(Halo 1)`!-.;',............ Xinject 2.8 ............,';/-!`
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(Halo 1)`!-.;',............ Xinject 2.8 ............,';/-!`
Woah here is a giant fix. It wasn't importing at all really and sometimes saved other metas. I fixed it though. Sorry it didnt work before with injecting stuff. Please tell me your results with this.
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Last edited by pokecancer on Fri Jun 04, 2004 6:30 pm, edited 4 times in total.
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yea, props to poke, your work is by far the best out there.
anyway, im tryin to import the "bridge" model from keyes. . . levels/c10/devices/bridge/bridge
it is only 12 vertices. a looong ass bridge that looks like the light bridge from halo. anyway, i inject it into damnation over the flamethrower model. Then i go into hht and see the dependencies for the model and it has one. schi is the tag. i save the meta of the schi dependency in hht and then inject it over an unused effect in damnation. i then change it from effe to schi and rename it something i will remember, "AAA"
now i go to hht and look at the bitmaps that point to the schi dependency , now called AAA. . . i save the 2 bitmaps in hmt and inject them in hmt over two warthog bitmaps and change the names then go back to hht and relink them to the AAA dependency.
at this point it should be done, correct? i open hmt and take the meta from the flamethrower and paste it into the meta of the covie uplink box (the thing that makes the annoying noises) and now the uplink box should be a light bridge correct? i launch the game and i see the bridge! yes! but it has NO COLLISION MODEL.
i want to use it as a walkway, yet it isnt very functional, as you fall right through it.
HOW do u get the coll model from keyes and put it in dammy? i tried saving the meta of the coll model and injecting it over another unused effect and changing it to a coll and renaming it ... then what? in the original dependencies of the bridge in keyes, there is no coll, only schi. but in coll, there is a bridge coll. so what do i do once i import it?
would i link the flamethrower to the schi and the coll or what? also , my lightbridge makes the stupid covie noises still. . .
could someone please help me out here?
one other thing to add, i was gettin errors tryin to save the bridge with xinject 2.7 so i used hmi. . . just thought i should add that. the error in xinject im gettin is that when i try to inject the model of the bridge over the flamethrower it says index was outside the bounds of the array
anyway, im tryin to import the "bridge" model from keyes. . . levels/c10/devices/bridge/bridge
it is only 12 vertices. a looong ass bridge that looks like the light bridge from halo. anyway, i inject it into damnation over the flamethrower model. Then i go into hht and see the dependencies for the model and it has one. schi is the tag. i save the meta of the schi dependency in hht and then inject it over an unused effect in damnation. i then change it from effe to schi and rename it something i will remember, "AAA"
now i go to hht and look at the bitmaps that point to the schi dependency , now called AAA. . . i save the 2 bitmaps in hmt and inject them in hmt over two warthog bitmaps and change the names then go back to hht and relink them to the AAA dependency.
at this point it should be done, correct? i open hmt and take the meta from the flamethrower and paste it into the meta of the covie uplink box (the thing that makes the annoying noises) and now the uplink box should be a light bridge correct? i launch the game and i see the bridge! yes! but it has NO COLLISION MODEL.
i want to use it as a walkway, yet it isnt very functional, as you fall right through it.
HOW do u get the coll model from keyes and put it in dammy? i tried saving the meta of the coll model and injecting it over another unused effect and changing it to a coll and renaming it ... then what? in the original dependencies of the bridge in keyes, there is no coll, only schi. but in coll, there is a bridge coll. so what do i do once i import it?
would i link the flamethrower to the schi and the coll or what? also , my lightbridge makes the stupid covie noises still. . .
could someone please help me out here?
one other thing to add, i was gettin errors tryin to save the bridge with xinject 2.7 so i used hmi. . . just thought i should add that. the error in xinject im gettin is that when i try to inject the model of the bridge over the flamethrower it says index was outside the bounds of the array
Last edited by (GT)Juggler on Thu Jun 03, 2004 5:02 pm, edited 1 time in total.
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Hey when I try to import something like the tree over the needler it gives me the "Arithmetic operation resulted in an overflow" error. And when I save the meta for it is it only supposed to give me two files? What happened to all the shaders and bitmaps and etc.? All I get is:
[scen] - scenery.trees.tree_pine_tall.tree_pine_tall.datx and
[scen] - scenery.trees.tree_pine_tall.tree_pine_tall.data
[scen] - scenery.trees.tree_pine_tall.tree_pine_tall.datx and
[scen] - scenery.trees.tree_pine_tall.tree_pine_tall.data
|T|u|r|b|o| It's my anti-drug.
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you can make it scnr or in hmt change it to a mach
to people with arithmetic errors... ill try and fix those soon. just tell me what you were doing so i can duplicate the problem and see where it messes up.
to the guy who asked about exporting the machine. no it's not supposed to do that. you have to do it by hand.
there is no recursive save in 2.7. i made it not show up..... what are you guys talking about?
to people with arithmetic errors... ill try and fix those soon. just tell me what you were doing so i can duplicate the problem and see where it messes up.
to the guy who asked about exporting the machine. no it's not supposed to do that. you have to do it by hand.
there is no recursive save in 2.7. i made it not show up..... what are you guys talking about?
I don't know if anyones helped you yet because I just read this and pressed "quote", but you have to import its mach tag over something... That bridge is not scenery, it is a machine. Therefore, it needs an animation trigger too... Now once you import both of those things, fix the dependencies, and then link them together, and the model might not show but that's the cost of having a working collision model... Don't just change scen to mach, that doesn't work (for me at least).(GT)Juggler wrote:yea, props to poke, your work is by far the best out there.
anyway, im tryin to import the "bridge" model from keyes. . . levels/c10/devices/bridge/bridge
it is only 12 vertices. a looong ass bridge that looks like the light bridge from halo. anyway, i inject it into damnation over the flamethrower model. Then i go into hht and see the dependencies for the model and it has one. schi is the tag. i save the meta of the schi dependency in hht and then inject it over an unused effect in damnation. i then change it from effe to schi and rename it something i will remember, "AAA"
now i go to hht and look at the bitmaps that point to the schi dependency , now called AAA. . . i save the 2 bitmaps in hmt and inject them in hmt over two warthog bitmaps and change the names then go back to hht and relink them to the AAA dependency.
at this point it should be done, correct? i open hmt and take the meta from the flamethrower and paste it into the meta of the covie uplink box (the thing that makes the annoying noises) and now the uplink box should be a light bridge correct? i launch the game and i see the bridge! yes! but it has NO COLLISION MODEL.
i want to use it as a walkway, yet it isnt very functional, as you fall right through it.
HOW do u get the coll model from keyes and put it in dammy? i tried saving the meta of the coll model and injecting it over another unused effect and changing it to a coll and renaming it ... then what? in the original dependencies of the bridge in keyes, there is no coll, only schi. but in coll, there is a bridge coll. so what do i do once i import it?
would i link the flamethrower to the schi and the coll or what? also , my lightbridge makes the stupid covie noises still. . .
could someone please help me out here?
one other thing to add, i was gettin errors tryin to save the bridge with xinject 2.7 so i used hmi. . . just thought i should add that. the error in xinject im gettin is that when i try to inject the model of the bridge over the flamethrower it says index was outside the bounds of the array
I don't understand your idea of humor... But it sickens me <_<
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Thanks for the help people, but im still at a point where i dont know what to do. Here is the situation:
I got the lightbridge model injected along with the schi tag which is a dependency of the model, and the bitmaps that are dependencies fo the schi tag.
i injected the coll of the bridge from keyes. I injected the animation trigger for the bridge as well. I also injected the machine over an unused effect and changed its tag to SCEN. I looked at the dependencies for the machine and linked the coll model, the model, and the anim trig to it. now what? It isnt crashing but i dont see the bridge. I can see it in sparkedit. It seems like i have to do something with the mach that i injected. . .its kinda just sitting there with nothing linking to it.
Any help with detailed instructions on what to do would be greatly appreciated. IM ALMOST THERE!
I got the lightbridge model injected along with the schi tag which is a dependency of the model, and the bitmaps that are dependencies fo the schi tag.
i injected the coll of the bridge from keyes. I injected the animation trigger for the bridge as well. I also injected the machine over an unused effect and changed its tag to SCEN. I looked at the dependencies for the machine and linked the coll model, the model, and the anim trig to it. now what? It isnt crashing but i dont see the bridge. I can see it in sparkedit. It seems like i have to do something with the mach that i injected. . .its kinda just sitting there with nothing linking to it.
Any help with detailed instructions on what to do would be greatly appreciated. IM ALMOST THERE!
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