Glitchies edited source code (Close to bsb injection)
What Swamp Fox did was bsp injection. There seems to be some confusion between the differences of extraction, injection, and custom injection. In tsf's case, he just took the bsp meta straight from the sp level and injected it into an mp one. Since it was already in bsp meta form thats all he needed to do, keeping in mind all the other shifting and map editation that went with it. Bsp extraction is pretty straightforward, but its not as much bsp extraction as it is model extraction...finding the different verticies of the bsp meta and turning them into a model. Most extractors also only extract the visual mesh which is nowhere near the full bsp meta. In order for custom injection you would need to make an app to take your model data along with everything else and recompile it into a [sbsp] meta compliant form, which is much more difficult and I would imagine that even some of the more experienced members in the community having a difficult time with this. Basically it just equates to the amount of time and reasearch you are willing to spend on something as complex as the bsp.
- Trulife8342
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Re: excuse me
dude its glitchy's tool u just simply enabled a button that could have been enabled by anyone."Skayter" wrote:soryy i maent the tool my friend helped
I have been keeping this info to myself for a while but I think all you would have to do is change spawn points on Gemini. Why do I say this? Well one day I was playing a clean gemini.map and fell through the level and died. My dead body landed in "Induction". So I don't know if it's a bsp conversion. 

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Well trust me. It IS a bsp conversion. Gemini doesn't have a secret little Induction in it, go look in Dark Matter if doubt.slayer410 wrote:I have been keeping this info to myself for a while but I think all you would have to do is change spawn points on Gemini. Why do I say this? Well one day I was playing a clean gemini.map and fell through the level and died. My dead body landed in "Induction". So I don't know if it's a bsp conversion.
- Trulife8342
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I declare this the most dumbest post in Halomods.comslayer410 wrote:I have been keeping this info to myself for a while but I think all you would have to do is change spawn points on Gemini. Why do I say this? Well one day I was playing a clean gemini.map and fell through the level and died. My dead body landed in "Induction". So I don't know if it's a bsp conversion.
Congratulations Slayer410
- TunesRus90
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[sarcasm] I don't know guys, The Swamp Fox is pretty dumb and he doesn't know anything about modding [/sarcasm]slayer410 wrote:I have been keeping this info to myself for a while but I think all you would have to do is change spawn points on Gemini. Why do I say this? Well one day I was playing a clean gemini.map and fell through the level and died. My dead body landed in "Induction". So I don't know if it's a bsp conversion.
Actually it was probably just an optical illusion because i highly doubt that Induction is hidden within Gemini
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can you articulate on this? because its bsp injection then custom bsp injection (if ever). because adi can extract bsps, but i doubt if i go try it'll work.xbox7887 wrote:keeping in mind all the other shifting and map editation that went with it.
all i can think of is bsp magic and data repositioning, im sure the community can figure it out.
Last edited by mrhyperpenguin on Sat Dec 03, 2005 7:15 pm, edited 1 time in total.

Yes the bsp meta itself is in the correct form, he just transferred it over and modified the scenario so everything spawns in it. It can be done a number of different ways depending on the size of the bsp. Dark Matter was capable of bsp conversions but I guess something went wrong and poke never decided to fix it ;x
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so be it
Last edited by blue devil 5 on Sat Dec 03, 2005 9:52 pm, edited 1 time in total.
xbl-blue devil 5
xbc-bluedevil5
xbc-bluedevil5
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No, you just shouldn't have posted...
There are two methods capable of creating BSP conversions, the first being the way TSF did it, Inject the meta and manually fix all the BSP relfexives(maybe you dont need to?), shaders, other dependencies etc.... The second being and export of bsp model & bsp collision model, and injecting it in place of the new map's.
There are two methods capable of creating BSP conversions, the first being the way TSF did it, Inject the meta and manually fix all the BSP relfexives(maybe you dont need to?), shaders, other dependencies etc.... The second being and export of bsp model & bsp collision model, and injecting it in place of the new map's.
Awaiting connection...
both ways u still need to relink everything and if the bsp model and collision is smaller then the map ur putting it into it will just create holesS_halted wrote:No, you just shouldn't have posted...
There are two methods capable of creating BSP conversions, the first being the way TSF did it, Inject the meta and manually fix all the BSP relfexives(maybe you dont need to?), shaders, other dependencies etc.... The second being and export of bsp model & bsp collision model, and injecting it in place of the new map's.
- MasterChief2829
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Skayter, what the hell is a bsb Injection? I know of bsps, but wow BSBs!!! Holy Shitnizo you are the best!
-_- It's BSP... *sigh* Anyways don't take any credit for this tool. You did nothing at all to it except enable a button that was not finished. Everything done was by glitchy, then a few simple clicks by you.


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i think you can just fix the bsp magic to "relink everything". and how would that create holes? im sure there's a little more than export the model and collison and paste it over, but i dont get how that would create holes in either the visual or collision bsp.high6 wrote:both ways u still need to relink everything and if the bsp model and collision is smaller then the map ur putting it into it will just create holesS_halted wrote:No, you just shouldn't have posted...
There are two methods capable of creating BSP conversions, the first being the way TSF did it, Inject the meta and manually fix all the BSP relfexives(maybe you dont need to?), shaders, other dependencies etc.... The second being and export of bsp model & bsp collision model, and injecting it in place of the new map's.

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Uhh, no, you dont know what your talking about... If I extracted the BSP model, injected it into the new map, then extracted the collision model and injected it into the new map, I would'nt have to "relink" anything,unless I wanted to inject the raw data somewhere else in the map. And if I injected the meta I wouldnt have to relink any bsp relfexives, because the offset of the bsp hasnt changed, and thats what the magic is for, I would however have to "relink" its dependencies, lone Ids,... etc and add the model raw data to the map and relink it... So, yeah think a little before you post...high6 wrote:both ways u still need to relink everything and if the bsp model and collision is smaller then the map ur putting it into it will just create holesS_halted wrote:No, you just shouldn't have posted...
There are two methods capable of creating BSP conversions, the first being the way TSF did it, Inject the meta and manually fix all the BSP relfexives(maybe you dont need to?), shaders, other dependencies etc.... The second being and export of bsp model & bsp collision model, and injecting it in place of the new map's.
Obviously injecting something that is bigger into something that is smaller will create problems...high6 wrote: collision is smaller then the map ur putting it into it will just create holes
Awaiting connection...