(halo 2)Broken Dark Matter

Utilities designed primarily for the xbox version of Halo 2.
PigFarker




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Post by PigFarker »

shade45 wrote:
MasterChief2829 wrote:woah... im confused... so bsp injection worked on the old version but not in this new one? All we got to do is recursivley extract it and add it to map and the one in the scnr tag? mmm :twisted: Or am I just thinking like a dumbass...
i gave it a shot earlier, i recursivly extracted a sbsp tag from midship and buillt it into midship. then i looked at the looked at the bsp thing in the scnr tag and all the info looked correct. so i tried the map and it froze at the end of the count down

there is another bsp thing in the scnr tag called "bsp stuff?" maybe thats what had to be fixed in the scnr tag
Wait, how did you even get there? Was it with broken?
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Post by DoorM4n »

PigFarker wrote:I wonder when UVW Mapping injection would work to, then it would be REAL model injection instead of just black models with lines.
im sorry but UV's do not work with this model injection program:(
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Post by TheTyckoMan »

DoorM4n wrote:
PigFarker wrote:I wonder when UVW Mapping injection would work to, then it would be REAL model injection instead of just black models with lines.
im sorry but UV's do not work with this model injection program:(
.......that's exactly what he said.......
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Post by TJ213 »

why is it that only ADI extracts UVs?
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Post by Snave »

TJ213 wrote:why is it that only ADI extracts UVs?
Because ADI is a completely different program.
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Post by TJ213 »

yeah, but Dark Matter and HMT both don't handle UVs

are UVs too hard to program, or are they just overlooked?
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Post by link_36p »

so um has anyone implemented ANYthing new to the code.

I just started learning C#.... I wanna do some stuff with this when i know how, wondered if anyone else was.
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Post by shade45 »

Tural wrote: Dark Matter does UVs for my bsp fine, not models though.
You've gotton dark matter to inject a bsp?
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Post by xbox7887 »

extract...although it does somewhat inject bsps. they just require minor fixing
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Post by shade45 »

Tural wrote: We were on the subject of extraction.
ahh i guess i should read every post b4 i post
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Post by Zenon »

Nice job Poke, wow i have missed a lot i had no idea what this program did till about...well...yesterday lol (Not joking) good job very useful for the mods i plan and my upcoming mod

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Post by TunesRus90 »

Im having a problem. Whenever I try to change something in the meta editor and click save i get this error
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Post by pokecancer »

i don't know what you guys are talking about. it doesn't do normals but it does uv's. i jsut extracted the flag base and all the uvs are there.... it should reinject them too.

EDIT:: the problem is that xinject uses only one shader upon reinjection.... the uv's are fine. so try changing the shader.
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Post by Tural »

This new version still wont open the bsp or model viewer for me >_<
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Post by PigFarker »

Soooo, anyone want to tell us how to even get a custom BSP into a map, even if it might freeze?
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Post by pokecancer »

custom bsp would take some hexing on the raw data or oyu could take make my model injection code and modify it to work with the bsp.
To tell you guys the truth, I don't know a lot about models. I want to make a custom model tag with attachment points,bone weights,etc. so if you have some experience in models let me know cause i can.
also if anyone knows how to extract the normals that would be amazing
anyone who can help hit me up on pokecancer on aim. if you ask me how to ftp to your xbox though, i must kill you. also i plan on making custom bitmaps and possibly shader tags.
btw this version seems to inject bsps perfectly place but not all work cause something else must be holding it back... so i dunno whats holding that back... if you wanna try to do a conversion. go for it.
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Post by TheTyckoMan »

poke wanted me to post this so here it is.....

the source for the plugin system :wink:
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Post by pokecancer »

ummm found a small bug with builiding - fixed it
modelviewer camera - fixed it
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Post by PigFarker »

ARRG! That collision viewer just being there is making me so impatient! Can you release one more that actually makes it come up when you hit raw data editor or at least tell us howto put it in? Collision models would be very important and usefull for things like making a completely new object. The only bad part would be the texturing. You could make stuff like a house, a hanger, or whatever. Hell, I could probably make a whole new building the size of the headlong sea, inject it over a box, make the colllisions right, move the box a lil bit, then we have a whole new part of headlong!
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Post by Ice_Dragon »

How come when I try to open a map with this I get a error? And if this programs as good as it sounds, I cant wait to try it.
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