Post by ©³~ SilentK on Jan 19, 2011 13:35:46 GMT -6
Xenalin's Ultimatum of PMI
After seeing all of the countless attempts at construction of PMI tutorials, whether it be because the modder felt it could be done better or just wanted to customize it for their own petty needs, I declared I shall not compete with them. But, in the attempts to keep this generation of modders alive, and to pursue the common goal of modding, I must voice the ultimatum of PMI tutorials. I shall finalize the subject of PMI forever, and seal in the greatest factors so the tutorial becomes a grand force of instruction. I will definitely see to it that this will be the most ULTIMATE PMI tutorial ever spawned, to bring every angle, every aspect to every concept, subject, theme and matter PMI brings about, and to make it so it personally satisfies every modder, or would-be modder with ALL possible methods until they not only flawlessly perform PMI, but have a personified grasp of PMI, AS WELL AS all other alterations, sub-concepts, theories, and possible solutions that could ever('ve) be(en) due to the existence of PMI. I stake what's left of my fading name on it!
For those who have ever tried PMI, relentlessly sought after to no evail, failed so many heartbusting unbearable times, on the never-satisfying hopeless google searches, each empty search or tutorial fueling you to keep pressing onward until you're completely demoralized. Failure, to never be avenged whilst others, seeming impossibly, have mastered it. Read on, sorrowing modder, for it is where I began...
The Epic begins with this Overview
PMI, or Perfect Model Injection, is the act of removing a component from one map in Halo, and injecting in another map. More specifically, you select the map that you want the component from, select the map you want to put it in, and in 5 steps, you have a map with your component functioning in it. That would be breaking down map (receiver of component), extracting component (from provider of component)/extracting the necessary information for it to run properly, fixing the model (so the Model has a cohesive form), fixing the map base so it can run the model, and recompiling the whole map into a map. Re-cap:
-Decompile
-Extract component/sub-components
-Fix the model for map
-Fix the map for model
-Recompile
So when you PMI, you will be doing those 5 steps to PMI and rebuild a map.
Begin PMI
Prologue
Before you begin the actual steps, you must set up the folders. Somewhere, make a folder called Mod Projects. Within that, create 5 folders: Batch, BSP, Components, and Recompile. These folders will be where certain components and concepts are stored, you'll find out later. I don't care what you saw them called name them this. Do not create the just yet, so you'll see them in a picture below.
Act I
Decompile
Batch Extraction
The first step of PMI is Batch Extraction, the break-down of the entire map into each factor, tag, the meta, as well as its corresponding .xml. The meta is the tag, and the .xml is like the command file for it.
To Batch Extract, open HMT and select your map (you know it's bloodgulch), and select Tools on the top Menu Bar
After that, you will come across a menu that will have a target bar, a browse button, and some check boxes. You must check extract metadata. Nothing else should be checked.
After that, you will be prompted as whether or not to "Extract BSP". Hit yes
What you just did was initialized the Decompilation or "Batch Extraction" of a Halo map (bloodgulch). You now have all the tags to manipulate, including the command .xml. The "Extract BSP" prompt was for extracting the Binary Space Partitions, or the information for the "universe" of the map to be able to understand the models in it. Think of it as the rules for the 3rd dimension, BSP is that for each Halo map
It may take quite some time to complete, but never more than half an hr.
STEPS SO FAR:
-Open map
-Click Tools->Extract->Batch Extract
-Click browse, find Mod Projects/Batch Extract, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
Now that you have "batched" your map, you can now continue with the actual dissection of the maps, and the replacement of certain components. There are various things you can PMI, with different extracting scenarios, as well as different specific methods to treat the model. Now could be the time to choose what you are PMIing, even though it's usually done before you start. Vehicles are the simplest. I shall first demonstrate a pelican. You are now free to continue the procedure.
BSP/Models Section Extraction
This is phase is for extracting the levels "Universe" information, in 3 files: bloodgulch.vertices, bloodgulch.indices, and bloodgulch.sbsp. These files will be handled with later, when you refit models to work in this "universe" of the map.
Go to the top menu (in bloodgulch), click tools, Extract, BSP/Models section. Save it to the "BSP" folder.
The window should pop-up in a matter of seconds. When it does, just click ok.
STEPS SO FAR:
-Click Tools->Extract->Batch Extract
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
You've just extracted the 3 elements for your "universe" of the map for models to exist in. This will be used later when you have models to re-engineer
Act II
Extract components/sub-components
Component Extraction
At this point, you now extract the components you originally wanted to PMI.
Open a map which contains the component you want to PMI. For a pelican, it is standard to use b40 (Assault on the Control Room)
Open b40. Scroll down to the vehicles tab [vehi] and select vehicles\pelican\pelican. This is the point where it's going to be extracted.
With vehicles\pelican\pelican selected, look to the top and in the Tag Information panel, you will on the bottom left a [Save Meta] button and a []Recursive box next to it. Check recursive and save. You will now be prompted for a window asking where it be saved (surprise). Find "Components" and save it there. It will take some time, but it will finish. You will get a pop-up stating "Finished Extracting". Hit ok.
By the way,
Recursive Extraction- The extraction of a main component and all of it's sub-components.
STEPS SO FAR:
-Click Tools->Extract->Batch Extract
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Open (component) providing map (b40)
-Find vehicles\pelican\pelican
-Check []Recursive Extract and Save meta to /Components
You have just extracted the component AND all of it's sub-components into a folder. These meta tags will be dumped into the Recompile folder to be recompiled. But the first, the models must be fixed to exist in the new map.
I recommend exploring the mod projects folder, observing the Batch folder, and the Components to see the files and make some inferences. I taught myself PMI beyond the step-by-step tutorial by exploring and making observations, inferences, and assumptions.
*You may notice the different subfolders. Those contents are all involved with the main component (pelican). Such as lights, materials, etc..
When you're done, move on
Act III
Fix model for map
Model Extraction/CSV Generation
The time has come to pull the models you need that correspond to what you are PMIing
To Extract necessary models, you must first generate a list of offsets, or "model locations on the map. To do this, go to Tools, Generate Raw Model Offset List (CSV File)
As always, it will prompt you as to where to save. Save it in the Components folder. Make sure you only save it in Mod Projects/Components and not in a subfolder. You should see the subfolders on the screen that you save it at.
Now you have your Offsets list, now you'll use it to find our models, which you will then save.
STEPS SO FAR:
-Click Tools->Extract->Batch Extract
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Open (component) providing map (b40)
-Find vehicles\pelican\pelican
-Check []Recursive Extract and Save meta to /Components
-Click Tools->Generate CSV
-Save in Components
Raw Model Extraction
To locate the models using the CSV and extract them, go to Tools, Extract, Raw Model. Here, the window will appear where you can load the CSV file. Select "Load CSV". The CSV file should be in /Components.
A list of models will appear. Now this is where previous exploring can pay off. Read this:
In Raw Model Extraction, the models extracted [B]MUST[/B] correspond to the mod2.meta files that were recursive extracted. In this process, you are pairing the raw model data with the model (mod2) meta data. This is CRUCIAL!
Bearing that in mind, scroll through the list. Find vehicles\pelican\pelican. If you don't scroll, it's the second one up (on b40).
Now, hit extract. YOU MUST EXTRACT IT to the CORRECT location. This would be with pelican.mod2.meta. You can not see where that is from raw model extraction saving window, so don't waste your time and get confused on that. Find it in an explorer. The correct directory should be ...Mod Projects/Components/pelican/vehicles/pelican. Check to see if that's where your mod2 is (it is) and extract to that exact location. That required all that explanation...
STEPS SO FAR:
-Click Tools->Extract->Batch Extract
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Open (component) providing map (b40)
-Find vehicles\pelican\pelican
-Check []Recursive Extract and Save meta to /Components
-Click Tools->Extract->Raw Model
-In the window, Load CSV file
-Search for vehicles\pelican\pelican
-Extract Raw Model data to Mod Projects/Components/Pelican/Vehicles/Pelican
The Raw Model data for the component (pelican) has just been extracted and placed correctly. You have fixed the model for the map, now you must fix the map for the model
Act IV
Fix map for model
The next task is to fix the map to be able to support and understand the new model coming in. There is a tool in HMT to do that, the "Model De-crapper and BSP Builder". The way I understand it is you rebuild the maps information, the 3 files of bloodgulch of the "universe physics" if you recall, to support the model(s) based on the model's data. However, the creator of HMT and this tool views it as "De-crapping" the models for successful input into a new level. Take your pick on perception, but consider who's the one explaining PMI! The way the tool functions, is you give it the mod2(s) of what you're PMIing, and you give it the map's parameters ([map].vertices, [map].indices, and [map].sbsp),. Based on that, it "fixes" the parameters (thus increasing their file size), as well as "updates" the sbsp, and in turn, producing map parameters capable of supporting the fixed mod2(s)!
Go to Tools, and select Model De-Crapper/BSP Builder.
From here, you will operate the tool as described above. Right-click the empty space above. This is where you will add mod2s for the parameters to support. Right-click and select add, then find pelican.mod2.meta, in Components/pelican/vehicles/pelican. It should appear in the space above.
WARNING!
If you get this following message:
If you get this following message:
Then you DID NOT extract the Raw Model into the right folder (Mod Projects/Components/Pelican/Vehicles/Pelican). Pelican.mod2.meta and the Pelican Raw Model data MUST be in the same folder, or the map can not be fixed.
...If you thought this tutorial would abandon you
Once you're successful, you will have the 3 text bars available for the 3 files of the model universe of bloodgulch; the vertices, the indices, and the sbsp- The BSP Build. Click browse and go to the directory Mod Projects/BSP/(1=vertices/2=indices/3=sbsp).
The required set-up is complete. Initialize.
WARNING!
DO NOT add the pelican.vertices/indices to the 3 text bars. Those are for the MAP only, despite the fact that the first directory open when you browse is the pelican's. It is an unfortunate coincidence that is often misleading. The pelican is not a map, make no mistake!
STEPS SO FAR:
-Click Tools->Extract->Batch Extract
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Open (component) providing map (b40)
-Find vehicles\pelican\pelican
-Check []Recursive Extract and Save meta to /Components
-Click Tools->Extract->Raw Model
-In the window, Load CSV file
-Search for vehicles\pelican\pelican
-Extract Raw Model data to Mod Projects/Components/Pelican/Vehicles/Pelican
-Click Tools->Model De-Crapper, add pelican.mod2
-Add bloodgulch's BSP Build to the additional 3 text bars
-Initialize
So far, you have decompiled the map, collected the map's BSP Build, extracted the components you seek to PMI, extracted the component's model, fixed the model for the map, fixed the map for model, as well as updated the BSP of the map. Now, you will set-up for recompilation. Hang on every detail
Act V
Recompile
Recompilation
Finally, after all phases, you are ready to recompile your map into a cohesive map. The instructions as to directories are confusing, so be wary. Create a folder called recompile if you have not done so already.
Begin by dumping the entire Batch folder into Recompile. *Actually what I do is recompile my map in my Batch folder*, but if it's too confusing then don't do it. After that, go to Components/Pelican and dump THE CONTENTS of the folder into Recompile. Do not get it mixed up with the whole components folder. Look.
^To be sent to the Recompile folder (all files, not folder)^
After which, there is a factor which must be adhered to. When you fixed the map for the models, you also updated the sbsp. You need to take that updated sbsp and overwrite the existing one in the Recompile folder. Go to BSP, and copy bloodgulch.sbsp.meta. Now go to the Recompile folder, go to levels/test/bloodgulch, and paste it. When it prompts you to overwrite, hit yes. Finally, go to your MAPS folder, copy bloodgulch, and paste it in your Recompile folder (must be same map you batched).
The reason you dump everything in 1 folder to recompile it is the Batch is the base, the components are the factors that are being PMIied, and the models go with it. You paste the new bloodgulch.sbsp.meta because that is the updated one, the meta that supports the new models in the level. It MUST be a larger file size, or it does not possess the ability to support any new models. The copy of the bloodgulch used must be the same one you batched so the base matches the call map. Just do it.
Progress of Recompilation (Set-up)
-Open map
-Click Tools->Extract->Batch Extract
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Open (component) providing map (b40)
-Find vehicles\pelican\pelican
-Check []Recursive Extract and Save meta to /Components
-Click Tools->Extract->Raw Model
-In the window, Load CSV file
-Search for vehicles\pelican\pelican
-Extract Raw Model data to Mod Projects/Components/Pelican/Vehicles/Pelican
-Click Tools->Model De-Crapper, add pelican.mod2
-Add bloodgulch's BSP Build to the additional 3 text bars
-Initialize fixation and updation of Component model and BSP Build
-Dump Batch into Recompile
-Dump all contents of Components/Pelican (not folder) into Recompile
-Go to BSP build, copy Bloodgulch.sbsp.meta
-Paste updated meta into Recompile/levels/test/bloodgulch, overwrite
-Paste copy of bloodgulch (must be same map you batched)
Recompilation Finalization
In HMT, find the Rebuild tool (Tools-Rebuild),
you will see a set-up similar to the Model De-Crapper in a way. First, hit browse, find your map (IN YOUR RECOMPILE FOLDER). It will ask you for auto fill-in, hit yes. Now, in the additional files box, this is proper selection is crucial. Here is where you must select the new components' tags so that they are added to the new map. Right-click, add, and find your /vehicles/pelican folder- Recompile/vehicles/pelican. Add EVERYTHING that's in there (you can drag-select). Now Add again, open effects, everything. Same with shaders. And now...
This is the moment before you have a map with a functioning pelican in it, where you are one tool away from the recompilation of your fixed batch into a playable map. The Gateway to large amounts of mods, all of superior class to those before PMI, are now unlocked to you. Now, you will join the superior league of modders as one who established a successful PMI.
The final hour has now begun (it just might be an hour), and you await the recompilation of your map. You will be prompted 3 times. Select Yes for each of them.
The first one will be fore new vertices. Select Yes and go to folder BSP. Select vertices.NEW. Do the same for indices prompt. Select Yes for modified offset.
...Await completion.
Instating Recompiled Map
Epilogue
Now that you have completed recompilation, you must find the map you just recompiled. Inevitably, it is in the Recompile folder- bloodgulch.map.rebuild.map. Copy it, and paste it in your maps folder. Delete bloodgulch.map, and name the rebuild bloodgulch.map.
Progress of Recompilation (Complete)
-Open map
-Click Tools->Extract->Batch Extract
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Open (component) providing map (b40)
-Find vehicles\pelican\pelican
-Check []Recursive Extract and Save meta to /Components
-Click Tools->Extract->Raw Model
-In the window, Load CSV file
-Search for vehicles\pelican\pelican
-Extract Raw Model data to Mod Projects/Components/Pelican/Vehicles/Pelican
-Click Tools->Model De-Crapper, add pelican.mod2
-Add bloodgulch's BSP Build to the additional 3 text bars
-Initialize fixation and updation of Component model and BSP Build
-Dump Batch into Recompile
-Dump all contents of Components/Pelican (not folder) into Recompile
-Go to BSP build, copy Bloodgulch.sbsp.meta
-Paste updated meta into Recompile/levels/test/bloodgulch, overwrite
-Paste copy of bloodgulch (must be same map you batched)
-Click Tools->Rebuild
-Browse for map (in Recompile) (Auto-fill=true)
-Add all components from vehicles/pelican
-Add all components from vehicles/pelican/effects
-Add all components from vehicles/pelican/shaders
-Build (Recompile)
*-Copy bloodgulch.map.rebuild.map into MAPS folder
*-Delete bloodgulch.map
*-Rename .rebuild.map. bloodgulch.map
30-step
Grandmaster Troubleshoot!
So places where you go wrong.
So got all the steps perfect? Eyes glued to the tutorial?
So got all the steps perfect? Eyes glued to the tutorial?
Starting with the big ones:
1. When you go to De-crap a model, it says "Raw Vertices File Not Found". This is caused by the Raw Model NOT being extracted to the same location as whatever.mod2.meta. So if you extract the pelican's raw model, It should go in Mod Projects/Components/Pelican/vehicles/pelican. NOT MOD PROJECTS/COMPONENTS/PELICAN. <---Wrong! The Raw Model data (pelican.vertices/pelican.indices) MUST be paired with pelican.mod2.meta. Remember that. This could also be caused by NOT extracting the Raw Model at all.
2. When you go to check the updated bloodgulch.sbsp (after De-crap) it is the SAME file size, instead of bigger. This means (if you added the .mod2(s) successfully) that you did not put in the correct .sbsp in the 3 text bars below. You most likely put in pelican.vertices instead of bloodgulch.vertices and so on, due to the default folder open. Go to BSP for bloodgulch's parameters.
3. During recompile, dependency referenced that does not exist. This is usually do to not having something in the Batch folder that is missing. It could also be caused by not copying in something extra that should have gone in. This is relevant to the "add" function in the rebuild tool. If you PMI a pelican, and you don't add its abundant tags, when you recompile, it calls for them but they are not recognized. Also, sometimes when you copy a folder like Batch to Recompile, you select everything and when you copy it, 2 more folders pop-up that you didn't get to select. They were delayed, but they got missed, and then, they don't get recompiled.
4. After recompile, you can not open your map in HMT. It says "is not a valid Halo map file". This just means the map is screwed-up, you made a mistake somewhere, and it didn't recompile correctly. Start over.
5. In Sparkedit, you can not open your map. It says "Seek failed or an unnamed file". See above.
6. In Halo, you get the... E word. It's compiled as a map, but not ordered correctly and won't run. Start Over.
For how to Spawn your Pelican, see this tutorial
Spawn any vehicle!
The rest I will discuss later, because they do not concern basic PMI.
The Epic Understanding
The Epic Understanding of PMI is only the beginning. I hope, now, you understand the basic means of PMI, and can grasp the concept within your mind. Practice shall enable this ability. But now, for those who have succeeded- time for more!
Who wants to PMI AI but doesn't think they can... WRONG! Time to PMI AI, I will show you every angle and everything that tricks you, and why it must be done as such. In turn, you'll grasp the concept and be able to do it automatically by force of reason.
Begin PMI AI
Before you start, you must understand basic PMI, at least enough to just read a list of steps without screwing-up. I will base this sub-concept off of basic PMI, so standard steps will be standard steps, not explained any more thoroughly. Only the new steps will.
You may believe PMIing AI is more complicated, when only in actuality, it expands on a few basic steps. I will explain.
-Open map
-Click Tools->Extract->Batch Extract
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Click Tools->Extract->Batch Extract
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
Complete the above steps as in basic PMI.
Ok, now is where it is different. In Basic, you only recursively extracted 1 tag. Well now, it's 3 for 1 AI unit + his weapon. In HMT, open your map (I like to use a50 for the basic stuff, it's got elites/grunts/jackals/hunters/marines, but d20 for more stuff, because it has better elites, better grunts, fuel rod grunts [specops], all flood, jackals, hunter/hunter major, specific banshee pilots, specific ghost pilots, dropship AI, but no marines, a whopping 40 actv count. Then again, a50 has stealth elites [camo]. Let's go with a50, it's less confusing)
In HMT, open a50. Open the [actv] branch, find something you want to PMI. I would say a simple plasma rifle elite.characters\elite\elite commander\elite commander plasma rifle will be fine. Now, you should have backed-up the map you PMIied, cleared your Mod Projects folder, and recreated the folders- Batch, BSP, components, and Recompile. (It's more efficient to recompile in a Recompile folder if you plan on PMIing more than once. This way, you can re-use your batch from a map.). Now I assume you've batched bloodgulch and collected the BSP, now recursive extract the actv \elite commander plasma rifle to Components/Elite. I call mine Elite cmdrPR, but I will refer to it as elite. Remember actv always takes the longest. Just be patient. Usually less than 60 sec. That was first. Now, go to the actr branch, find elite commander (obviously), recursive extract it to the same location, Components/Elite. It will pile on with the actv. Go to the bipd branch. Find elite (not elite special). Same thing. Now go to weap branch. The AI's weap is the plasma rifle, it always says it in the actv specific name. Recursive extract the PR to pile on with the rest of the elite.
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Extract ECPR actv to Components/Elite-----------\
-Extract EC actr to Components/Elite----------------\(recursive)
-Extract Elite bipd to Components/Elite--------------/
-Extract plasma rifle weap to Components/Elite----/
An AI character requires all 4 branches. It needs actr to constitute the elite, actv to program it (it's artificial intelligence), bipd to control it's movement and physics, and it's weap to accompany it. The weapon ALWAYS OVERWRITES the existing weapon in the map it is being PMIied to. It can be proved, because the offset (in the swap tab) is often not similar to the other weapons (due to it's ordering in Recompile). All 4 must be piled together in the subfolder of Components.
Now that that's been taken care of, you can continue. Do the same as you would, generate a CSV and open Raw Model Extractor.
In this case, there are 3 models to fix. I want you to explore the components folder, and recognize the .mod2s you find. There is 1 in characters/elite (the elite), one in weapons/plasma rifle (...plasma rifle), and 1 in weapons/plasma rifle/fp, the FIRST PERSON MODEL! IT MUST BE FIXED! Remember that when you extract Raw Models and when you De-crap. ALL MOD2s (that will be used) MUST BE DE-CRAPPED! There is however, the elite_special mod2. If you choose to de-crap it, you will have another biped, a gold elite with different insignias, but I'd rather you didn't until you do a successful AI PMI first. It's complicating.
In the Raw Model Extractor, find the raw models that correspond to the 3 mod2; characters/elite/elite, weapons/plasmarifle/plasmarifle, weapons/plasmarifle/fp. To be sure that it works, in an explorer, open Mod Projects/Components/Elite/characters/elite in the background. When you extract, you will see the elite.vertices and elite.indices files pop in right with the .mod2 in the background!
characters/elite/elite--->Components/Elite/characters/elite
weapons/plasmarifle/plasmarifle--->Components/Elite/weapons/plasma rifle
weapons/plasmarifle/fp--->Components/Elite/weapons/plasma rifle/fp
(Skip Elite_special, even though you saw it)
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Extract ECPR actv to Components/Elite-----------\
-Extract EC actr to Components/Elite----------------\(recursive)
-Extract Elite bipd to Components/Elite--------------/
-Extract plasma rifle weap to Components/Elite----/
-Extract Raw Models (3) after CSV generation
You needed to extract the 3 raw model files because each mod2 needs them when being recompiled into a new map in order to work properly. You can see what happens to a model without its raw model extracted and recompiled with it by swapping elite bipd with elite_special. Make sure you back-up the map first!
Now, just as you extracted the raw models, they need to be fixed. Open the Model De-crapper.
Right-click, add the 3 .mod2s you just extracted for.
characters/elite/elite--->Components/Elite/characters/elite
weapons/plasmarifle/plasmarifle--->Components/Elite/weapons/plasma rifle
weapons/plasmarifle/fp--->Components/Elite/weapons/plasma rifle/fp
Now, find (IN BSP) bloodgulch's parameters. Initialize.
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Extract ECPR actv to Components/Elite-----------\
-Extract EC actr to Components/Elite----------------\(recursive)
-Extract Elite bipd to Components/Elite--------------/
-Extract plasma rifle weap to Components/Elite----/
-Extract Raw Models (3) after CSV generation
-Add and fix the 3 models. Yes, Initialize.
The reason it is necessary to fix the 3 models, is because when you have .mod2s that will be used, you must get the raw model data for them, fix them, and then apply them to the Recompile folder. Only then will they be ready to function in a new level. Anything that gets recompiled without being fixed by said process does not function correctly. In fact it is a 3D form that can not exist in the 3RD dimension. It is mathematically impossible for this dimension.
Now, set everything up for recompilation. Dump batch in recompile, dump EVERYTHING from Components/Elite into Recompile (the 6 folders), get the updated .sbsp.meta from BSP and paste it in Recompile/levels/test/bloodgulch. Overwrite.
Set-up your Rebuild, and for add, add this:
Everything in /characters/elite
Both in /characters/elite/elite_commander
The one in /characters/elite/effects
Everything in /characters/elite/shaders
If you want to test the unfixed model...actually you better not try it. it might cause a dependency reference error. I hate those.
Recompile it.
Answer prompts same as in basic PMI.
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Extract ECPR actv to Components/Elite-----------\
-Extract EC actr to Components/Elite----------------\(recursive)
-Extract Elite bipd to Components/Elite--------------/
-Extract plasma rifle weap to Components/Elite----/
-Extract Raw Models (3) after CSV generation
-Add and fix the 3 models. Yes, Initialize.
-Set-up rebuild tool, add all new meta
-Answer prompts as you would in Basic PMI
Grandmaster Troubleshoot AI!
1. You're AI look like scratches of colors with pin-heads and make no sense. You did not fix the model of the bipd (elite.mod2.meta), and you rebuild the map with it. When you re-do this, extract the raw model, and run it through the de-crapper tool.
2. After you PMI a AI's weapon, it looks glitched and screwed up (including first-person) or does not appear, you to did not fix the weapons model. Remember, the AI's weapon overwrites the maps pre-existing weapon, so you must fix it in order for it to work in the recompiled map.
3. If in the map they are spawned, but they do nothing, the actv was not recompiled in the map correctly.
4. If the AI does not hold a weapon, go into HHT, in the [actv] branch find your character, under weap dependency, find plasma rifle and apply.
For how to Spawn your AI, see this tutorial
Possibly ULTIMATE AI Spawn Tutorials
There is more to PMI
There is more to PMI than just items and specifications. You can also do things during PMI to fix what you're doing, it's not just an incredibly strict process. You can PMI anything- any component in the game- vehicles, weapons, characters, scenery, machines (doors, lifts, etc.), anything. You can PMI anything at once- all the flood, all elites, grunts, jackals, big rocks, doors, lifts, pelicans, wraiths, dropships, AI for dropships, marines, and customize all the weapons they use. I will now discuss Multi PMI.
Multi PMI
In order to PMI multiple components, you just need to supply everything with what it needs, and just carry-out all the necessary tasks. I won't give you another tutorial, but I will explain it by the step list.
The steps
-Click Tools->Extract->Batch Extract
-Click browse, find Mod Projects/Batch, or use hierarchy window to create path
-Check Extract Metadata
-Initialize Batch Extraction
-Click Tools->Extract->BSP/Models Section (Save to "BSP")
-Extract pelican to Components/Pile
-Extract ECPR actv to Components/Pile
-Extract EC actr to Components/Pile
-Extract Elite bipd to Components/Pile
-Extract plasma rifle weap to Components/Pile
-Extract Raw Models (4) after CSV generation
-Add and fix the 4 models. Yes, Initialize.
-Set-up rebuild tool, add pelican meta as well as all elite's.
-Answer prompts as you would in Basic PMI
There would be 4 things to extract; pelican.mod2, elite.mod2, plasma rifle.mod2, and plasma rifle fp.mod2. All would go in each's subfolder containing the .mod2.
In the De-crapper tool, add the 4 .mod2s; pelican.mod2, elite.mod2, plasma rifle.mod2, and plasma rifle fp.mod2.
In Recompilation, add all the new meta.
PMI Single Tag
You can PMI single tags, single meta files, into a map. This is typically done with effects, and it can't be done with whole components.
The best example I can give is for the tutorial Destructible Pelicans, where you need to have the effect tag that comes with the wraith, wraith/effects/partial damage. This is what enables it to take damage. Instead of doing a full PMI of a wraith (possibly more rewarding), or a multi PMI including a pelican (might as well if you're doing the pelican), OR if you already have a pelican map that you don't want to re-PMI, you can do this:
-Batch your map
-Open the map containing the desired tag
-NON-recursively extract the tag. You will get a meta file only.
-In Batch, find the pelican folder, go to vehicles/pelican/effects and drop it there
-Recompile
This also works if you have certain preferences and specifications on a tag, like you edited a weapon tag, and you want to save it. You can save it non-recursively, and you can apply it to another map by going to the [weap] branch, selecting the weapon, and hitting inject meta. Right after injection, save.
Factors to review
1. ALL mod2.metas that will be a part of the map MUST have their raw model data extracted to THE SAME FOLDER they are in, and then fixed.
2. All main components that are extracted MUST have their sub-components extracted into a pile (ex. AI actv needs actr, bipd, weap)
3. ALWAYS copy the updated .sbsp.meta to the levels/test/bloodgulch in Recompile after Model De-crap.
4. There are no rules to PMI, only requirements. Nothing says you can't PMI 50 things (except maybe the FPS counter), but it will say you need all sub-components, models de-crapped, meta added...
5. The file system is merely for ordering and organization. You can rebuild in your batch folder, as long as you have a copy of the map YOU BATCHED in there. You don't have to extract things into separate sub-folders in components. You can make pile folders. You can even extract everything into the Batch folder!
6. Explore, damn it! Learn how everything works! That's is how I discovered Multi PMI and PMI single tags. It's how you learn to rule it!
7. If you ever PMI flood, search for the hiding mod2s. They hide there, and will cause exceptions.
8. Never limit yourself in PMI. Never fear it's fragility. As long as you control it, suffice all factors necessary and include everything it needs, it will function when recompiled. And NEVER let it demoralize you.
...Never again!
Approximate time spent on construction: 8:47:13 over 4 days
Screenshots count=25
Pages equal to on MS word (including BBCode but not including screenshots=18th page
Accrd to MS Word- 5,616 words, 761 lines, 373 paragraphs
Time it takes to scroll up page by drag-select in type box (at max speed)= 4.2 sec (pretty long)
Frappuccinos consumed in the process= 4 9.5oz bottles (38oz).
Generic Ibuprofen consumed do to prolonged periods in front of computer screen/38oz of frappuccino in 4-day period= 5 (2 1/2 doses)
Time it takes to scroll to top after writing this end= 4.45 sec
Desk slams do to lost work- 4 (5 counting the 1 I failed to resist but still slowed)