.-.--.-; Xinject 2.6 ;-.--.-. *** Updated Again ***

Only Xbox NTSC maps should be submitted here! Do NOT post full maps, only PPF files
pokecancer




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.-.--.-; Xinject 2.6 ;-.--.-. *** Updated Again ***

Post by pokecancer »

Attachments
Xinject Version 2.6.rar
(23.99 KiB) Downloaded 715 times
Last edited by pokecancer on Thu Jun 03, 2004 3:51 pm, edited 4 times in total.
animex2





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Post by animex2 »

First post, Great job poke!!!

::EDIT::

one suggestion i have, would it be possible to make the buttons a different color then the text? I see the buttons as being black, and text as being black, so 1/2 the time i cant see what i am clicking, thanks
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Post by mtxboxfreak »

wow, another update!
thanx pokecancer :D
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Editing?

Post by mmmjoy »

great work poke,

my first thought was:
could this be used (or edited) to be compatable with haloce maps?
if we could import directly from there then there would be many more quality mods for xbox

this may be impossible, but its just a thought

also i assume it does the collision models too? how does it handle trying to inject a bsp collision model?

if someone would try injecting say the batle creek bsp collision model, it would seem to be trivial to make visual bsp changes to match (as talon64 has done)
h4xx3d





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Post by h4xx3d »

sweet!! yay 1 super app!!

hey, did you ever get anywhere with converting pc models to xbox?
joesbadday





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Post by joesbadday »

buttons are the same color as the text for me too.
pokecancer




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Post by pokecancer »

its probably because of your windows theme. try switching to default. my next version will fix this and will be able to fix dependancies too.
SEHF





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Post by SEHF »

Nice, pokecancer! I'm going to start working on my mod. Thanks! I can't wait for the next version. :D :o :lol: :shock: :shock:
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Post by UberJim »

pokecancer wrote:its probably because of your windows theme. try switching to default. my next version will fix this and will be able to fix dependancies too.
How exactly is that going to work? Are you going to be able to save something and all of its dependencies then inject the parts into another level where it re-links everything for you? Would there be some sort of file that just kept track of what everything needs, then you go down a check list of items or something? However it turns out, I'm looking forward to it.

I was just thinking how cool it would be if you extracted some piece of scenery from a level. Then you open up the level you want to put it in, load some list file, and it asks you what things you want to inject the stuff over, including putting certain things at EOD. Then it re-links everything, and your done.

Hmm, I seem to be rambling, oh well.
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Post by pokecancer »

that is the plan exactly. i added dependancy swapping but it doesn't do recursive injecting or saving yet. i do like hearing people's ideas about implementing this though. what you said sound's about right.
mterlouw





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Post by mterlouw »

Wow pokecancer, this is really nice. :) I had problems injecting using HHT, so I was using Xinject to do the injecting and HHT to do the dependency swapping. But now I can just use Xinject, which is better since I can see more of the long dependency tag names, and swap them with meta that has a different primary tag. Awesome :D

Would you be able to make it so Xinject allows you to modify the full tag name, like change "vehicles\scorpion\scorpion" to "vehicles\moddedhog\whatever"? Also, is there any way to inject things besides sound and bitmap data at the end of the file? Specifically it would be nice to be able to add more projectiles by using some tag with a small meta size, but have it link to larger meta data at the end of the file. I don't know if that's possible, but thought I'd ask.
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Post by xorange »

pokecancer wrote:that is the plan exactly. i added dependancy swapping but it doesn't do recursive injecting or saving yet. i do like hearing people's ideas about implementing this though. what you said sound's about right.
Yeah!...recursive injecting.
Like map rebuilding, only without the rebuilding.
Bassist-X





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Post by Bassist-X »

Hey sweet, keep the updates coming man! This is the best thing to happen since Spark Edit and HMT v3.5
Leviathan-ran





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Post by Leviathan-ran »

Alright i got a problem here lol

What i was trying to do, was take the wraith from one aocr, and place it in the halo level,

anyway what i did was

loaded aocr, went to the mode tab, clicked the wraith, extracted the meta, closed aocr, opend halo, went to the mode folder, selected the banshee, and injected the meta, i also inserted the raws as well.

now, when the banshees attack you at the begining, there isnt any banshee there.. just the elites flying around firirng lasers from there eyes :S

what did i do wrong?
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Post by (GT)Juggler »

wraiths cant fly though without swapping their physics with a banshee. . . so maybe the elites are going in scripted patterns but their vehicle wont go with them
Leviathan-ran





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Post by Leviathan-ran »

yeah but its not that, because i tried inseerting the wraith into blood gulch and the game hangs on loading bg up :(

Arghhh!
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Post by (GT)Juggler »

ok, i am familiar with injecting models with the old model injecting program HMI and going into hht to swap the dependencies. . .

how do u do it in this new program? is it supposed to do it for you? because it doesnt, for me. kinda confusing. . . do u have to save the meta of each dependency and then inject it into the new map then save all the bitmaps with hmt and inject em with hmt and fix those dependencies with hht or what?

help
Last edited by (GT)Juggler on Tue Jun 01, 2004 2:35 pm, edited 1 time in total.
pokecancer




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Post by pokecancer »

my program is just like hht. it has a dependancy list. inject those dependancies and whatever dependancies they have. then look at the dependancy list for everything you injected and find what it's supposed to link to from the pull down list at the bottom and click swap. my program injects bitmaps so there is no need to go to hmt.
(GT)Juggler




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Post by (GT)Juggler »

could u, or someone who completely understands this do a little step by step on how to perfectly inject a small model with only one dependency . . . lets use the burning flame model from Keyes. I want to inject that over the flamethrower.

could someone do a detailed walkthrough, because it would not only help me out but others who are stuck like me. thanks , and poke, i mean no disrespect but i can never completely follow the instructions you give.
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Post by mterlouw »

pokecancer, is it possible to make it so that the tree doesn't completely refresh when you update a dependency? I can understand it refreshing when you change a meta's tags around, but it makes it kind of a pain to do dependency swapping if you have to keep finding the same meta over and over. Just a small suggestion. :)
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