SH models in MoH:AA

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Hunter
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SH models in MoH:AA

Post by Hunter »

I'd like to add the T34 Russian tank into my MoH:AA map.
But I've two probs:
First of all if I place it in my map I get a purple box.
Second of all, which files must be placed in the Pk3 file of the map?
Sounds, scripts, TIKI??
nuggets
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Post by nuggets »

i don't have spearhead, so i don't really know why i'm asking this but...

if SH has it's files still packed into a pk3, make a new pk3 call it SH.pk3 and place that in the main directory with the other AA pk3's,

then copy all the needed texture, tik, shader, model, weapon etc... files, from the original location in the pk3 for SH and place it in the SH folder, making sure to keep all the directories in the same hierarchy.

don't really know if this should work but give it a go and if we never hear from you again we will know it didn't with major setbacks :D
hope this helps, prob not cos it's all foreign 2 me :-/
Balr14
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Post by Balr14 »

SH models are in a format that is not supported in MOHAA. MOHAA does not have the ability to add models, you can only replace existing ones, but NOT with a Spearhead model.
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Post by jv_map »

Balr14 wrote:(...) MOHAA does not have the ability to add models, you can only replace existing ones (...)
Are you sure about that one? :?
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Post by Balr14 »

I must confess, I'm not sure. If you have info to the contrary, I'm listening. But, I am sure you can't use Spearhead models.
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Post by nuggets »

i was starting to question it, so now i'm going to :P

as SH is only an expansion pack to MOH:AA, both must of been created with the same program, which we know is MOHRadiant

all the files in the .pk3's must b of the same format otherwise if rediant can't read them, the actual MOH:AA game (program) wouldn't b able 2 read the either

the only conflicts that may arise is if only some of the script files get copied from the original SH to the new SH (hope u know what i mean) if the script or files being still searched 4 by the script werent' actually in the pk3...

as i said before, i don't own a copy of SH, but it's only logical that they'd have 2 b of the same file type :?:
hope this helps, prob not cos it's all foreign 2 me :-/
Balr14
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Post by Balr14 »

Your logic is flawed.

They created a new model format for Spearhead.

They updated Radiant to read the new format.

A map compiled using the Spearhead version of Radiant will crash in MOHAA.

An MOHAA map using Spearhead models will crash in MOHAA.
Angex
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Post by Angex »

Most people find that the static models work okay. It's the AI models, and the "all-in-one guns", such as the AA gun which cause problems.
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Post by bdbodger »

well I found that after I had spearhead I could stop mohradiant from crashing by setting the option to not show models because everytime I got close enough for mohradiant to draw the model , instead of a colored bounding box , mohaa crashed . Also I used the new models in a map before I got the new complilers that come with the SDK (I had to compile the map to see the models , had to guess in mohradiant ). What I am doing now is I saved the compilers for mohaa and keep them in one directory and the spearhead complilers in another directory so I can make maps for both . The original complilers will work in spearhead too I think or is it that the compilers worked but you had to play the map in spearhead because of the models not sure now I know that if you use spearhead textures and try to play it in mohaa they won't show up with out moveing files from mainta to main . Mohradiant is one thing the complilers another .
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Post by TheStorm »

In risk of repeating what everyone else already have posted, my guess how things happened and why some stuff might work and some not:

Mohaa was probably created with a version of Mohradiant that never was released to the public. Then in early spring 2002 EA started to work on an expansion for Mohaa. Initially the name for the expansion was “Team Assault” (if I remember it correctly). To do this they wanted it to be run from a different location. At this stage they modified Mohradiant so that it would not only read from the folder “main” but also “mainta” (the TA stands for the original intended name “Team Assault”). At this time people demanded a level editor but it was not yet released. In the end of April 2002 (I think), they released the Mohradiant to the public. The version released to public was the one that was change so it both read from the “main” and “mainta” folder.

We all started to play with the released Mohradiant (not aware of that it would read from the mainta folder). EA continued the development of the expansion. As some stage they decided to change something with the models. To be able to load them correctly into Mohradiant they once again had to modify it. Later they also changed the name of the expansion to Spearhead but the name “mainta” never changed to “mainsh” (or something like that). Guess that would have created a lot of work to change that considering how far they had come with completing the expansion.

When Spearhead was released we already had a version of Mohradiant that would read from “mainta” but we didn’t have the version that showed Spearhead models correctly.
Most models from Spearhead can still be used with the old Mohradiant but they won’t show, only as a bounding box. That can make the placement of them in Mohradiant difficult. Also the Spearhead AI seems to actually crash the old Mohradiant (so don’t use them). When compiling a map made with old Mohradiant, and using Spearhead models the map will turn up just fine even if you use the old q3map.exe and mohlight.exe. You can play the map just fine in Spearhead. When it comes to using that map in Mohaa neither the models nor the textures will be available since Mohaa only reads from the “main” folder. Textures can easily be copied to the “main” folder but it’s not a good idea if you want to make a map for the public. About the models I’m not 100% sure, maybe if you copy everything, tiki, skc etc and place it correctly in a pk3 which are placed in “main” then theoretically it could work. If it doesn’t then it’s because the actual game can’t handle the new model version.

At some stage before the Spearhead SDK was released I asked EA if they where going to release a new Mohradiant that supported the new models. The answer I got was that the public version available already supported Spearhead. I guess that they at that time had forgotten that they changed Mohradiant twice, first time adding “mainta” and second time the update for models.

If you compile the map you make with the new version of q3map.exe then you won’t be able to play the map in Mohaa. You can’t get around that problem (so do as I, keep a copy of the old ones if you need to use them). I have not tried the old q3map.exe together with the new mohlight.exe, the new mohlight.exe is much faster then the old one and it would be nice if you could use the old q3map.exe and the new mohlight.exe when you make a map for Mohaa (but I guess it doesn’t work).

Now this post became so long that I don’t know what I have written…. I’d better end now.
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