I CAN'T FINISH AN AWESOME MOD UNTIL I FIGURE THIS OUT!
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- Posts: 20
- Joined: Sun Jun 27, 2004 12:33 pm
I CAN'T FINISH AN AWESOME MOD UNTIL I FIGURE THIS OUT!
I'm sorry, but this is really gettin on my nerves. It's been a week since my first post and it can't be that difficult to do. I Need some help with this... Pokecancers tut isn't in the post where it used to be. I'm tryin to get a little block from one map to the other. I'm a complete newb at injection, so please walk me through it. I got the block to appear using hmi but the coll data was wrong and you could walk right through it. How do I take the coll data from the map also, I've tried saving all the metas, but don't understand how to swap them once I have them saved. I've tried numerous programs and I either have the thing I'm tryin to replace (the blue beacon) turn into a large block or just not change at all. Thanks ahead of time!
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- Posts: 20
- Joined: Sun Jun 27, 2004 12:33 pm
It's been a week and still no one knows how to do this?
Or if not, can someone give me a ppf for BG for a block that's at least half size, so that the block replaces the flag base. I need a smaller thinner block, about half maybe even quarter the size of a reg. one. I've seen them in other mods, but since no one knows how I can export the coll data and what not.
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- Posts: 66
- Joined: Sat Jun 12, 2004 10:42 am
- Location: trying to survive the world off halomods irc
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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
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
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- Posts: 20
- Joined: Sun Jun 27, 2004 12:33 pm
correct me if i'm wrong....
but this still doesn't fix the coll. data of the block so that i don't walk right through it.???