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SP to MP Build Tutorial
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Nominated 0 Times in 0 Posts TOTM Award(s): 0 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | SP to MP Build Tutorial TUTORIAL MADE BY: JAY In this tutorial you will learn how to take a map from campaign and change into a multiplayer map. Programs needed: - HMT v3.5 - SparkEdit PART ONE: SETUP Create a folder on your desktop and name it "SP to MP", hopefully you know this stands for single player and multiplayer... ![]() Inside this folder create five more folders, call these: Batch Extract, VIB, Campaign BSP Extract, New Items, and Build. ![]() Now copy an clean un-modded version of the multiplayer map into the Build folder (deathisland). ![]() PART TWO: SP > MP Open the map you just copied into the build folder with HMT v3.5 and go to Tools > Extract > Batch Extract. ![]() First start off by checking off the box called Extract Metadata. ![]() Next click the Browse button in the window that comes up and navigate to your SP to MP folder and then select the Batch Extract folder and click OK. ![]() Click Start Batch Extraction and select Yes when it asks if you want to extract the BSP and then click OK on the box saying that it's done. ![]() ![]() Now we must extract the bsp of our multiplayer map. So go to Tools > Extract > BSP/Model Sections. ![]() Browse to your SP to MP folder and then select the VIB folder and press OK. Also press OK for the box that pops up saying it's done saving the files. ![]() ![]() Close out of deathisland and open up the SP map you want, i'll be using Truth & Reconciliation (a50). With your SP map open go to Tools > Extract > Individual BSP. ![]() Select the first one on the list, (exterior) if your using the same map as me and click Extract BSP. note: If you are selected one that isn't first on the list then other steps are involved but i'm not getting into that with this tutorial. ![]() When you click the Extract BSP button a window will come up. This will ask for the multiplayer map BSP (deathisland), so navigate to your SP to MP folder and then go into the VIB folder. Once there select the deathisland.sbsp file and click Open. ![]() The next window that comes up asks for a .scnr file. Navigate to your SP to MP folder and then into the Batch Extract folder. Then into levels\test\deathisland. Once there select the deathisland.scnr.meta and click Open. ![]() The last box that comes up asks where you want to save the bsp to. Go into your SP to MP folder and then select the Campaign BSP Extract folder and press OK. ![]() It's now extracting the BSP so just wait a few seconds then Ok on the box saying it's done. ![]() PART THREE: EDITING FILES Now that we're done extracting the SP BSP we need to edit some files so that it can recognize the new map. Go into your SP to MP folder and then into the Campaign BSP Extract folder. The file we need to edit is the xml file called deathisland.xml. First we need to rename this to deathisland.sbsp. (if it changes to a .sbsp file then rename it to deathisland.sbsps.xml). ![]() Once it's renamed open it up in notepad and look at the 5th line from the top. It will say: <Tag>rncs˙˙˙˙˙˙˙˙</Tag> we must replace change rncs to psbs. ![]() Changes to: ![]() Now on the line below that it says: <Filename>levels\a50\a50</Filename> we must change that to levels\test\deathisland\deathisland. ![]() Changes to: ![]() Save your changes and then paste this file into: SP to MP\Batch Extract\levels\test\deathisland and click Yes when it asks you to overwrite the previous file. ![]() Now go back into the Campaign BSP Extract folder and copy deathisland.sbsp (DO NOT COPY THE XML ONE). Paste this into the VIB folder and select Yes when it asks you to overwrite the existing file. ![]() ![]() PART FOUR: PMI Now we're going to inject a pelican from the same map so open Truth & Reconciliation back up in HMT v3.5 and scroll down to the [vehi] Vehicle tag and select vehicles\pelican\pelican. ![]() Check off the box in the Tag Information section titled "Recursive" and then click the Save Meta button. ![]() Go to your SP to MP folder and select the New Items folder then click OK and click OK on the box that pops up saying it's done extracting. ![]() ![]() Now we have to make an offset list, click Tools > Generate Raw Model Offset List (CSV File). ![]() Save this to your SP to MP folder and click OK on the message that comes up (it doesn't matter where you save this file but try to keep everything organized). ![]() ![]() With the offset list saved go to Tools > Extract > Raw Model. ![]() Click the Load CSV File button and navigate to wherever you saved it to. Then in the list scroll down until you see vehicles\pelican\pelican. ![]() With the pelican selected click the Extract button and navigate to the New Items folder inside of your SP to MP folder. From here you must follow the path of vehicles\pelican and then click OK. (make sure the pelican folder is selected). ![]() ![]() Close out of that window once you're done extracting the model and then go to Tools > Model DeCrapper/BSP Builder. ![]() Right click anywhere in the big box near the top and click Add. We must go to the pelican folder inside the vehicles folder which is our New Items folder. Once you're there select the file called pelican.mod2.meta and click Open. ![]() There are 3 smaller box's near the bottom which say Existing Vertex, Index Area, and BSP Block. All three of those files are located in the VIB Folder. - Existing Vertex Area = SP to MP\VIB\deathisland.vertices. - Existing Index Area = SP to MP\VIB\deathisland.indices. - Existing BSP Block = SP to MP\VIB\deathisland.sbsp. Once you've got the 3 files selected as well as having the file needed to rebuild the pelican click the button at the bottom which says De-Crap These Models and Build a New BSP Chunk While We're At It. ![]() ![]() PART FIVE: FILES Close out of HMT and manually open your SP to MP folder. Go into the Campaign BSP Extract folder and highlight everything there. Copy all of it into the Build folder. Now go into the New Items folder and highlight all the folders there. Copy them into the Build folder and select "Yes to All" when it asks you to overwrite the previous ones. Now go into the Batch Extract folder and highlight all the folders there. Copy them into the Build folder and select "Yes to All" when it asks you to overwrite the previous ones. For the last thing we need to go into the VIB folder and copy the file called: deathisland.sbsp.meta into: Build\levels\test\deathisland. Say Yes when it asks you to overwrite the previous one. PART SIX: REBUILD With all the required files copied into the build folder go back into HMT v3.5 and click Tools > Rebuild Map. ![]() For the original map click Browse and navigate to the Build folder. Select the deathisland.map that you pasted in there at the start of this tutorial and click Open. ![]() Select Yes when it asks you to auto fill the required files. ![]() Now for the additional files... For this tutorial all we added was a pelican so click the Add button and you will already been in the Build folder. Go into the vehicles folder and then into the pelican folder. Select all the files in here but DO NOT select the folders, you have to go back and select the files inside of them. With the files selected click Open. ![]() Click Add again and repeat the previous step but this time go into each folder and select the all the files in each folder (you must do each folder separately). Once all the files for the pelican have been added check off the box near the top called SP -> MP Mode. This is very important, if it's not selected the build won't work. ![]() You can now click the Build button and let it start rebuilding the map. Soon after you click the Build button four messages will come up asking for some things, they are as follows: The first prompt will be "Have there been any new vertices added to the BSP chunk?" - Choose "Yes" ![]() - Browse to the VIB folder and choose "deathisland.vertices.new" The second prompt will be "Have there been any new indices added to the BSP chunk?" - Choose "Yes" ![]() - Browse to the VIB folder and choose "deathisland.indices.new" The third prompt will be "Browse for the SP BSP that you are using for this Build" - Click "OK" ![]() - Browse to the VIB folder and choose "deathisland.sbsp" The fourth prompt will inform you that the start offset was modified and ask if you would like to use the modified offset. - Click "Yes" ![]() Once it's done you'll get a message saying it's finished. ![]() Now all that's left to do is go into your Build folder copy the deathisland.map.rebuild.map into your halo maps folder so it can be played. Don't forget to delete the old deathisland.map and get rid of the .rebuild.map part on the new one. You will also have to open it up in SparkEdit and move all the spawn points inside the map because right now they are literally inside the map which isn't good. | ||||||
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