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My tut on BSP Conversions

This is a discussion about My tut on BSP Conversions 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.; I will explain in as much detail as I can how to pull off a bsp conversion. If you are going to follow this, you should know the basics about hex. (endian swap, blocks, bytes,



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Old 04-11-2006, 05:58 PM   #1 (permalink)
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My tut on BSP Conversions

I will explain in as much detail as I can how to pull off a bsp conversion. If you are going to follow this, you should know the basics about hex. (endian swap, blocks, bytes, etc.) Well, here I go.

You Should Have:

Coagulation.map
Shared.map
Insolence
ADI
h2x-6-8-05-5pm
found here
Uber Analyze Tool
Dark Matter
Shade's Pointer App found here

1. Getting the BSP

-The first thing we need to do is get our bsp we are converting. Open (in my case) shared.map in the h2x I linked you to above. Select the sbsp tag, uncheck parsed and check recursive. Press 'Save Meta' and point it to a folder. Now let it do its thing.

-Now we need the BSP Raw1 and BSP Meta offsets from the map we are putting the bsp into (coagulation). Open it in the UberAnalyzeTool. If you scroll down, you will see dark blue lines. Put your mouse over them and it should say 'BSP Raw1' and than 0x808200 (in my case). Write that down. Now scroll down some more and you should see tanish orange lines. They will give you the BSP Meta offset, which in my case is 0x10F4200. Write that down also.

2. Importing Raw Data

Now that we have everything together, open up Hex Workshop. Open coagulation. Now Open the folder you put the bsp files in, and go to scenarios -> shared. In that folder there is a file called shared[sbsp].sbsp(0)(0).raw1. Open that up in hex workshop too. Now right click it and press properties. You will see that it is 1380 bytes. Now go into coagulation, and press Edit -> Go to.. and in there put in the BSP Raw1 offset. For coag it is 808200. (Its in HEX not DEC) Once your there, press edit -> select block. Since the raw data file is 1380 bytes, put in 1380. It should select some stuff. Go to the raw data file and press Edit -> select all. Copy it. Now Paste it into coagulation over the stuff it selected. Now go to the beginning of the block you pasted. Copy down the decimal offset. You should find this at the bottom corner. It should say (for caog): 'offset: 8421888 [0x00808200]' The decimal one is the 8421888 one (The one that is dec will never have the 0x). Now save it.

3. Fixing BSP Magic

-Now we have to fix the BSP Size and Magic. Open up Shade's app. Open shared and if your not at it already, go to the Map Info tab. Now take note of the bsp size and magic. Copy them down. Open coagulation, and fill in the values like they were in shared's. Press change. Your done.

4. Fixing the Raw Pointers

-In this sttep we will fix the raw pointers in the bsp. Go back to the folder where you got your raw data file, and open shared[sbsp].sbsp in hex workshop and shared[sbsp].sbsp.rawd1 in notepad. In notepad you should see one line of text, 1380|138887680|0. This is what holds info about the raw data. It stands for: Raw Data Block Size|Offset|Map. Copy down the offset, in this case, 138887680. In hex workshop, do a search in shared[sbsp].sbsp as: Type: 32 bit Unsigned Long, Vaule: 138887680, Check Find All Instances, and check Little Endian, and Driection Down. If you did it right, it should find one instance.

-Now go Tools -> Base Converter and have it Byte Order: Intel, and Data Type: unsigned long. Now you need to put in the decimal offset we copied down from the raw data blocks, 8421888, and put it in the side that says Decimal:. In the Hex side, it should have a new value. Now put this value over the one we found in the search. Than hit save.

5. Adding the BSP to the Map

In coagulation you now have to go to the offset the BSP starts at, which is 10F4200. Since the shared bsp size is 4096, we need to select a block the same size. Go Edit -> Select Block and in DEC put in 4096. Now go back to shared[sbsp.sbsp and hit Edit -> Select All. Copy it. Paste it over the selection in coagulation, and hit save.


6. Fixing Dependencies

-This is pretty much the last step. Open shared.map in ADI and coagulation.map in ADI. Now go to the sbsp tag and get to the dependencies window. Let it load (If you get an arithmetic overflow error, you did something wrong in the steps above). The map you put the bsp in has to have the same dependencies as the map you took the bsp from, so Insolence over any tags that are missing. Now since shared doesn't use a lightmap, we need to null out Coag's. In Insolence, open the scnr tag. Go to the reflexives and hit Structure BSPS, than hit dependencies, and null out the ltmp.

NOTES:

-SP BSP's will have a LOT more raw data, bsp files, and raw pointers to fix. Shared only had one.

-SP Maps will have Lightmap Raw Data and Files so you must add them also (using the same methods as above, except in the Lightmap Raw and Lightmap offsets).


-In SP maps there may also be string ID dependencies that need to be added, so remember those too.

If you need help with any of this, contact me via PM or AIM: xunholynightmarx.


By, XxSilencedDeathxX

Shade45 taught me this stuff, and I did NOT copy his tut, I just made this one like his with more details so more beginners can understand what to do.

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Old 05-14-2006, 12:54 PM   #2 (permalink)
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cool but how do you change the magic in shaders app?
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Old 05-28-2006, 05:04 PM   #3 (permalink)
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shared wont open in my pointer tool. Wtf should i do
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