Tycho5917's Guide to not messing up your .gor files aka Plug-ins What they are:You have probably heard about "plug in files" which allow you to modify a map without having to make another 15 meg tags.gor file. mesh files controll a level: where all the hills and valleys are, and what objects are on it I am going to give a very simple tutorial showing how to change your warriors to flaming soulless on Crow's Bridge, and this file will be 132K! NOTE: this tutorial shows you how to make a mesh plug-in, not a .gor plug-in map. You will learn this later, so don't use Myth on bungie.net until we complie this and remove it from your local file! 1. The very first thing you should do is update to Myth 1.3b2. 2. Download HexEdit and ResEdit or, if you have a PC, get HEdit 3. Using your hex editor (HexEdit or HEdit), open up tags.gor, inside the tags folder in your Myth folder. If you have a plugin extractor, it will do steps 4-7 for you. 4. In this step, we are going to find the header of our plug-in. Fortunately, it is already written for us, and we just have to find it. At the end of tags.gor, there is a list of everything in it, and this list is in the same format that our header should be, so we can just copy and paste. In our example, the Crow's bridge mesh file listing is on the line with offset 15404432 (Note: this is a decimal adress-make sure your editor is using them. If the adresses contain letters, they are not decimal). Every listing ends with " myth" , so you just have to copy everything after the " myth" from the last entry to the " myth" for this entry. 5. Create a new file with your hex editor, then just paste the header in: 6. Now you have to copy out all the mesh code for Crow's bridge. This isn't as hard as it sounds, because of a cool 5k app from the Myth Developer. Go to their tools page and pick up "Myth Inspector." Now run the program on your tags.gor file, and you will get a list of everything in it! Scroll down the list until you find files of type mesh. You will see one labeled 01 Crow's Bridge. The line will read:     01 crows bridge                    mesh  ambu  11944585    129381 This means that the mesh file 01 crows bridge is at offset 11944585 and is 129381 bytes long. If you add these, you see that it ends at offset 12073966. So now we know that all we have to do is copy everything between11944585 and 12073966 into our new file. If you are using HexEdit, you can just hit command-h then type in 11944585 and it will put the cursor there. Now scroll down and shift-click at offset 12073996 (this is right before the word balo). This will select the desired code: You can't use goto agin because that will put the cursor there. 7. Now just paste this into your new file and it is complete. 8. You must now give your file the correct name and type. The name is the code of whatever you are replacing. If you remember the line from myth inspector, the code for this mesh is ambu (You've probably seen this in the code) and its type is mesh. So first name the file ambu, then put in in the mesh folder, which is in the local folder of the tags folder in your myth folder. If you're on a Mac, use ResEdit's get file/folder info to make it a MESH file with creator Myth: Congratulations, Myth will now load this mesh for level 1! 9. Do something with the map! You can now use any standard hex editing on your map. If you are new to hex editing, I will now explain the most basic form: unit swapping. Go to the line with offset 62592 in the ambu file. Now look for the code waqg. These are your warriors: Change this to flsf and you will have flaming soulless instead! 10. Look up other unit codes in the Myth Inspector file and make coolstuff! Happy hexing!