
perfect model injection? how???
perfect model injection? how???
Ive seen some ppls mods with perfectly injected models and i just wanted to ask, how the hell do u get it like that???! ive tried evrything an i still get screwed up models 

- MasterNeoChief
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You do not need Halo Map Tools 3.5. It is just easier with that. But it is still hard. You just have to fix the Raw Model Pointers of the Model and reinject I think Shader Model and invert it somehow to have a perfect texture. Umm.. Read here about that Raw Model Pointers thing.
http://www.halomods.com/forums/viewtopic.php?t=1391
http://www.halomods.com/forums/viewtopic.php?t=1391
- MasterNeoChief
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I think a temporary fix would be a program that would match the number of indices and vertices for you (by adding them inside the model where they wouldn't be seen). How you would make it I don't know...
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kaptainkommie wrote:No he can't. He can't get it in game at all. He can just get in Sparkedit and its still not flawless.TsukasaZero wrote:the all powerful Vegito does to.
read the above posts... no offense or anything thoVegito619 wrote:I can get a model in...but I can't get the texture

but anyway, it would seem that you can get in a perfect model but not a texture... how so?
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Yea. Wait for Halo Map Tools 3.5. You have to fix the mod2 of the model you are importing to go with the map. You have to really understand the mod2 to do it. Notice this. Save meta unrecursivly of pelican for a30. Then the same for a50. Compare the files. Sure. The xml is the same except for the part of the map name at the top. But check out the Meta. Very different. My guess is u have to edit the meta which contains the raw model pointers
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Me too. It'll be out VERY soon anyways. But if you want to fiqure out perfect model injection. I think.. this is how.
- Batch Extract a Multiplayer Map - Danger Canyon
- Recursivly from Blood Gulch Extract the Scenery that is the Fallen Trunk Log into the Danger Canyon Batch Extracted Data
- Open up Blood Gulch again and goto the mod2 for the Fallen Trunk Log
- Unrecusivly Extract the Meta Data for it
- Rename tree_leafy_fallentrunk.mod2 to tree_leafy_fallentrunk.mod2.meta
- Rename tree_leafy_fallentrunk to tree_leafy_fallentrunk.xml
- Open up Danger Canyons Batch Extracted Data and go to scenery\trees\tree_leafy_fallentrunk
- Replace the mod2 meta and xml files there with what you just saved from Halo Map Tools. I don't know why but oddly the Batch Extracted Mod2 is different then the Meta Extracted Mod2. I guess it's just the way Mono programmed Halo Map Tools V3 or it is Halos Fault
- Anyways.... Open the xml file and if you want change the map name to Danger Canyon. U don't have to. Maybe. I dunno
- Now. Save and close that. Now open the Meta File. This is what u'll be changing
- For the mod2 meta file
Offset - 2C - Meta Size - B Bytes
Offset - 74 - Meta Size - B Bytes
Offset - 174 - Meta Size - 3 bytes
Offset - 200 - Meta Size - 10 Bytes
Again. I fiqured this out. No one hleped me but it is most likely correct to change that ot have a perfect model. No one tells me anything now a days. I guess people don't appreciate shadows anymore
- Batch Extract a Multiplayer Map - Danger Canyon
- Recursivly from Blood Gulch Extract the Scenery that is the Fallen Trunk Log into the Danger Canyon Batch Extracted Data
- Open up Blood Gulch again and goto the mod2 for the Fallen Trunk Log
- Unrecusivly Extract the Meta Data for it
- Rename tree_leafy_fallentrunk.mod2 to tree_leafy_fallentrunk.mod2.meta
- Rename tree_leafy_fallentrunk to tree_leafy_fallentrunk.xml
- Open up Danger Canyons Batch Extracted Data and go to scenery\trees\tree_leafy_fallentrunk
- Replace the mod2 meta and xml files there with what you just saved from Halo Map Tools. I don't know why but oddly the Batch Extracted Mod2 is different then the Meta Extracted Mod2. I guess it's just the way Mono programmed Halo Map Tools V3 or it is Halos Fault
- Anyways.... Open the xml file and if you want change the map name to Danger Canyon. U don't have to. Maybe. I dunno

- Now. Save and close that. Now open the Meta File. This is what u'll be changing
- For the mod2 meta file
Offset - 2C - Meta Size - B Bytes
Offset - 74 - Meta Size - B Bytes
Offset - 174 - Meta Size - 3 bytes
Offset - 200 - Meta Size - 10 Bytes
Again. I fiqured this out. No one hleped me but it is most likely correct to change that ot have a perfect model. No one tells me anything now a days. I guess people don't appreciate shadows anymore
