Putting Custom levels Into Any Level...
in order for this to work you need to make you levels a scenery file not a map file and im sure you know how to do that its not that hard. i think this works im not sure havnt tested it yet
Things we need...
X-Inject or HMI (X-Inject Preferred)
X-Inject or HHT (HHT Preferred)
Hex Editor (I use Hex Workshop or HHD Hex Editor)
Steps A - Creating a custom level in BG
Steps B - injecting with original bitmaps
Steps C - injecting with other bitmaps
Now for the work...
Steps A: We will use a BG log because it has so far been found to be the easiest to modify, and I myself have done many successful ones. I know there are a lot of people that have also done this, so don't think you deserve all the credit. I'll just randomly name people that have done it: Xorange, Allister, Zulu, and Deadly Shadow. It is not a very hard thing and if you have accomplished this task whoop-de-doo, so don't get mad if I didn't mention you.
1. Open a Blood Gulch map the xbox one not the halo pc one cause u have to ftp the map back to your xbox for it to work and i would use the cache003.map file not the bg but you can do whatever. open it in HHT.
2. Scroll down to the collision model tag, and select the scenery\trees\tree_leafy_fallentrunk - I call it the log.
3. Save the meta for the log collision model.
4. Open the log coll meta, not meta.data, in a hex editor.
5. Scroll down to where you find something like this...
Note: You may need to adjust the width of your hex editor to make it look like this.
Note: You will have to convert the X, Y, and Z coordinates (hex floats) to decimals. This is the reason I like Hex Workshop. It has a hex float converter built in. I suggest you first change the model of the log in Milk shape to something of your liking, and then write down its farthest x, y, and z coordinates. You can use the hex float converter to transfer those decimal numbers to a hex float you can insert into the spots for the x, y, and z coordinates in the meta.
6. After you have typed in the right coordinates (you can't make them too big otherwise it won't work perfectly, I would suggest making just slight changes or changes to blocks already in BG) you have to save the meta and inject it back into the coll model of the log using HHT.
7. Have fun, it should work now.
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Steps B:
1. Create a folder on your desktop named "(map name here) - Building Blocks".
2. Open up X-Inject and open up the map you want to get the building blocks from.
3. Save the meta for the model of the panel (with raw data), the collision model, the scenery, the shaders, and the bitmaps (with raw data). You can find the shaders by looking at the dependencies of the model. You can find the bitmaps by looking at the dependencies of the shaders. If you want, you can also save and inject the scenery, shaders, and collision model with HHT (I prefer using HHT because - no offense - but sometimes it doesn't work as well as HHT, i.e. sometimes changes the names of things).
4. After you have saved all of the meta (there is a lot of it) open up the map you want to inject into in X-Inject.
5. Now inject all of the stuff you saved. To do this, do it one thing at a time. You could perhaps inject the panel model over the flamethrower model. You could inject the scenery over an unused effect (these are very big but if you don't need them for anything else I know they are big enough - warthog impact jackal shield, shotgun impact jackal shield, and sniper rifle impact jackal shield). You can inject the collision model over the flamethrowers antr or collision model, you might even be able to inject it over a very big effect. You can also inject the shaders over big effects. The bitmaps you are going to have to inject over other bitmaps, I would suggest again using the flamethrower or gravity rifle. Now when you inject any one of these, you are going to have to change the tags to the right tag, and the names to the right names.
6. Go to the scen tag and find the panel scenery (most likely the log) you injected. You are going to have to change the dependencies, I do this with HHT, as I am used to it. Change the mode to the panel model, and the coll to the panel coll you injected.
7. Go to the mode tag and find the panel model (probably over the flamethrower). Change the dependencies to the shaders you injected.
8. Go to the soso tag and find the shaders you injected. Change the dependencies to the bitmaps you injected.
Note: You are going to have to have the dependencies like they were on the original item.
9. Open HMT and swap the new scenery item for a scenery item you wish to replace.
10. Open up Spark Edit and place your scenery objects where you wish.
Note: After you inject make sure you hit the "save" button.
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Steps C: Follow all the above steps except don't save or inject the meta for the shaders or bitmaps. When changing the dependencies for the model, you can change it to whatever shader you would like and it might work (if you are too lazy to inject new shaders and bitmaps). You will also not have to change the dependencies for the shaders, as the shaders you swapped for should already have bitmap dependencies.