, but when the hog takes damage, they will move to the location of the next two and so on, so you will want to move all of them if you're planning on moving the taillights.
I haven't tested this theory, but it's possible that you may be able to add turrets to a vehicle by adding chunks to the turret marker. [EDIT] I have tested it and it does not work. A turret will only show up on the first marker in the headlight reflexive if you try to use it.

Bones
Bones are the various pieces that make up a model. For example, the warthog is divided into a hull (the main body part), bumper, steering wheel, four suspensions (each of the suspension arms), four engines (one at the end of each suspension--this is where the wheel's steering takes place), and four tires (one per engine). They operate in a sort of heirarchy, with the hull being the first and all others attached to it. The bumper, each of the suspensions, and the steering wheel are all attached to the hull bone. The engines are attached to the suspensions, and therefore, they will move with them, and the tires are attached to the engines, and therefore they will move with them.
It is possible to rearrange the order that bones are attached in. For example, if you attach a tire directly to the hull, it will not move up and down with the suspension arm, but will still spin. If you attach a suspension arm to a tire, it will spin with the wheel when the hog is in motion. If you attach a suspension to an engine, it will swing to the left and right when the hog steers.
The heirarchy is a parent/child/sibling set up. Open the mode tag and go into the bone reflexive and you will see that the hull is number zero. It's first child is 1 and it's first sibling is -1 (which equates to a null value). This means that bone number 1 will be attached to the hog. Drag down the drop box and go to bone number 1 (the bumper) and you will see it's parent is 0, it's first child is -1 and it's first sibling is 2, which means it has no children, and the next bone attached to the hull will be number two.
To remove bones from a model, like the whole suspension and wheels were removed from the Raptor, you will want to go to set their parent bone to -1. I also make sure that no bones point to them as a sibling, either. For example, to remove the hog's suspension, I would go to bone number 2 (the left back suspension) and set it's parent to -1. I would also go to number 1 (the bumber) and change it's next sibling from 2 to 6 (the steering wheel--so it doesn't get skipped). Then I'd go to 3, 4, and 5, and set all their parent's to -1.

If you want to move bones, you will see two sets of coordinates. The first is the more proper one. It will move the bone, it's children bones, it's coll, and any markers attached to it. If you move the hull bone in this way, it basically amounts to moving the entire vehicle, or in other words, the vehicle will spawn in the new location.
The second set of coordinates, the "Single Bone" ones, will only move the visual part of the bone. The coll will not go with it, nor will any children bones or markers (I'm actually still looking at this, as it seems to be incorrect... at least in some cases). Using this method, you could set the hull bone's coords to Z -100 to make the hull virtually disappear (it'll actually still be there, just far underground), but leave everything else, including the collision. This is the only way I know of to get rid of a vehicle's hull bone.

Resizing
Resizing a model is actually pretty easy. Just use the resizer plugin to multiply or divide a model's size, or edit the bounding box yourself to stretch or squash the model.
It bears mentioning that moving parts will be messed up in a resize. It seems they will remain anchored at their original point. This is why, when you see modified warthogs and such, the wheels are always the same size. With a resized warthog, the wheels will rotate, instead of around their axis, around another point... which looks really stupid

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Last edited by xxrobbiechaosxx; 06-19-2007 at 05:29 PM..
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Old 06-20-2007, 01:04 PM   #2
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This is really going to help a lot of people.
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Old 06-20-2007, 01:06 PM   #3
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Not bad..Are any of these written by you? Also are you gonna add more?
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Old 06-20-2007, 01:11 PM   #4
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Quote: Originally Posted by XxMoNkEy42xX View Post
Not bad..Are any of these written by you? Also are you gonna add more?
I don't thing their all his, because i'm pretty sure i've seen them on halomods before. But it still will help anyone who needs the tutorials.
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Old 06-20-2007, 04:19 PM   #5
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I'm going to be adding many more.
I'll do that right now auctually =]
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Old 06-24-2007, 11:31 AM   #6
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Umm for the "custom vehicles" instead of doing all that cant you just replace that vehcle with a weapon then model the weapon into a vehicle and add seats to it?
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Old 06-24-2007, 11:40 AM   #7
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nice set of tutorals
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Old 06-25-2007, 11:14 AM   #8
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Quote: Originally Posted by minkis View Post
Umm for the "custom vehicles" instead of doing all that cant you just replace that vehcle with a weapon then model the weapon into a vehicle and add seats to it?

Err... Thats pretty much a hard basic tut.
Because it's pretty much just giving examples of the markers, and how to edit them.
It's not totally remodeling.
It's moving the already modeled vehicle parts around; making it look like a totally remodeled vehicle.
=]
Vehicle*



Quote:
nice set of tutorals
Thanks.
Tutorials*
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Old 06-25-2007, 07:51 PM   #9
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Quote: Originally Posted by xxrobbiechaosxx View Post
Err... Thats pretty much a hard basic tut.
Because it's pretty much just giving examples of the markers, and how to edit them.
It's not totally remodeling.
It's moving the already modeled vehicle parts around; making it look like a totally remodeled vehicle.
=]
Vehicle*





Thanks.
Tutorials*
Oh because i know this guy that did iot like that he had a cool jetpack thing.
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Old 06-27-2007, 01:14 AM   #10
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in tut 11 is script tools a program? if it is where can i find it?
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Old 06-28-2007, 02:50 PM   #11
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I think halomods.com
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Old 07-20-2007, 01:48 PM   #12
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yo robbie can you teach me how to mod in the campaign, i have a 360
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Old 07-21-2007, 09:39 AM   #13
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Can you contact me via AIM?
I will try my best to assist you.
[lol, ha. I sound really nerdy in that ^]
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Old 07-24-2007, 03:38 AM   #14
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it would hav been nice to see some pics of the finished product for one or two of the tuts, but one way or the other, very nice!
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Old 07-26-2007, 06:31 PM   #15
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where can i find the entity 7/1 update?????
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Old 09-16-2007, 08:18 PM   #16
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I might start modding soon.
Or at least start writing more tuts.