Page 1 of 2

perfect model injection? how???

Posted: Sat Mar 13, 2004 7:05 am
by bob10
Ive seen some ppls mods with perfectly injected models and i just wanted to ask, how the hell do u get it like that???! ive tried evrything an i still get screwed up models :(

Posted: Sat Mar 13, 2004 7:42 am
by IWTPH2
You need a custom build of HMT3(or the new version that is supposedly coming out sometime) or I think there is another way, not sure though, that requires you to edit the rebuilt models in a 3d program and import them? I'm not sure about that last one though.

Posted: Sat Mar 13, 2004 7:55 am
by bob10
oh ok, thx anyway cuz i saw that wraith in bg mod this guy made i cant remember who, anyway he got the model in perfectly.. i tried evrything an im about to give up

Posted: Sat Mar 13, 2004 8:31 am
by Kamatzu
no...there is a way without the new build of HMT....its just VERY complicated to do...and i wont explain it in detail here until my theory is complete...

Posted: Sat Mar 13, 2004 8:38 am
by MasterNeoChief
Or... just wait a few days for the new HMT.

Posted: Sat Mar 13, 2004 9:27 am
by TsukasaZero
the all powerful Vegito does to.

Posted: Sat Mar 13, 2004 9:48 am
by Kamatzu
Aztec has HMT 3.1 >_<

Posted: Sat Mar 13, 2004 9:53 am
by Deadly_Shadow
You do not need Halo Map Tools 3.5. It is just easier with that. But it is still hard. You just have to fix the Raw Model Pointers of the Model and reinject I think Shader Model and invert it somehow to have a perfect texture. Umm.. Read here about that Raw Model Pointers thing.

http://www.halomods.com/forums/viewtopic.php?t=1391

Posted: Sat Mar 13, 2004 11:15 am
by MasterNeoChief
I think... I'll just wait for the new HMT.

Posted: Sat Mar 13, 2004 11:19 am
by Z1 RaR
Me to...

Posted: Sat Mar 13, 2004 12:04 pm
by bob10
ill do what u said Deadly_Shadow im eager to try it out thx alot man! :D

Posted: Sat Mar 13, 2004 1:27 pm
by Icetiger
I think a temporary fix would be a program that would match the number of indices and vertices for you (by adding them inside the model where they wouldn't be seen). How you would make it I don't know...

Posted: Sat Mar 13, 2004 1:29 pm
by Veegie
I can get a model in...but I can't get the texture

Posted: Sun Mar 14, 2004 6:58 pm
by Kamatzu
Thats why its called a bitmaps.map....but for importing you OWN models it would be a pain...and shadow thats only explaining why, which ive known all along..i just need to know *how*. Yes i know i CAN...and i know the steps to do it as I speak. I just cant figure them out...

Posted: Sun Mar 14, 2004 9:32 pm
by kaptainkommie
TsukasaZero wrote:the all powerful Vegito does to.
No he can't. He can't get it in game at all. He can just get in Sparkedit and its still not flawless.

Posted: Mon Mar 15, 2004 1:44 pm
by HunterXI
kaptainkommie wrote:
TsukasaZero wrote:the all powerful Vegito does to.
No he can't. He can't get it in game at all. He can just get in Sparkedit and its still not flawless.
Vegito619 wrote:I can get a model in...but I can't get the texture
read the above posts... no offense or anything tho :)

but anyway, it would seem that you can get in a perfect model but not a texture... how so?

Posted: Mon Mar 15, 2004 2:51 pm
by Deadly_Shadow
Yea. Wait for Halo Map Tools 3.5. You have to fix the mod2 of the model you are importing to go with the map. You have to really understand the mod2 to do it. Notice this. Save meta unrecursivly of pelican for a30. Then the same for a50. Compare the files. Sure. The xml is the same except for the part of the map name at the top. But check out the Meta. Very different. My guess is u have to edit the meta which contains the raw model pointers

Posted: Mon Mar 15, 2004 3:11 pm
by Master_Makayo
i wish HMT 3.5 would just come out already.

Posted: Mon Mar 15, 2004 3:30 pm
by Deadly_Shadow
Me too. It'll be out VERY soon anyways. But if you want to fiqure out perfect model injection. I think.. this is how.

- Batch Extract a Multiplayer Map - Danger Canyon

- Recursivly from Blood Gulch Extract the Scenery that is the Fallen Trunk Log into the Danger Canyon Batch Extracted Data

- Open up Blood Gulch again and goto the mod2 for the Fallen Trunk Log

- Unrecusivly Extract the Meta Data for it

- Rename tree_leafy_fallentrunk.mod2 to tree_leafy_fallentrunk.mod2.meta

- Rename tree_leafy_fallentrunk to tree_leafy_fallentrunk.xml

- Open up Danger Canyons Batch Extracted Data and go to scenery\trees\tree_leafy_fallentrunk

- Replace the mod2 meta and xml files there with what you just saved from Halo Map Tools. I don't know why but oddly the Batch Extracted Mod2 is different then the Meta Extracted Mod2. I guess it's just the way Mono programmed Halo Map Tools V3 or it is Halos Fault

- Anyways.... Open the xml file and if you want change the map name to Danger Canyon. U don't have to. Maybe. I dunno :P

- Now. Save and close that. Now open the Meta File. This is what u'll be changing

- For the mod2 meta file

Offset - 2C - Meta Size - B Bytes

Offset - 74 - Meta Size - B Bytes

Offset - 174 - Meta Size - 3 bytes

Offset - 200 - Meta Size - 10 Bytes

Again. I fiqured this out. No one hleped me but it is most likely correct to change that ot have a perfect model. No one tells me anything now a days. I guess people don't appreciate shadows anymore :cry:

Posted: Mon Mar 15, 2004 4:48 pm
by staticx57
did it work?