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Changing the Multiplayer Elites to be Honor Guards


Stolen Ruby

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What you’ll need:

  • A Multiplayer Map (I will be using coagulation.map)
  • 05a_deltaapproach.map
  • Entity 2.1.24

 

I recommend reading the whole tutorial before starting, and also not to skip any steps along the way; however unnecessary they may seem.

 

[ Exporting elite.hlmt ]

 

1 ] Make a copy of 05a_deltaapproach.map

 

2 ] Open Entity and open the new copy of 05a_deltaapproach.map

 

3 ] Go to the hlmt tag and open objects\characters\elite\elite

 

22cdaba03272a1a34322bc3446fdccf8.png

 

 

4 ] Set the Reference Editor to display Indents. Do this by right-clicking anywhere on the Grid View, select Display, then Indents

 

cf6e5fb6293bea7ff1143a797ee8998f.gif

 

 

5 ] Select Dialogue[0] to Dialogue[12], right click Dialogue[12] and select Floodfill Swap

 

6 ] In the Indent Swapper, change the asset to Nulled Out and click Swap Indent

 

96ec82424525d432e709793066ed5d34.gif

 

 

7 ] With the elite hlmt still selected, click Save, then make and select a new folder somewhere called hltm_elite, click OK

 

4b3bbba043e26fa948a4ccd66ffc4f4b.png

 

 

8 ] A window will pop up titled “Enter new name for Metaâ€, just leave it as elite and click Export Recursively, it’ll say done, click OK

 

859c0918398718584ae0e75cb674f785.png

 

 

9 ] Close Entity, and delete the copy of 05a_deltaapproach.map as we no longer need it.

 

[ Importing and Fixing elite.hlmt ]

 

10 ] Open Entity again, and open your map, click Build (bottom right), a file picker will open, navigate to the elite_hlmt folder you made, select elite.info, click Open, it’ll say done, click OK

 

f64ff25d73afd12457880a99407edf84.gif

 

 

11 ] Go to the hlmt tag and select object\characters\elite\elite, and set the Reference Editor to show Indents again (See step 4)

 

12 ] In the Reference Editor select: Dialogue[0], Dialogue[2], Dialogue[4], Dialogue[6], Dialogue[8], Dialogue[10], and Dialogue[12]

 

b1955858df573fc1abffa1aec0f8e2d7.gif

 

 

13 ] Then right click Dialogue[12], and choose Floodfill Swap again, change the Tag (first dropdown) to by udlg, then the Asset (second dropdown) to be sound\dialog\combat\elite_loose, click Swap Indent

 

14d99aa1f42b6b03e321fb53b912db3f.png

 

14 ] In the grid view again, select Animations[0], right click, click Swap, and change the asset to be object\characters\dervish\dervish, click Swap Indent

 

f1b97a5d65a6a91a01fd45f8d007c40a.png

 

 

[ Setting the player to be the Honor Guard ]

 

15 ] Now go to the bipd tag, and select objects\characters\elite\elite_mp

 

16 ] In the grid view, select Model[0], right click it, click Swap, leave the Tag as hlmt, change the Asset to be object\characters\elite\elite, click Swap Indent

 

6dcdde7fa8e04bc057b72858e7ad8f73.png

 

 

17 ] You now need to refresh the string list, unfortunately this means closing and re-opening the map. So close Entity, re-open it, open up your map, go to the bipd tag, and re-select objects\characters\elite\elite_mp to get back to where we were. (Phew!)

 

18 ] Set the Reference Editor to display Strings. Do this by right-clicking anywhere on the Grid View, select Display, then Strings

 

19 ] Right click Default Model Variant[0], then choose Swap

 

20 ] In the String Swapper window, search for “honor_dogâ€, then when it is highlighted in the list, click Select

 

ddac0d5359fc0489f30567370e2fb36e.gif

 

 

Finished! Well done!

 

71f852ac367f96be250ee5a644009ece.png

 

Q&A

 

Q: Why did we make a copy of 05a_deltaapproach.map only to delete it later?

A: Because we nulled out a lot of its references before exporting it

 

Q: Why did we null the Dialogues to un-null them after?

A: elite_loose.udlg already exists in the multiplayer maps but with a lot of sounds stripped out, allowing Entity to add in the missing sounds drastically increases the file size; and the other udlg we nulled out just isn’t needed.

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