how to add weapons in any level of manhunt 2?

by Darkness8896 in June 16, 2019 01:47
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I was thinking about add some weapons in sexual deviants, how i do that?

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Hi, you will need some tools.

  • - Manhunt 2 MDL Editor
  • - Manhunt 2 TEX/TXD Editor
  • - MHT (Manhunt Toolkit)

For this quick tutorial I will use the Shard Weapon as example



1) Open the level-folder where your wanted weapon exists (like levels/A01_Escape_Asylum/)


2) Use MHT to extract the resource3.glg file (mht unpack resource3.glg —only-unzip)


3) Open the new exported file in a Texteditor and search the wanted Weapon entry. (In this example „RECORD Shard_(CT)“)



These RECORD entry give us now some informations:


- The Record-Name „RECORD Shard_(CT)“


- The Used Model „MODEL Shard_(CT)“



4) Use MDL Editor to open the modelspc.mdl


5) Search the Model „Shard_(CT)“ and export it.


6) When u select the model inside the MDL Editor, u will see the used Textures for these Model. „Shard“ and „Shard2“



7) Open modelspc.tex with the TEX/TXD Editor


8) Search the Texture „Shard“ and „Shard2“, export them (not found? maybe the texture is loaded from the global file (/global/gmodelspc.tex))


9) Use MHT to extract the entity_pc.inst file (mht unpack entity_pc.inst)


10) Search the file named „Shard_(CT).json“ and save it somewhere



11) Go into the target level-folder where you want to place the weapon


12) Open modelspc.tex with the TEX/TXD Editor and add the exported Model and save the file.


13) Use MHT to extract the resource3.glg file (mht unpack resource3.glg —only-unzip)


14) Copy the RECORD block from the original resource3.glg at the end of the this file.


15) Use MHT to extract the entity_pc.inst file (mht unpack entity_pc.inst)


16) Copy the the previous saved Shard_(CT).json into the „export/entity_pc#inst/„ folder.


17) Open the Shard_(CT).json in a Texteditor , edit maybe the Spawn Position (X,Y,Z)


18) Repack the entity_pc.inst with MHT (mht pack entity_pc#inst)



Done, the weapon should appear ^^






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Sor3nt wrote:

Hi, you will need some tools.

  • - Manhunt 2 MDL Editor
  • - Manhunt 2 TEX/TXD Editor
  • - MHT (Manhunt Toolkit)

For this quick tutorial I will use the Shard Weapon as example



1) Open the level-folder where your wanted weapon exists (like levels/A01_Escape_Asylum/)


2) Use MHT to extract the resource3.glg file (mht unpack resource3.glg —only-unzip)


3) Open the new exported file in a Texteditor and search the wanted Weapon entry. (In this example „RECORD Shard_(CT)“)



These RECORD entry give us now some informations:


- The Record-Name „RECORD Shard_(CT)“


- The Used Model „MODEL Shard_(CT)“



4) Use MDL Editor to open the modelspc.mdl


5) Search the Model „Shard_(CT)“ and export it.


6) When u select the model inside the MDL Editor, u will see the used Textures for these Model. „Shard“ and „Shard2“



7) Open modelspc.tex with the TEX/TXD Editor


8) Search the Texture „Shard“ and „Shard2“, export them (not found? maybe the texture is loaded from the global file (/global/gmodelspc.tex))


9) Use MHT to extract the entity_pc.inst file (mht unpack entity_pc.inst)


10) Search the file named „Shard_(CT).json“ and save it somewhere



11) Go into the target level-folder where you want to place the weapon


12) Open modelspc.tex with the TEX/TXD Editor and add the exported Model and save the file.


13) Use MHT to extract the resource3.glg file (mht unpack resource3.glg —only-unzip)


14) Copy the RECORD block from the original resource3.glg at the end of the this file.


15) Use MHT to extract the entity_pc.inst file (mht unpack entity_pc.inst)


16) Copy the the previous saved Shard_(CT).json into the „export/entity_pc#inst/„ folder.


17) Open the Shard_(CT).json in a Texteditor , edit maybe the Spawn Position (X,Y,Z)


18) Repack the entity_pc.inst with MHT (mht pack entity_pc#inst)



Done, the weapon should appear ^^







thanks!, i will be testing today.

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