(Halo 1)`!-.;',............ Xinject 2.8 ............,';/-!`

Utilities primarily designed for the original Halo.
pokecancer




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(Halo 1)`!-.;',............ Xinject 2.8 ............,';/-!`

Post by pokecancer »

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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xinject 2.8.rar
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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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Post by Stunna_X »

man mad props... ever since u poped up u been doing some sick shit... damn u came outa no where just dropin bombs..... hmmmmm makes me wonder..
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Post by (GT)Juggler »

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 :(
Last edited by (GT)Juggler on Thu Jun 03, 2004 5:02 pm, edited 1 time in total.
joesbadday





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Post by joesbadday »

Yes! somebody help this guy. I think importing the light bridge into Boarding Action would be freaking amazing. There is a TON of empty space on the roofs of each side for building, and you could connect the two sides with light bridges. it woudl be so awesome.
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Post by pokecancer »

you did good so far but you only injected the model. the bridge is a machine so open keyes and find machines and you have to go the bridge tag and import its dependancies and the machine tag. then swap the machine with a piece of scenery.
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Post by Bassist-X »

Alright 2.7! Now we're getting somewhere, hopefully I'll be able to inject bigger and better things with this... I hope the recursive save is fixed, did anybody else have a problem with this in v2.61?
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Post by (GT)Juggler »

it definitely saves everything recursively.

when i saved the model of the lift from keyes in 2.6 i got about 2 items, the model and the soso. . . but 2.7 gave me about 10 files. . .the model , soso and all the bitmaps as well!

:D
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Post by Bassist-X »

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
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Post by (GT)Juggler »

theres no "mach" section in dammy.. . . so what do i inject it over and what do i change its tag to?
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Post by pokecancer »

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?
mterlouw





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Post by mterlouw »

It keeps gettin better and better pokecancer. :D Nice, u added "Nulled out" to the dependency swapping list...i was just gonna ask for that. Great work!
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Post by Allister »

(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 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).
I don't understand your idea of humor... But it sickens me <_<
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Post by BigSnaggle »

I had a similar prob.
Tried injecting the small door from truth and rec. but it froze it up.
Can a mach tag be injected under scen?
XboxSysMods




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Post by XboxSysMods »

Great job pokecancer

XboxSysMods :D
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Post by Spammy »

I seem to have trouble injecting coll models with this. When I do it freezes the game when I get too close to the object with the collision model. I tried HHT and it doesn't freeze but the collision model doesn't fit right with the model wither.
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Post by (GT)Juggler »

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!
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Post by pokecancer »

try restarting the level. some machines need that done. if that doesnt work, try nulling out the antr
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Post by (GT)Juggler »

but how does the light bridge "find" the machine that it needs to function if it doesnt have some link to it. . .?

poke, can i talk to you on aim? ;)
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Post by pokecancer »

i messed up big time before. try it now.
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Post by z »

I was simply wondering if anyone had written up a quick readme or tut for Xinject, just for those of us that havent been around for a while and need to catch up on some things
thanks
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