The PMI process may seem complicated, but it is quite simple. Create backup files of all maps before continuing. Create another backup folder with subfolders for whatever mods are done.
1: Make a folder called PMI
2: In that, make a folder called build and BSP
3: Open HMT, and select an unchanged multiplayer map (death island for example)
4: Go to tools->Extract->Batch Extract. When it says where, select the build folder and click Extract Metadata. Then Extract
5: Minimize that small window, and go to Tools->Extract-> BSP/Model sections. Extract it to the BSP folder
6: When those are finished, open up any single player map (a30 for example)
7.1: If a vehicle (pelican) is wanted, open up the vehicle tab and select pelican(or anything else). Click the Recursive box, and save the meta to the build folder.
7.2: If an AI is wanted, select the biped, the actv, the actr, and recursively save their metas to the build folder. The actual AI process will be explained later
8: Go to Tools->Generate offset list/CSV file(something like that, it is at the bottom of the Tools dropdown bar)
9: Save the file to the PMI folder.
10: Go to Tools->Extract->Raw model.
11: Select the CSV file in the PMI folder
12: Find a model (pelican, or whatever, the pelican is the example), click it, and extract it to PMI->Build->Vehicles->(The vehicle)/Pelican, and save it.
13: Minimize all windows, and go to the maps folder in the Halo: Combat Evolved directory. Copy death island/(The map) into the build folder.
14: Open HMT again, and go to Tools->Model Decrapper/BSP Builder
15: Right-click the big white box, and add the required models that are extracted. (For the pelican, go to PMI->Build->Vehicles->Pelican, and select the file)
16: For the bottom three boxes, Click browse and go to the BSP folder and click the required file.
17: Hit the big black bar at the bottom
18: When that is finished, open up the PMI->BSP folder, and find deathisland.sbsp.meta, or the chosen map, and copy it.
19: Paste it into the PMI->Build->Levels->Test->Death island/(The map)
20: Go back to HMT, and go to Tools->Rebuild Map.
21: Browse for the map, and click fill in all
22: Right-click the big white box, and click add. Go to PMI->Build->Vehicles->Pelican/(The Vehicle)
23: Select EVERY file,(FILE, not the FOLDERS) in there. Then Click add, and do the same for the bitmaps, effects, and shaders
24: Click Rebuild map. If done correctly, no errors should be received. When it asks for new vertices/indices, find the files in the PMI->BSP folder. MAKE SURE to select the new files. Then use the modified offset.
25: Open the PMI->Build folder and copy the deathisland.map.rebuild.map and paste it onto the desktop. Rename it to deathisland.map
26: Open HMT again, and open the new deathisland.map file on the desktop. Go to Vehicles and find the pelican. Go to seat, and rename P-driver, to W-driver, allowing it to be driven
27: Copy the meta, and paste it over the scorpion's meta
28: Hit the save button, and close HMT
29: Open the Halo:CE maps directory and move the deathisland.map file into it. Click replace
30: Close all windows, and start up Halo:CE
31: Create a 2-player LAN game and load death island. As long as the process was done correctly, it should have a normal pelican sitting in front of each base
Instructions for AI:
1: After making the map with the actr, actv, and bipd of, say, an elite, open up Halo Hacking Tools v5
2: Open the map, and go to vehicles
3: Find the ghost, and replace the actv (second from the bottom) with the elite actv
4: Save it and close HHT
5: Start Halo:CE, and if a ghost is come across, the elite will fire.
If all done correctly, it should have fighting AI and drivable wraiths, pelicans, and lifepods!