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PMI Tutorial; Halo PC: Perfect Model Injection.Question

I found this online. I have a question about some parts.

#1 User is offline   Winger 

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Posted 09 October 2013 - 03:40 AM

Hello, everyone. I have a question regarding the "PMI Tutorial; Halo PC: Perfect Model Injection." Tutorial I found posted below. Before I post it I'd like to know
how this can be used to either import A.I. into Multiplayer maps for Halo 1 Xbox1 or import A.I from one SP map into another SP map (ex: Flood A.I into the very first campaign map in which they don't appear in). It's very confusing for me starting at step 5, because I get an exception error each time I start that step. And the instructions seem to jump around for me to understand. I just want to transfer AI into both MP & import Flood A.I into other maps. Thanks. I'll post the tutorial I found:

Credit goes to the person that created the Tutorial.

PMI Tutorial; Halo PC: Perfect Model Injection.

1.You must download HMT v3.5, HHT, and Spark Edit. Those are the
links to the download links on halomaps.com.

2.Open the MP map that you would like to inject the model(s) into.

3.Create a new folder somewhere named [model name here] in
[map name here]

4.Go to Tools -> Batch Extract and click the box for Extract Metadata,
and when it asks to extract BSP click Yes and extract to the folder
you just made.

5.After it is done, do an Extract -> BSP Model Sections and save to
the same folder, except in a new subfolder name Vertices Indices.

6.Close that map file and open the map you want the model from.

7.If you are injecting an AI or character, click on [actr] Actor and
select the model you want and at the top click on the box that
says Recursive and then click Save Meta and save to the same
folder you extracted the Batch Extract too. Repeat for
[actv] Actor Variant, [bipd]Biped, and [mod2]Model.

8.If you injecting a vehicle just save meta for [mod2]Model and
[vehi]Vehicle.

9.Once that is done go to Tools -> Generate Raw Model Offset
List(CSV File) and save that to the same folder.

10.After that is done, do a Tools -> Extract -> Raw Model and open
the offsets file that you just saved.

11.Select the model/models that you want to inject and save them to
either characters/character name or vehicles/vehicle name
separately.

12.Then do a Tools -> Model DeCrapper/BSP Builder and add all of the
raw models that you just save to the big box on top.

13.For Exsisting Vertex, Index, and BSP Block section navigate to
the Vertices Indices file that you made earlier and select the
appropriate item for each one. Then click De-Crap These Models and
Build a New BSP Chunk While We're At It.

14.If it says Raw Model Not Found as an error while trying to add
files to the big box make sure you extracted the raw model(s) like
you were supposed to and saved them in the correct folder.

15.Now go get a copy of the map you are injecting the model(s) into
and paste it in the main folder.

16.Now go into you BSP Vertices Indices folder and copy the
[map name here].sbsp.META and copy it and paste it in the
levels/test/bloodgulch and paste it there.
Click yes to confirm overwriting the old file.

17.Now click Tools -> Rebuild Map. In the Original Map bar, select
the map you just pasted and when it asks if it should automatically
fill in the required files select yes.

18.Now in the big box at the bottom for addition files right-click
and select ALL of the files under the vehicles/[vehicle name here]
and/or characters/[character name here] and
/or scenery/[scenery name here] and/or
weapons/[weapon name here] destination.

19.Now click Rebuild Map.

20.When it asks if there have been any new vertices added, click yes
ONLY if you are importing something with a .mod2 meta file, and
navigate to the Vertices Indices folder and select [map name here].

vertices.new, not [map name here].vertices, but vertices.NEW. Do
the same when it asks about any new Indices.

21.And finally, if it asks to modify the original starting offset,
only click yes if you are injecting a file with a mod2 meta file.

22.Now go to the main folder once it is done rebuilding and there
should be a new file named [map name here].map.rebuild.
Select this file and paste it into you Halo/Maps directory where
you game reads from and delete the original and rename
the .rebuild to just .map or remove that part all together.
(only if you have made a backup of that map course!)

23.Now to actually be able to use the new file you injected
(if you injected a vehicle only), you need to have Spark Edit.

24.Open Spark Edit and click Open Cache File and select the map that
you just pasted in.

25.Now use W, A, S, and D to move through the map and go over to
where you want the vehicle to spawn.
Now click Tools -> Import Tag Into Scenario... and find the
vehicle that you injected and select and click OK.

26.Now go over to a vehicle and select it. Now click copy(this is
a small Icon at the top of the program).
Now click the hand (to move this) and move it to your liking.

27.Now click Save and save it.

28.For injecting a new character, open Halo Hacker Tools.

29.Now go down to a [vehi]Vehicle Tag and select a vehicle that you
want them to spawn in(you have to make them spawn in a vehicle,
sorry).

30.Now there are tags on the right side, scroll down to the last one
to five [actv] Tags and in the bottom there is a bar, click the
down arrow and select your character and click Swap. It should say
Swapping Dependencies Done.

31.Now that's it! you got an AI to spawn in your MP map. If you
want it to spawn on the ground, you will have to use Spark Edit
and flip the vehicle so it falls out right away.

32.For new weapons, just open HMT and go down to the [weap]Weapon
tag and select a starting weapon and swap it's meta with the new
weapon's(note, you can only use a Energy Sword if you change your
character to an elite by injecting an AI and swapping it's
[bipd]Biped meta for your own (cyborg_MP)

33.For new scenery, just open Spark Edit and do a
Tools -> Import New Tag Into Scenario... and click the new scenery
item and then go over to a tree or something and swap it for the
new scenery item under Tools.

34.That's it! You just successfully did a PMI in about 33 easy steps!!!

Note: Sidewinder and Timberland will require you to import another
model, the MP_Tree_Pine_Tall or something like that. You will know
where it is when you get the error message. For more issues, either
PM me or Email me. And if you get any error message while rebuilding,
the rebuild did not work, so try and figure out why it is giving you
that error message and fix it before trying to rebuild.

This post has been edited by Winger: 10 October 2013 - 08:32 PM


#2 User is offline   nintendo9713 

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Posted 10 October 2013 - 05:12 PM

Hey Winger, it's been probably 8 years since I've done PMI but I remember having no problems with it. Could you be more specific in your error?

#3 User is offline   Winger 

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Posted 10 October 2013 - 08:38 PM

Hey, nintendo9713. This part is where I get errors: "5.After it is done, do an Extract -> BSP Model Sections and save to the same folder, except in a new subfolder name Vertices Indices." Right when I save it to the subfolder I get: "An unhandled exception has occurred in a component in your application
Click continue and application will ignore this error and attempt to continue.

Arithmetic operation resulted in an overflow.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box

Etc, etc...

This part always causes the same problem and I never get to continue the process. I even found a different more easier and detailed tutorial to follow and I still get the same error. Is there soemthing that I'm doing wrong or is there something that I need to update?

#4 User is offline   nintendo9713 

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Posted 11 October 2013 - 09:21 PM

Well, I did this back in the day on WinXP machines. It could have some issued with Vista / 7 if you're working in that. Typical suggestions for this type of tech support is "Did you run it in administrative mode" but that shouldn't cause an arithmetic overflow error. If I were you, I'd do a REALLY basic PMI, that famous rock in bloodgulch by red teleporter and put it into damnation or something. That's really basic and see if the same problem occurs.

#5 User is offline   Winger 

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Posted 14 October 2013 - 06:43 AM

Should I try it with the same Tut? Is there a specific Tutorial for the famous bloodgulch rock? Thanks again for your response.

#6 User is offline   nintendo9713 

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Posted 14 October 2013 - 03:06 PM

Same tutorial. I don't remember all the details, you just need to test a base map (preferably a small multiplayer map >>less tags<<) and transfer something that is unique to a single map (blood gulch rock is iconic >>glitches,etc<<), so it should be a very quick and painless procedure. Remember, all you're doing is breaking down a map into individual tags, then taking a tag from another map, and properly rebuilding the tags into the .map structure with the added tag. Thank MonoxideC, CLuis, and Grenadiac for providing software capable of doing this for us.

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