You do not need this tool if you're working with the H1A Editing Kit.
The code enabled by this mod is properly supported in H1A Tool using the
fix-phantom-bsp option for both the
The produced tags will have larger (by about 23%) collision data compared to tags compiled without the fix applied. The code seems to include more duplication of surfaces at the leaves of the BSP tree.
phantom_tool.exe to your Halo CE install and use it in the exact same way as regular Tool structure compilation:
phantom_tool.exe structure levels\a30 a30_a
Structure compilation will happen as normal, but with an extra "munging collision bsp" step.
This method of structure compilation is suitable for low complexity BSPs, like multiplayer maps. High polygon count BSPs for singleplayer levels may result in compilation failure with the following error messages:
couldn't allocate leaf_map leaves ### ERROR couldn't initialize leaf map. ### ERROR couldn't create leafy bsp. ### ERROR the maid service spilled bleach on the rug.
OpenSauce scenarios can cause phantom_