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    Tutorial: How to make almost anything drivable


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    #1 halodu03de

    halodu03de

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    Posted 11 July 2009 - 07:44 PM

    Tutorial: How to make almost anything drivable using .Map mods in Halo 3
    By Halodu03de/Halodu0DSTde

    Things needed to make it:
    -.Map file of the map you want to edit from http://secure.xboxga...=category&id=19
    (In this tutorial, we will be using the map Warehouse.map(aka Foundry))
    -.Map file editor
    1. Alteration-Download: http://xenon7.net/fi...ration_0052.rar
    (This tutorial uses Alteration, which I recommend over construct.)


    Things needed to play it:
    -A Developers kit(Dev, Stress Test Dev, Demo, Test, or Reviewers kit)
    -Xbox 360 Neighborhood
    -Halo 3 Xex 1.0 or 1.2 with checks disabled
    -Some other basic knowledge


    1. Open the map file in Alteration and in the list of tags, expand the HLMT tag (This is the object properties).

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    2. Find where it says "objects\vehicles\warthog\warthog" and click on it to open it up.

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    3. At the top of the screen right above where it says "warthog.hlmt" click on 'Editors' and select 'Meta Editor'.

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    4. Now, scroll down until you find where it says 'OBJECTS' in Bold. And right under that, where it says 'Child

    Object'. This is where the turret is attached to the warthog.

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    5. Change it to whatever you want to be driving, I am going to change it to a truck, for example. (you can change it

    to anything within the following tags: Scen, Vehi, Weap, Bloc, Dctr, Eqip, Mach, Gint and a few more. So I would

    change where it has the dropdown box that says 'Vehi' which is the vehicle tag, to 'Bloc' which is the obstacles tag.

    Then I would look around in it until I found the Truck

    "objects\levels\dlc\warehouse\truck_cab_large_military\truck_cab_large_military" and change it to that.

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    6. Now, Click the 'Save' button at the bottom. ONCE YOU HAVE GOTTEN TO THIS POINT, YOU CAN ONLY FINISH THE VEHICLE IF

    YOU HAVE A DEVELOPERS KIT TO TEST IT ON, OR ARE MAKING THE SAME VEHICLE AS WE ARE IN THIS TUTORIAL(a drivable truck

    on Foundry). Under 'OBJECTS' again, where it says 'Parent Marker', copy the number in the box (For example, the one I

    copied is "3.812933E-42", but it is different for every map) to your clipboard (Highlight it and Hold down the 'CTRL'

    button and click 'C').

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    7. Now in the tag list on the left again, expand the 'Mode' tag (This is the Model). Find where it says

    "objects\vehicles\warthog\warthog" and click on it. Next, like we did in step 3, Click on 'Editors' right above

    'Warthog.mode' and select 'Meta Editor'.

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    8. Scroll Down to where it says 'MARKERS' in Bold. Next to 'MARKERS' it says '0: markers chunk', click on the drop

    down box twice so that '0: markers chunk' is selected in Gold color, but not expanded, and click the down arrow

    button to scroll through the chunks (1, 2, 3, etc.) until the number in the box where it says 'Marker Name(SID)'

    matches the number you copied to your clipboard EXACTLY (to confirm the number, highlight the number in the 'Marker

    Name(SID)' box that you think matches the number on your clipboard, and Hold down CTRL and click 'V'. If the number

    doesn't change, you have the right one.) In my example, the chunk is '70: markers chunk' which has the number

    '3.812933E-42'.

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    9. Now, right under where it says 'MARKERS', it says 'INSTANCES' in Bold. This is where the coordinates and rotations

    of the warthog's child object(s) are controlled.

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    10. Using real time halo, or just testing the map over and over again on your developers kit, you need to adjust

    these coordinates and rotations to make the vehicle aim in the perfect direction. For the truck, the correct

    coordinates and rotations are as follows:

    Coordinates:

    X: 0
    Y: 0
    Z: 0.017

    Rotations:

    i: 0
    j: 0
    k: 1

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    11. Now, Save your changes at the bottom again. Since we have the truck facing the right direction, and at the

    perfect height, we need to make the warthog invisible so that all we can see is the truck. In the same tag that we

    have been in (warthog.mode), under 'INSTANCES' in Bold it says 'SHADERS'. Now for Each chunk '0: shaders chunk'

    through '13:shaders chunk'(14 chunks total), we need to change the tag in the LONG dropdown box to <<NULL>> which is

    at the bottom of the list in the LONG dropdown box, So that for all 14 shaders chunks, the LONG dropdown box says

    <<NULL>>. Make sure to click Save each time you change one of the boxes in each shaders chunk to <<NULL>>, so you

    will end up clicking save 14 times here.

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    12. Now that we have nulled out the shaders we are almost done. The last things we need to change are the

    attachments, widgets, and seating position for when you get into the warthog/truck. In the tag list on the left, go

    down until you find the 'Vehi' tag which is Vehicle. Find where it says "objects\vehicles\warthog\warthog", and again

    at the top click 'Editors' and select 'Meta Editor'.

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    13. Scroll down until you find 'ATTACHMENTS' in Bold. Now under 'ATTACHMENTS', where it says 'Attachment', just like

    for shaders, go through each attachments chunk (0 though 5) and change the LONG dropdown box in each to <<NULL>>, and

    make sure again to hit save for each one. You will end up changing the LONG box to <<NULL>> 6 times and clicking save

    6 times.

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    14. Right under 'ATTACHMENTS', Where it says 'WIDGETS' in Bold, change

    "objects\vehicles\warthog\attachments\warthog_antenna" to <<NULL>> and click Save.

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    15. This step is optional, but I highly recommend it to make it look complete. If you want, you can change the camera

    distance from the vehicle for a more broad view of your vehicle while driving. To do this, While still in the

    warthog.vehi tag, Find where it says 'CAMERA TRACKS' in Bold and where it says Track right underneath, choose a

    different Track (Camera track) from the LONG dropdown box. For the truck I recommend "camera\board_large_camera".

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    16. Now the last part, seating. In the same tag (warthog.vehi), scroll down to where it says 'SEATS' in Bold. Like we

    did in step 6, copy the 'Sitting Position Marker' to your clipboard (For example, the one I copied is "2.729729E-42",

    but it is different for every map).

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    17. Now in the tag list on the left again, expand the 'Mode' tag. Find where it says

    "objects\vehicles\warthog\warthog" and click on it. Next, like we did in step 3, Click on 'Editors' right above

    'Warthog.mode' and select 'Meta Editor'.

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    18. Scroll Down to where it says 'MARKERS' in Bold. Next to 'MARKERS' it says '0: markers chunk', click on the drop

    down box twice so that '0: markers chunk' is selected in Gold color, but not expanded, and click the down arrow

    button to scroll through the chunks (1, 2, 3, etc.) until the number in the box where it says 'Marker Name(SID)'

    matches the number you copied to your clipboard EXACTLY (to confirm the number, highlight the number in the 'Marker

    Name(SID)' box that you think matches the number on your clipboard, and Hold down CTRL and click 'V'. If the number

    doesn't change, you have the right one.) In my example, the chunk is '3: markers chunk' which has the number

    '2.729729E-42'.


    19. Using real time halo, or just testing the map over and over again on your developers kit, you need to adjust

    these coordinates and rotations to make your character sit in the perfect position when it gets inside the vehicle.

    For the truck, the correct coordinates and rotations are as follows:

    Coordinates:

    X: 0.67
    Y: 0.28
    Z: 0.576

    Rotations:

    i: -0.1
    j: 8E-10
    k: -1.5E-08


    20. Now click Save and you're done!

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    Thanks to DarkShallFall and Detox for the research and program.

    Edited by halodu03de, 26 July 2009 - 12:39 AM.


    #2 PREPPY DIABLO

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    Posted 11 July 2009 - 07:47 PM

    too bad this crap is only dev/demo/reviewer shit nao

    #3 lostmodz26

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    Posted 11 July 2009 - 07:47 PM

    Awesome dude, I wish I could mod Halo 3.

    +REP

    Edited by lostmodz26, 11 July 2009 - 08:12 PM.


    #4 Rogue Modder

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    Posted 11 July 2009 - 08:10 PM

    lol.

    #5 ICookModz

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    Posted 11 July 2009 - 08:44 PM

    Thanks :)

    #6 M1992 is BEAST

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    Posted 11 July 2009 - 11:32 PM

    "omg i wish i had a xedk xenon dev xdk 360 kit to mod/hack halo3, if only i knew how to use 1" -V***car lololololololololololol hahahahahahahah LMFAO WHAT A F***ing noob

    #7 JIME108

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    Posted 12 July 2009 - 12:04 AM

    If anyone, probably not, but go to the Warthog.mode tag and use these coordinates if you are using a Fork Lift:

    Marker: [3: markers chunk]
    Instance: [0]
    X: -0.5
    Y: -0.5
    Z: 0.15
    i: -9E-10
    j: 8E-10
    k: -1.5E-08
    w: -1
    Marker: [70: markers chunk]
    Instance: [0]
    X: 0.1
    Y: 0
    Z: -0.5
    i: 0
    j: 0
    k: -1
    w: -1

    That should sit it perfectly.

    #8 gatienthe

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    Posted 12 July 2009 - 05:27 AM

    Jime is not sitting on the forklift lol

    Use this for forklift :
    X :-0.1161996
    Y :-0.1586443
    z: 0.1580341
    i : -1.121E-07
    j :9.52E-08
    k :-3.3E-09
    w : -1

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    #9 JIME108

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    Posted 12 July 2009 - 06:15 AM

    Jime is not sitting on the forklift lol


    What? No Im not sitting on the Forklift....
    It works fine for me: (This was taken back in January, so no lights >.<)
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    #10 gatienthe

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    Posted 12 July 2009 - 08:27 AM

    Send me the patch xD

    #11 fastmouth808

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    Posted 12 July 2009 - 05:20 PM

    good tut. to bad i dont have a dev :(

    #12 JIME108

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    Posted 12 July 2009 - 07:10 PM

    Send me the patch xD


    Why? The tutorial is right above...

    #13 deadcanadian

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    Posted 12 July 2009 - 08:15 PM

    hey halodude, do you think you can put the co-ordinates for where to move the lights

    #14 JIME108

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    Posted 12 July 2009 - 10:20 PM

    hey halodude, do you think you can put the co-ordinates for where to move the lights


    Just open Alteration (Meta Grid), find the SID for the lights in the [vehi] tag under [Attachments] (Look through the chunks).
    Once you found the SID your looking for look for the same SID in the [mode] tag under [Markers] (Look through the chunks).
    There you should have the Coordinates of the lights etc.

    Edited by JIME108, 12 July 2009 - 10:21 PM.


    #15 deadcanadian

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    Posted 13 July 2009 - 11:47 AM

    Just open Alteration (Meta Grid), find the SID for the lights in the [vehi] tag under [Attachments] (Look through the chunks).
    Once you found the SID your looking for look for the same SID in the [mode] tag under [Markers] (Look through the chunks).
    There you should have the Coordinates of the lights etc.

    that would only be the warthogs placement. i want to know where to move them so the truck has lights.

    #16 halodu03de

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    Posted 14 July 2009 - 12:30 AM

    that would only be the warthogs placement. i want to know where to move them so the truck has lights.


    Ill add the coords here tommorrow

    #17 JIME108

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    Posted 14 July 2009 - 12:53 AM

    that would only be the warthogs placement. i want to know where to move them so the truck has lights.


    Well you can't really test the placements seeing you don't have a Kit to RTH.
    If you do as I instructed above you will have the X, Y, Z coord's of the lights, then you must mess with the values to see which fit's the truck.

    #18 xX Epsilon Xx

    xX Epsilon Xx

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    Posted 25 July 2009 - 12:37 AM

    Resize the Forward unto Dawn in Sandtrap to banshee scale, and drive it.

    #19 JIME108

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    Posted 25 July 2009 - 08:04 AM

    Resize the Forward unto Dawn in Sandtrap to banshee scale, and drive it.


    Already been done, but it's shit.

    #20 Dakode

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    Posted 25 July 2009 - 12:59 PM

    I did this when i was modding Halo 3. It wasn't shit, you tard.

    Edited by Dakode, 25 July 2009 - 05:09 PM.