[halo pc]injecting

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killas





Posts: 5
Joined: Wed Jun 28, 2006 2:00 am

[halo pc]injecting

Post by killas »

can someone inject a few things for me in blood gulch halo pc:

a covie dropship driveable (maybe by changing the seats to pelican seats)
banshee + ghost destructable
wraith

if you do thx i will give credit
fishface617





Posts: 1557
Joined: Thu Mar 16, 2006 5:50 pm
Location: RI

Post by fishface617 »

its not that hard to do ureself

here try this, althoguh do everything at once when it comes to decrapping the models

http://halopce.com/phpBB2/viewtopic.php?t=105
post back if u need help, good luck :)
killas





Posts: 5
Joined: Wed Jun 28, 2006 2:00 am

Post by killas »

yeah thats for 1 thing inject but i need 4 items you understand
fishface617





Posts: 1557
Joined: Thu Mar 16, 2006 5:50 pm
Location: RI

Post by fishface617 »

yes, i know you are doing multiple objects. but this is all u have to do:

lets say u want to do the wraith and pelican ( this is an example...u can do what ever 4 u want)

***use the tut i showed u with this as well for mor indepth stuff and where to find the folders and what not because there are a few steps u need to do before my mini tut***

-recursivly save wraith meta into the batch extract folder
-then right after that recursivly save peli meta into the batch extract folder
-generate the offsets for the map, or the maps if u got them from 2 different maps
-extract the wraith raw model (mod2) to its folder
-extract the peli's raw model (mod2) to its folder
-open up the model de-crapper and add the peli and the wraith's mod2 meta and then of course fill in hte verticies indicies and sbsp meta
-decrap the models
-get the new sbsp meta from folder u extracted the bsp to and overwrite the one in the bg test folder (the tut shows u where)
rebuild the map with the pelican.vehi.meta and the wraith.vehi.meta

refer to the tut for the final steps
as for getting the vehicles driviable change the seats to something MC can sit in likee the wraith can be W-driver (warthog driver)

try that and it should work...u can pmi infinite things so the same process applies to all objects

unless u want to pmi something without a model like a projectile such as the beam emitter. it does not have a model so u rebuild with the .proj.meta right after recursivly saving the meta and click no when prompted aobut the bsp.


class dismissed :D
killas





Posts: 5
Joined: Wed Jun 28, 2006 2:00 am

Post by killas »

plz anyone help me and inject it for me
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Cuda




Grunge

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Location: Torrance, CA

Post by Cuda »

Do it yourself. Fishface was nice enough to tell you and lay it out for you, and you completely disregard his help. All the tools and knowhow are here. Use that tutorial, get the tools from Files, and do it.
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killas





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Joined: Wed Jun 28, 2006 2:00 am

Post by killas »

you're right cuda sorry fishface. I tried it and it worked. thnx
kk0425





Posts: 2
Joined: Tue Sep 20, 2005 12:49 pm

gathering execption data

Post by kk0425 »

I need some help with PMI. Im trying to add a pelican to Bloodgulch and I have rebuilt the map and I can see it in Sparkedit, but when I go to play the game a message pops up and says "gathering execption data." Then after about a minute it crashes. I dont know if I did somthing wrong with the PMI part or if maybe there are too many vehicles in the map.

I'll try removing vehicles and see if that works.

nope nothing :(
conorkirk1





Posts: 2
Joined: Sat Oct 28, 2006 4:21 pm

Post by conorkirk1 »

Did you remember to decrap the model?


Cause I just reid to import a lifepod into bloodgulch and a fighterbomber into sidewinder, and i got exceptions due to the fact that i forgot to actually extract the model, and then decrap the model, alls i did was recursively save the meta and popped it into sw with a rebuild, it shows up in hmt, and it shows the fighterboomber, but the engine gives an exception when you try to do that without decrapping the model and something else i forgot what that is...


~Hope that helps

Conor
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