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Question about xinject bsp injection
Posted: Tue Jul 06, 2004 8:05 am
by convert
I'm trying to do a sp->mp conversion with xinject but keep getting an error. Say i was using SW for example, it's sbsp size is 1984512. Does the bsp i inject over this need to be smaller just as all meta injection is done?? I only ask this because sp bsp's are huge! The smallest one i saw was 2790704! Does it still work even tho the new bsp is bigger, or do i need to find a smaller sp bsp?
Posted: Tue Jul 06, 2004 5:20 pm
by mfunnyman
i run in the same problem but i have a bsps that is smaler then the wane i gone put it over
Posted: Tue Jul 06, 2004 5:51 pm
by xorange
First of all, the meta you select when you inject the BSP doesn't matter at all.
That meta isn't actually modified.
When you select a BSP Xinject knows what to do with it.
The main issue is that if the BSP you're injecting is too large it can cause the cache file to exceed 47MB, in which case it'll be unusable.
Also, keep in mind that many of the SP BSP's lightmaps are quite large too.
I've been able to fit a BSP that was just over 6MB into bg, and the file size wasn't inflated, but after I injected the lightmap the cache file was just over 49MB
I would recommend injecting large BSPs into Wizard or Putput (Chiron) because these maps have slightly fewer assets than other maps, thus a bit more room for injecting.
Posted: Thu Jul 08, 2004 5:23 pm
by mfunnyman
i was abel to get the bsps i wante in the map but wen i open it with sparkedit it wont show any spaw points weapons senery only the bsps
Posted: Fri Jul 09, 2004 9:08 am
by convert
well, i've got the bsp injected now, but can't knock the spawn problem......gonna work on it some more tho.....
Posted: Fri Jul 09, 2004 10:44 am
by pokecancer
check out the xinject post in the file forums. i explained something you can try
Posted: Fri Jul 09, 2004 5:29 pm
by convert
10-4.......checkin it right now
Posted: Fri Jul 09, 2004 11:15 pm
by XBOX War3z
if you inject a bsp with lightmap, the filesize didnt change, and sparkedit can open it without a problem, does it work then?
cos i dont want to go move all spawnpoints so to figure out then that it didnt work
so i moved a 'few' spawn points more in the map area and when i load it with halo it just crashes
Posted: Sat Jul 10, 2004 4:46 am
by xorange
XBOX War3z wrote:if you inject a bsp with lightmap, the filesize didnt change, and sparkedit can open it without a problem, does it work then?
cos i dont want to go move all spawnpoints so to figure out then that it didnt work
so i moved a 'few' spawn points more in the map area and when i load it with halo it just crashes
That should most likely work...
As long as it's a compatible BSP (as we know, some aren't) and all the dependencies & lone IDs are correct.
Apparently some BSPs may also have a decal issue which requires you to null out the packet count for the decal reflexive. I, myself, haven't yet had to do this.
Afaik the map will not load if you don't move all the spawns inside the BSP, but once you do it should not crash.
Posted: Sat Jul 10, 2004 5:09 am
by xorange
For anyone who is having trouble finding their player spawns, etc. after injecting a BSP....
Open Sparkedit, go to Tools > Options and set the "Overall Draw Distance" to 10000 (the maximum).
Now look all around and you should be able to find everything.
The problem is simply that when you inject an SP BSP it puts the BSP in the same position in space in the MP level that it was in in the SP level....so, it's just that your BSP is further from your spawns, etc. than the "overall draw distance".
Posted: Sat Jul 10, 2004 6:08 pm
by convert
o.k......i've got a30_a injected and working..
but now, it crashes after around 3 mins in...
any ideas? I've got the big room w/ the lightbridge set up, it will make for some nice ctf.
Posted: Sat Jul 10, 2004 6:54 pm
by Spammy
LOL I'm working on A30_b

Posted: Sun Jul 11, 2004 2:47 pm
by convert
is bitmap\a30\a30_a responsible for how bright the level is?
i'm not talking about the shaders....not the light volume on the textures,
but the general level of light on the level. The area is indoor.
Posted: Sun Jul 11, 2004 9:38 pm
by xorange
convert wrote:is bitmap\a30\a30_a responsible for how bright the level is?
i'm not talking about the shaders....not the light volume on the textures,
but the general level of light on the level. The area is indoor.
Yes.
Posted: Mon Jul 12, 2004 6:59 am
by Spammy
I am having some trouble with a30_b. I injected the bsp with fix missing on. I changed the dependencies and loneid's that popped up. But, when it was done, I checked the dependencies and they were all still unknown. So, I changed them to what I wanted. I then loaded up the level without moving the spawns. It loaded and I was in freefall for about 3 seconds and then it froze. So, I changed the spawn points to inside the new BSP. When I went to load it it just froze when the countdown hit loading level... So, I'm asking if anyone knows if I missed something or if this level just isn't compatible. Also, I injected the BSP over Wizard if that makes a difference.
P.S. I would have posted this under the Xinject topic, but the files section seems to be down.
Posted: Mon Jul 12, 2004 7:19 am
by Talin64
I don't have to much experience with this but, certain spawns must be in certain places for certaing game types At least I think. Just try it in slayer mode. That should work.
bye- Talin
Posted: Mon Jul 12, 2004 8:02 am
by mrhyperpenguin
xorange wrote:The main issue is that if the BSP you're injecting is too large it can cause the cache file to exceed 47MB, in which case it'll be unusable.
Also, keep in mind that many of the SP BSP's lightmaps are quite large too.
I've been able to fit a BSP that was just over 6MB into bg, and the file size wasn't inflated, but after I injected the lightmap the cache file was just over 49MB
I would recommend injecting large BSPs into Wizard or Putput (Chiron) because these maps have slightly fewer assets than other maps, thus a bit more room for injecting.
well i just injected a 7mb bsp into wizard and it worked sorta(didnt move spawns yet so it kidna didnt work) but the map did load
but the only thing is its a huge wizard
in a compressed map file the mapfiles header at offset 0x60 change 01 to 00
that will make it load to 278 megs (make it think its single player)
you can add a whole bunch of crap with hxe mapbuilding and maybe have another bsp
(hxe mapbuilding and hht v3 bsp injecting)
for the first post
each file has a certin amout of junk space i dont know if xinject will inject the rest of the bsp in the eof (end of file (junk space)) but i think it does because i injected a 7mb bsp over a 500kb bsp
Posted: Mon Jul 12, 2004 9:39 am
by Spammy
I did try it in just slayer. It doesn't load at all. The only thing I can think of is that I messed up while I was linking the BSP to the shaders and bitmaps etc. Or, maybe this BSP just doesn't work.
If anyone who has gotten another bsp working, could you try and get this one working? Don't bother with injecting the right shaders, but just the BSP and link it to any shaders/bitmaps that are already there just to see if you can get it in. If you are succesful, would you mind telling me how to do it?

I must have screwed up somewhere if it does work. So thanks anyone who is willing.
Posted: Tue Jul 13, 2004 12:17 pm
by convert
if i can get mine woeking i'll give it a shot. I've got a30_a working, but i can't figure out why it freezes after about 3 min. i'll keep on it and hopefully release it and start work on another.
Also, if pokecancer sees this, what was wrong w/ Xinject before the fix?
And does anyone know what the [senv] - alpha grate is applied to?
Posted: Tue Jul 13, 2004 12:55 pm
by Spammy
K thanks

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