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Author Topic: Please Help Me! Meta Data  (Read 69 times)

nz87

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Please Help Me! Meta Data
« on: September 19, 2003, 10:20:00 PM »

wink.gif



P.S. I do believe I have been recently promoted from being an insult to noobs to an official noob, I finally realized from the person who said how to shoot vehicles in multiplayer that there  was something to edit on the side (IHEV, JORP and ect.) So I am finally able to do some things on my own other than basically a copy paste type thing. So now I can shoot sniper rifles out of a shotgun and plama grenades out of the warthog gattling gun and anything else stupid enough for me to try......... yay biggrin.gif
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poiygon

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Please Help Me! Meta Data
« Reply #1 on: September 19, 2003, 11:11:00 PM »

I believe you just take the offset to the metadata in that level, throw it in a hex calc, add 2F4, and that will give you the starting point where you enter that value. and the value should end ond metadata offset + 318. In an simple algebra form:

metadata offset = a
2F4 = b
318 = c

start = a + b
end = a + c

I could be wrong. What I'd really like to know is why the new value does what it does. However, I don't think anyone can or will take the time to explain what each bit in the meta data does. I'd love to see a realtime debugger for Halo so I can see the changes.
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Micahst

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Please Help Me! Meta Data
« Reply #2 on: September 20, 2003, 09:49:00 AM »

smile.gif

I'm going to cut-and-paste my simplified tutorial so that there's no confusion, just to be safe.

QUOTE

-Flying vehicles-
There's two steps to this:

1) Replacing the Warthog/Scorpion physics with the Ghost Physics
2) Giving the Warthog/Scorpion/Ghost physics metadata the offsets for flight

Before we start, remember this: You'll need to put backslashes (The one that isn't this: / ) in place of every * (asterisk) in this. For some reason I can't put backslashes in posts

So let's begin.

1-You can skip this step for Ghosts. Otherwise, open up the offsets for the level of your choice. Here, this is Boarding Action's info:

QUOTE 
----------------------------------------
Ghost (2464138) 24 E2 A4 80
(vehicles*ghost*ghost)

Scorpion (2464538) 70 FF A5 80
(vehicles*scorpion*scorpion)

Warthog (2463358) 08 66 A2 80
(vehicles*warthog*warthog)
----------------------------------------


If this were Boarding Action and you wanted a flying Warthog, you would want to go to Offset 2463358 and replace the data there (08 66 A2 80) with the data for the ghost (24 E2 A4 80). I've bolded the offset and the bytes that you'll be putting there. Now, you've given the Warthog the needed physics for flight-so we move on to step two.

2-For this step, you need to download the OUTPUT files (NOT the offsets!). With these, you can find the beginning offsets for the metadata of the Warthog/Scorpion/Ghost.

You should see a bunch of stuff that looks like this in the output file for the level you're modding.
 
=== INDEX ITEM 1339 ===  (0x2462F84)
Tag class 0: 'vehi' Vehicle
Tag class 1: 'unit' Unit
Tag class 2: 'obje' Object
Identifier: 0xE6AF053B
Filename Offset: 38222116 2473924
Offset: 44855596 2AC712C
Raw Offset: 80A1492C
Filename: vehicles*warthog*warthog
=== END INDEX ITEM 1339 ===


This is from boarding action... if we were making flying Warthogs on Boarding action, you would want to open up the output for the level you want and search for this string:

Filename: vehicles*warthog*warthog


Make sure the Tag values are the same as what you see above:

Tag class 0: 'vehi' Vehicle
Tag class 1: 'unit' Unit
Tag class 2: 'obje' Object

When you find this, you'll want to go to the offset I've bolded PLUS 2F4. I use Hex Workshop, which comes with a hex calculator. You'll need to have a hex calculator of some sort to figure out what the value will be. In the case of Boarding Action, we're going to add 2F4 to 2AC712C. That equals 2AC7420. Now, there's going to be a whole bunch of data there. It'll start out like this, in case you're wondering.

0100 0000 (Disregard this for Ghosts/Scorpions!)

That's the stuff that's there now, followed by a bunch more. It ends with 3443. Now, everything between and including that first set of bytes (01) and the last set (43) needs to be replaced. Put in the flying bytes Dmauro discovered:

Hover:
0500 0000 AE47 613E 0000 0000 6F12 033C
6F12 833C F90F C93F 0000 0000 0000 0000
CDCC 4C3E

No Hover:
0500 0000 AE47 613E 8FC2 F53C 6F12 033C
6F12 833C F90F C93F 0000 0000 0000 0000
CDCC 4C3E

Those will be the new bytes you put in where the old Warthog bytes were. Save it up, and play. You're all set.

Okay, that ended up being a very detailed tutorial.  If anyone wants me to clear that up/modify anything, let me know.

A big thanks goes out to everyone who made this stuff possible, by the way. Keep up the good work.


In the case of Blood Gulch you would perform step two, except using the  outputs of Blood Gulch, searching for this string:

vehicles*ghost*ghost

And make sure its tag is Vehicle/Unit/Object, not Bitmap or Sound... and everything else should fall into place.

This might also help you put flying vehicles other than Ghosts. Enjoy.
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nz87

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Please Help Me! Meta Data
« Reply #3 on: September 20, 2003, 02:46:00 PM »

wink.gif ,
NZ
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Micahst

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« Reply #4 on: September 20, 2003, 06:20:00 PM »

smile.gif

Glad it helped.

Uh, Legolas, could you be a little more specific?
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LegolasArcher

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« Reply #5 on: September 21, 2003, 09:33:00 AM »

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