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Attaching turrets (child objects) to vehicles (parent objects)

9 posts in this topic

First off I know this tutorial has been done to death on here, but none of them have been done with assembly (at least I think).

Also someone wanted me to help them with this so I decided just to right up a tutorial. so without a further of mountain dew™ lets begin.

 

What you will need:

RGH/Jtag/Dev kit

Map you want to use

More information on how to get started: HERE

Newest assembly (make sure you download dev branch): HERE

How to compile: HERE

(the "dev" branch can be compiled automatically by the assembly updater if you change your update channel, assuming you have a build of assembly with said feature)

 

Ok, so you can add a child to almost (if not every) object in halo, in this tutorial I will be attaching a cone to a mongoose. 

 

Lets begin for reals now:

 

Open map you are editing in assembly 

 

Find the object you want to attach the child to (this object is called a parent) 

 

Once you found the object, go to its [HLMT] - model 

once in [HLMT] go to the 'Objects' block. You can either edit an existing chunk or add a new one.

I will add a new one. If you are editing one already there, skip until you see where I tell you to resume. 

 

Ok, with this new Assembly build, AMD made all modders life easy as hell, thanks AMD!

 

you can add chunks without going to mapexpand and in just a click or two!

 

Click the '+' to the left of the 'i' 

 

Before going on make sure you back up the map.

 

jvjONmt.png

 

Ok you can either click the '+' circled in blue to add a chunk or hit 'Quick add' circled in red and enter in a number (positive or negative, the prompt tells you more on this) I'm just gonna add one more chunk so I'll hit the '+' once, hit reallocate, save. 

 

Now that you have a new chunk 

 

RESUME

Next to 'Child Object' there is a drop down box, select the tag class that you want to use I.E (make sure you are on the newly added chunk if you added a new one)

[bLOC] - blocks

[VEHI] - vehicle

Etc...

 

for what I'm doing I need to select [bLOC] because the cone is a block.

One I selected the tag class use the other drop down menu to find your object 

 

save

 

Now, go the the [MODE] - render model of the parent object, again in my case the mongoose.

 

Once there go to the block 'Marker Groups' again you can either edit an existing marker or add a new one, I always add a new one so I don't mess with something important to the render model

 

Adding a new chunk:

Click the '+' to the left of the 'i' 

 

Before going on make sure you back up the map.

 

Ok you can either click the '+' circled in blue to add a chunk or hit 'Quick add' and enter in a number (positive or negative, the prompt tells you more on this) I'm just gonna add one more chunk so I'll hit the '+' once, hit reallocate, save.

 

Now that you have that done under the block 'Marker Groups' is a child block called 'Markers'

Again add a chunk (you can add more if you want to use two+ of the same objects, without taking up space in 'Marker Groups') there if you added your own 'Marker Groups' chunk.

 

Now it's time to make the marker name!

 

(YOU CAN JUST ENTER A CUSTOM STRINGID NAME IN THE STRINGID BOX AND WHEN YOU HIT SAVE IT WILL ASK YOU TO CRATE THE NEW STRING)

 

Again (omg..) you can use an existing marker name (I.E the ranks) or add a new on.

I'm gonna add a new one. If you are editing one already there, skip until you see where I tell you to resume. 

 

In assembly at the top left select the option 'Strings'  

now under 'Localized strings;' select English or whatever language you want

 

At the top select a string list (I'm 98% sure it does not matter what list you pick)

Once you found a list, select 'Add New' at the bottom

 

now click under 'StringID' and a text box will appear, enter a name (note down the name).

You don't need to add a value.

Hit save all

 

 

 

 

Now, go back to mode of the parent object

 

RESUME

Go to the 'Markers' block (go to the chunk you added, if you added a new one)

Now, you will see

'Region Index' 

'Permutation Index'

'Node index' 

 

If you have no idea what they do make 

'Region Index' -1' (Specifying region does not matter, so -1 works)

'Permutation Index' -1 (Specifying permutation does not matter, so -1 works)

and 

'Node Index' 0 (no definitive node index)

 

But if you want to know what they do read:

Ok in [MODE] there are blocks called 'Regions' and 'Permutations' 

 

Say if I wanted to added something to a region, I would go the the 'Region' block and go through the chunks until I find a region I want said object to be "attached" to, I would note down the chunk number and go back to 'Markers' and paste that number there in 'Region Index'.

 

Now for permutations, say I wanted a certain object to show up during one of the permutations, right? 

Well I would go to the 'Permutations' block and go through the chunks until I find a permutation, note down the chunk number and go back to 'Markers' and paste that number there in 'Permutation Index'.

 

Lastly, Nodes. 

Nodes play animation on that object, so for instance, do you know how the door on the scorpion opens and closes when you get in and out? well that is a certain node!

Say I wanted a wall to open and close when I get into a scorpion I would find the chunk that has the name of that node and i will paste it in for 'Node Index' 

 

(If you are using an existing 'Marker Groups' and 'Markers' chunk you can skip this until you see resume)

Ok now in 

'Marker Groups' in the [MODE] of the parent, make the 'Name' the stringID you created

 
save
 
RESUME
No go to the [HLMT] of the parent 
go to the 'Objects' block and paste that StringID you are using, in the 'Name' box next to 'Parent marker' 
 
save 
 
Transfer map back to xbox
 
Now you can edit the Co-orbs back in 'Markers' in the [MODE] of the parent!
use trial and error to find the proper co-orbs

 

 

This tutorial can apply to reach, although the block names may differ.'

"permutations, its how armor effects get applied in reach" - Zedd

Edited by Lehvak

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FYI, it's not necessary to compile Assembly anymore if you want either the dev or master branch. Just use the downloader to get the branch you want. If you choose to download the dev branch, ignore any update notifications that appear when you start the program and set your update channel to experimental in the settings. (There's currently a bug where downloading the dev branch still defaults you to the stable download channel.)

 

Anyway, nice tutorial!

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FYI, it's not necessary to compile Assembly anymore if you want either the dev or master branch. Just use the downloader to get the branch you want. If you choose to download the dev branch, ignore any update notifications that appear when you start the program and set your update channel to experimental in the settings. (There's currently a bug where downloading the dev branch still defaults you to the stable download channel.)

 

Anyway, nice tutorial!

Yeah I stated that at the top, after zedd pointed that out, I forgot.

Thanks!

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Do you know where I can get a working JTAG? :) 

Not the correct place to ask, as Forerunner stated. Just a heads up though, these type of consoles are becoming harder to find, so make sure that the person you're buying from is legitimate. I know I'm going to get a lot of hate for this, but you may want to look at the "Buy/Sell/Trade" section of the Se7ensins marketplace. That's where I'm getting my new Slim RGH from. Make sure that there is lots of feedback for the seller.

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This tutorial really helped me out.

You did a great job making it easy to follow.  <3

 

(oh noes its a bump)

Edited by Bumhunter

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