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Collision Model Shrinking Problem

Posted: Thu May 27, 2004 8:49 pm
by MJ-coy
Hey... Im a noob so please go easy on me :) ... I am trying to create a midget mod kinda making the master chief the size of a grunt. I can change the model size but my prob is the collision model. Ive read some collision model tutorials but i cannot seem to find the exact location of the XYZ i should be looking for. Ive tried extracting the characters\cyborg\cyborg meta but i cant figure out what exactly i should be looking for(in winhex) to be doing a reverse endian on before a subtraction of the magic. I see cyborg parts but im not sure what should be using or looking for? Can someone help create me an example or help me out!

THANKS!

Posted: Fri May 28, 2004 2:00 pm
by [users]h4xx3d
try using the halo editing kit to make it for halo ce, then hex the map file so it appears as pc, then use hht to extract it and inject it into your xbox map file. Im not sure if this works cause i haven't tried it, but who knows, it's worth a shot

Posted: Sat May 29, 2004 1:43 pm
by MJ-coy
thanks for your reply but i would really like to understand how this truly works. Like extracting the meta from from the collision for cyborg in HMT and finding what i need to do the "math." Can someone give me an example. Example: so i would need to look for offset 0x123456 because ....? and then subtract the magic for BG of 0x7E06AA00. Would PC guys know more about this stuff? Should i ask over there?

PLEASE HELP!

Posted: Sat May 29, 2004 1:51 pm
by [users]h4xx3d
use hht, it fixes all the reflexives for you, all you need to to is extract and inject. You can get hht here. It's also in the halomods file forums, but they're not loading for me at the moment.
[edit: i see, you would like to see how to do it manually, i suppose you coul do that, but it really would not be worth the effort, there are tuts out there now on how to make a collision model for your models in the hek, and they would come out perfectly]