*)--- Halo Model Injector beta 1.1 ---(*
Re: Kool
Mhmm Yeah. Well, the only real Question people have asked in this topic is "How do you link the shaders?" And...What has Poke told them to do?XboxTech wrote:Yep this is a GREAT tool. Yes I think it is very good of pokecancer to respond with help and information, when someone has a question or a problem,he is always helpful. Thank you poke.
"there is nothing really to explain. you load the level you want to import from on top. then you select the model from a pull down list. do the same with the map you are importing to below. make sure the top is smaller than the bottom. click import. open hht. go to the model you overwrote and relink it's shaders."
^^^Ok, so we know how to use the program already, HOW do we link the shaders??
Nothing against him, I mean he has brought us many amazing mods, but come on.
-
- Posts: 226
- Joined: Wed Mar 10, 2004 10:37 am
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
OK... i will give a much better tutorial than allisters
lol.
1. Open the pmi prog by pokecancer
2. fill in the top parts with the map you want the model to come from
3. fill in the bottom parts with the stuff you want to overwrite with the new model
4. click inject and open up the map you got the model from in HHT
5. go to the model tag and go to the model you injected into the new map
6. look at the shader dependencies, write part of the names down
7. go to the shader model tag (soso) and save the meta of the shaders you wrote down
8. also write down the names of the bitmaps that are the shader dependencies
9. open up the new map in HHT
10. inject the shaders you saved over unused effects in the new map and fix the tags / names on them etc.
11. go to the model tag and fix the dependencies of the model to show the new shaders
12. open up the map you got the models from in HMT
13. save the bitmaps that you wrote down
14. open up the new map in HMT
15. inject the bitmaps you saved over unused bitmaps (not the meta)
16. Open the new map in HHT
17. go to the shader model tag (soso)
18. change the dependencies so they show the new bitmaps (you can use your list so you know what bitmap goes where)
19. congrats, you now linked the new bitmaps and injected a perfect model

1. Open the pmi prog by pokecancer
2. fill in the top parts with the map you want the model to come from
3. fill in the bottom parts with the stuff you want to overwrite with the new model
4. click inject and open up the map you got the model from in HHT
5. go to the model tag and go to the model you injected into the new map
6. look at the shader dependencies, write part of the names down
7. go to the shader model tag (soso) and save the meta of the shaders you wrote down
8. also write down the names of the bitmaps that are the shader dependencies
9. open up the new map in HHT
10. inject the shaders you saved over unused effects in the new map and fix the tags / names on them etc.
11. go to the model tag and fix the dependencies of the model to show the new shaders
12. open up the map you got the models from in HMT
13. save the bitmaps that you wrote down
14. open up the new map in HMT
15. inject the bitmaps you saved over unused bitmaps (not the meta)
16. Open the new map in HHT
17. go to the shader model tag (soso)
18. change the dependencies so they show the new bitmaps (you can use your list so you know what bitmap goes where)
19. congrats, you now linked the new bitmaps and injected a perfect model
Screw the 3 lines of text limit.
Yeh it sould be on the front page. Thanks for this it really helps.
Perhaps you should try posting it in the Halo CE section, say its a Halo CE tool, then it'll definitely get on the front page.
Perhaps you should try posting it in the Halo CE section, say its a Halo CE tool, then it'll definitely get on the front page.
www.i-h8.tk : Tell the world what you hate.
thanks for the detailed tutorial zulux. I got a building block into hang em high, but I still need the collision model. I tried injecting the collision model from the blood gulch building blocks, but it didn't quite work, I just fall right through the block unless I'm directly in the center. So I'm guessing I need to do some advanced stuff to import coll models?
For all of you who want to inject building blocks, you need to use the building block model too, if you do not use the original model, the coll model will not work, the original model also needs to be injected perfectly, after you inject the original model perfectly, inject the coll model meta of the model over an antr of the flamethrower, or coll model of something not needed, or anything else not needed that has a big enough meta size <--- just in case you didn't know. If you want to know how to change the size of the coll models, just pm me, that is if you don't know how to already.
Screw the 3 lines of text limit.
-
- Posts: 26
- Joined: Sun Feb 22, 2004 5:15 pm
awesome
awesome program
anyone have any idea when that program to visually model collision models is coming out? i heard about it a long time ago and saw some screens but haven't heard anything recently.
anyone have any idea when that program to visually model collision models is coming out? i heard about it a long time ago and saw some screens but haven't heard anything recently.
-
- Posts: 26
- Joined: Sun Feb 22, 2004 5:15 pm