[Mod] Mainmenu DDS Slots - DWells55

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DWells55





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[Mod] Mainmenu DDS Slots - DWells55

Post by DWells55 »

Okay, as most of you know, the mainmenu shares the same image for unused Halo 2 map slots. So when you inject a DDS for your new map, it makes all maps have that image. Well, here's a mod that gives each map it's own blank slot to inject a DDS into. It's nothing fancy, not the most difficult mod ever but it will save you some time.

There are no other changes made to the mainmenu. You won't notice a thing until you want to inject an image (8:8:8:8 ARGB/A8R8G8B8 224x207 DDS) for your preview image.

Thanks to:
-Aequitas for trying to teach me how to do this in hex.
-Iron_Forge/Serenity for providing me an easy way out.
-Farklem/DotHalo for letting me remove the map entries Serenity put in.
-low8/SPPF for making me a working patch.
-http://www.imageviper.com/ for hosting my images.
-WinRAR for turning a 7MB patch into 4KB.

Here's some proof, showing map image 49 pointing to its own offset and being plain white:
Image
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alldds.rar
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Last edited by DWells55 on Thu Mar 16, 2006 3:19 pm, edited 1 time in total.
high6




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Post by high6 »

this is kinda pointless...

there are only 50 map slots so y would i want 51 dds's?

for ever map there isnt there is a blank bitm tag for it that has a blank dds.
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Post by DWells55 »

What I did was gave slots 13-49 their own image file so each can have a seperate DDS for mainmenu entries.
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Post by high6 »

DWells55 wrote:What I did was gave slots 13-49 their own image file so each can have a seperate DDS for mainmenu entries.
wat???
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Post by Snave »

If you do not understand, you shouldn't be telling him that it is pointless. I actually think it is a good idea, it saves people the trouble of having to modfiy the main menu just so they can inject their map preview images.
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Post by xheadshotmastax »

high6 wrote:
DWells55 wrote:What I did was gave slots 13-49 their own image file so each can have a seperate DDS for mainmenu entries.
wat???
well i understand him clearly...
well for guys dont understand here again in a other form:
the slots 13-49 got their own image.
so hard to understand?

good job man! nice help for guys pimping their mainmenus :D :D
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Post by Agent ME »

Cool,I was thinking of doing something like this.
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Post by ScottyGEE »

Go Dwells55! Although I never knew it was a shared image...but yay! :P
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Post by Pyroman »

This is awesome. Great job Dwells. I be using this shortly.
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Post by r0tten »

ohhhhhh you beat me to it, my new main menu i was making had this i was just already adding the maps for everyone, good job though, very convenient! i will be using this someday i am sure!
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Post by GametagAeonFlux »

Awesome, hopefully people will stop asking me how to do this now. :P
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Post by greennc »

kick ass work dude downloaded now :P
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Post by Fierce_Gaming »

DWells55 wrote:What I did was gave slots 13-49 their own image file so each can have a seperate DDS for mainmenu entries.
I know exactly what he did and thank god because I was getting sick of changing the hex in a meta and injecting once I changed the hex, annoying and I sometimes replace it over something which kinda sucks. Thanks a lot DWells55, you got my download.
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Post by DWells55 »

Thanks guys. Let me know if there's any problems, it's currently working great for me , and I have up to slot 24 occupied.
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Post by Fierce_Gaming »

I'll let you know, currently its working great. Thanks again... :D
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Post by xenowisp »

this is cool gj. but can't you just add bitm tags with insolence and switch the depencies in matg to point to the new bitm?
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Post by GametagAeonFlux »

xenowisp wrote:but can't you just add bitm tags with insolence and switch the depencies in matg to point to the new bitm?
Yes, but this is much easier/n00b friendly.
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Re: [Mod] Mainmenu DDS Slots - DWells55

Post by Limpmybizket911 »

DWells55 wrote: -Iron_Forge/Serenity for providing me an easy way out.

I wish I had known that :cry:

Too late now.
XanarckyX wrote wrote:do i need a diffrent softwear than "Dothalo"?
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Post by Agent ME »

xenowisp wrote:this is cool gj. but can't you just add bitm tags with insolence and switch the depencies in matg to point to the new bitm?
Cool, so I wasn't the only one who found that out.
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Post by Aequitas »

xenowisp wrote:this is cool gj. but can't you just add bitm tags with insolence and switch the depencies in matg to point to the new bitm?
If you add new tags, there'll be new filetable entries for them, shifting all of the bitmap raw (which is shared), messing up textures that are used in MP/SP maps.. So no, that wouldn't be a wise decision. There are ways to 'cheat' and shift the raw back, but it'd be easier to just do it the right way.
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