
hpdarkman40
Joined: Sep 6, 2009
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Posted: Sep 6, 2009 02:48 PM
Msg. 1 of 13
hey I was useing dothalo to mod bloodgulch but then I saved the map(named mod test bg)when I started halo I get this message "we have detected that one of the halo pc files is missing or curropt we reccommend removing and reinstalling the game. (mod test bg)"
plz respond xfire:darkman or hpdarkman40 I forgot lol (one is my nickname)
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 6, 2009 03:05 PM
Msg. 2 of 13
Is this for Halo PC or CE?
Halo PC doesn't support custom maps. And if you want to mod it for CE, just use the Halo Editing Kit.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Sep 6, 2009 03:13 PM
Msg. 3 of 13
Don't rename map files.
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hpdarkman40
Joined: Sep 6, 2009
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Posted: Sep 6, 2009 04:40 PM
Msg. 4 of 13
If I don't rename it how am I supposed to make a new map out of it? halo ce btw
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 6, 2009 07:11 PM
Msg. 5 of 13
To make a new map, you have to use HEK to compile a brand new map. When the map is compiled it has a certain name specified. If you rename the map, it'll no longer work.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Sep 6, 2009 07:25 PM
Msg. 6 of 13
Rename the scenario file.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 6, 2009 08:19 PM
Msg. 7 of 13
I don't think dothalo works good with Halo CE, the best way is to learn how to use HEK and related tools for creating modded maps.
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sargejohnson
Joined: Apr 20, 2009
Shall we play a game?
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Posted: Sep 7, 2009 09:51 AM
Msg. 8 of 13
Quote: --- Original message by: XlzQwerty1 I don't think dothalo works good with Halo CE, the best way is to learn how to use HEK and related tools for creating modded maps. Agreed completely. There are certain limitations that DotHalo can't overcome that the HEK can. Try the tutorials on the halomaps site : trust me, you would be surprised at what you can do with the HEK that DotHalo can't.
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jacknme
Joined: Aug 29, 2008
If you see this, you must be in an old topic
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Posted: Sep 7, 2009 10:18 AM
Msg. 9 of 13
Quote: --- Original message by: chrisk123999 Don't rename map files. Actually, rather than recompile it using tool, you can rename map files by opening it with textedit/hexeditor w/e and in the first line is the map name. Change it to the map name that you give your .map file
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hpdarkman40
Joined: Sep 6, 2009
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Posted: Sep 7, 2009 10:33 AM
Msg. 10 of 13
ok thanks I'll try useing hek but a problem I found is all you do is extract files how could you load up like blood gulch so you could mess with it all you can do is make stuff from the tutorial senario and I don't have 3dsmax btw but thanks everyone
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Sep 7, 2009 11:57 AM
Msg. 11 of 13
I couldn't understand what you just said.
Are you talking about how to extract custom things from maps such as bloodgulch? If so, use HEK+ to extract everything, then use sapien to open the bloodgulch.scenario file located in tags\levels\test\bloodgulch . By the way, the tutorial scenario comes bundled with HEK.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Sep 7, 2009 04:44 PM
Msg. 12 of 13
Quote: --- Original message by: jacknmeQuote: --- Original message by: chrisk123999 Don't rename map files. Actually, rather than recompile it using tool, you can rename map files by opening it with textedit/hexeditor w/e and in the first line is the map name. Change it to the map name that you give your .map file Yes, but I didn't think that would help him that much. Plus it would have to be the same length.
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hpdarkman40
Joined: Sep 6, 2009
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Posted: Sep 7, 2009 05:50 PM
Msg. 13 of 13
thanks I found out how now
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