[Halo 1] ----- Xinject Final ----- *Updated 10/07/04*

Utilities primarily designed for the original Halo.
pokecancer




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[Halo 1] ----- Xinject Final ----- *Updated 10/07/04*

Post by pokecancer »

Well, I decided to let this out for the people who still occasionally use xinject. It has some bug fixes and I added CE bitmap conversion with bitmap.map support. Go to options and choose the location of the bitmap.map and then click save options. Now when you open a ce map that needs a bitmap from bitmap.map, it will be able to find it and convert it.
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Xinject Final.rar
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Last edited by pokecancer on Thu Oct 07, 2004 10:21 am, edited 7 times in total.
(GT)Juggler




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Post by (GT)Juggler »

this fixed everything for me!

Thank you Poke!!!
Talin64




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Post by Talin64 »

Great work I just extracted the bsp for Fissure Falls.
I am checking it out as we speak.
bye, Talin64
Stinger77s




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Post by Stinger77s »

Damn man are you a machine! I have always used Xinject for bitmaps and just recently learned how to use Xinject for models and your already on version 3.2, thanks for all the effort you've put in this and everything else.
h4xx3d





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Post by h4xx3d »

once again, great app!!

hmm...whenever i try to inject the c10_exteriora bsp from 343 over any mp map, i get this error:
Attachments
error343.JPG
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BigSnaggle





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Post by BigSnaggle »

could someone give me a little more thorough explaination of how to null the bsp decals?

i've located the vnes string in the meta, but don't see the reflexive. i searched the meta and got to the section where there is a few vnes entries. where's the reflexive? what does it look like? is the chuck count a part of the reflexive?
mrhyperpenguin




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Post by mrhyperpenguin »

do you know how to find a reflexive?
they usually end with 80 or 81

there is a chunk count
example

01 00 00 00 12 23 98 80/81
^
chunk count which you null out

in your tutorial for importing halo ce models
you have to have the tag and the .hbk files are they required?

edit
could you post how to import halo ce models in the tutorial section?
pokecancer




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Post by pokecancer »

this if for those that have had problems injecting vehicles or models or whatever.

Vehicles,weapons, bipeds, and scenery are all made up of a bunch of metas that needs to be imported to make up whatever it is. All metas are made up of dependendcies and loneids. These point to the other things that the meta depends on. You need to inject all of these or choose something else to replace. You should stick with the same type of meta. The meta you are importing must be smaller than the meta you are importing over. Make sure you are importing over something that isn't used like an engineer impact effect. If it is an antr, choose an appropriate animation trigger. You have to fix these to make the meta work properly. For instance, if you are importing a grunt and you click on its bipd meta, you will see all the things it is made of. If you go to their meta, you will see their dependancies and loneids. A grunt is made of an antr, mode, coll, etc. The model of the grunt is made of shaders. The shaders are made of bitmaps. There are three type of metas that involve raw data: mode, bitm, and snd!. Xinject injects these but will prompt you to see if you want inject the raw data. Click yes. In the bottom corner is the raw data sizes. You have to inject over something that is bigger in meta size and raw data size or equal. Models can only go over models. Bitmaps and sounds can go eof but only one will work so I would use it to inject a lightmap or music. Injecting eof will make it so the file can not compress. I hope this helps people who have been having problems injecting stuff.
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Post by blink182house »

Is there a more n00b-friendly tutorial out yet? If not, can I request one please? I'd really like to stop bugging people asking them to do stuff for me and be able to do it on my own.

Maybe a tut with screenshots of the prog.'s and steps, with very throrough directions, and possibly an explaination of how things replace each other and the commonly used vocabulary?


Any help is greatly appreciated, thanks for your time.
tyson102





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Post by tyson102 »

im lost on what to do
Stupid assholes
mr_abc





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Post by mr_abc »

blink182house wrote:Is there a more n00b-friendly tutorial out yet? If not, can I request one please? I'd really like to stop bugging people asking them to do stuff for me and be able to do it on my own.

Maybe a tut with screenshots of the prog.'s and steps, with very throrough directions, and possibly an explaination of how things replace each other and the commonly used vocabulary?


Any help is greatly appreciated, thanks for your time.
what would you like a tuturial on ???
if you would like, i would make a noob friendly tut
fezzman




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Post by fezzman »

mr_abc wrote:
blink182house wrote:Is there a more n00b-friendly tutorial out yet? If not, can I request one please? I'd really like to stop bugging people asking them to do stuff for me and be able to do it on my own.

Maybe a tut with screenshots of the prog.'s and steps, with very throrough directions, and possibly an explaination of how things replace each other and the commonly used vocabulary?


Any help is greatly appreciated, thanks for your time.
what would you like a tuturial on ???
if you would like, i would make a noob friendly tut
I agree with blink...I too would love a full noob tut for xinject. I tried doing it on my own but I'm just doing something wrong somewhere. I almost feel crippled in modding without being able to inject the stuff I want/need.
blink182house





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Post by blink182house »

mr_abc wrote:
blink182house wrote:Is there a more n00b-friendly tutorial out yet? If not, can I request one please? I'd really like to stop bugging people asking them to do stuff for me and be able to do it on my own.

Maybe a tut with screenshots of the prog.'s and steps, with very throrough directions, and possibly an explaination of how things replace each other and the commonly used vocabulary?


Any help is greatly appreciated, thanks for your time.
what would you like a tuturial on ???
if you would like, i would make a noob friendly tut
A picture tutorial of a basic swapping models... like, I'd like to be able to inject a ultrapanel, tree, or warthog to a map that doesn't have it... but I don't know how.
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Post by mrhyperpenguin »

well for the ultra panels they model have to be injected over a certin model (the leafyfallen trunks, those ones) or they wont show up in sparkedit right
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Post by mr_abc »

so basicly you just want a pmi (perfect model injection) right.
Stinger77s




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Post by Stinger77s »

Actually mrhyperpenguin I found a way around that kind of, I will give an example. In Damnation injected the ultraramp, I used the collision of the scorpion, the model of the flamethrower and the scenery of the c_storage scenery or whatever its called and when I opened it in Sparkedit it was still the c_storage thing but when I ran the game it was the ramp, so I opened up HMT and swapped the meta number for the c_storage model with the meta number for the flamethrower and it then appeared in Sparkedit so I could see what I was doing with it.
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Post by pokecancer »

to make the model show up in se, get the meta offset of the model of you want to show up and swap it over the piece of scenery you overwrote.
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Post by Stinger77s »

Alright blink and fezzman I will help you with what works for me, Ultrapanel injection:

Step 1 - You open Vengeance in Xinject and save the meta for the Ultrapanel collision, model and scenery.

Step 2 - Open up your map in Xinject go to the collision section and inject the collision, for the Ultrapanel you will probably have to overwrite the warthog collision because it is usually the only thing with enough room for the Ultrapanel collision.

Step 3 - Now that you have injected the collision go to the model section find a model with enough meta and inject the model and say yes to whatever Xinject says. Some models will give errors I don't know why but just try another one. If the Shader or in the Ultrapanels case the senv Shader Environment is not in the map your injecting into you will have to pick from what is available.

Step 4 - Now go down to Scenery and inject the Scenery meta where it will fit. Just to let you know if you pick a different model than what scenery you are injecting into uses you will have the problem I was talking about above with the model not showing up in Sparkedit. Now you will be asked what model you want to use pick the one you injected over, and then do the same with the collision, then you will probably be prompted to pick a Lone ID or a bitmap that isn't present pick something.

Step - 5 You are probably done now and it is perfectly injected but for some reason sometimes the collision doesn't inject right. So now open up HXE Swamp Fox's program and open up your map for map 1, then open up Vengeance in map 2 go to the collision section on both maps. In your map find where you injected the collision with Xinject and select it then
go to Vengeance and find the Ultrapanel collision and select it, now go back up to your map and you notice all the cool buttons to the side of your map, click the direct inject button. Now if you had any problems before it should work now.

Hope this helps I had a hard time getting things to work too, but is alot easier to do with these awesome programs, Later!
fezzman




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Post by fezzman »

Thank you very much for that Stinger77s. I'll toast my beer (or soda, depending on your age :wink: ) in your honor later tonight.
Stinger77s




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Post by Stinger77s »

Glad I could help out fezzman, and a beer would do just fine.
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