~-.-.-.- HMI version 1.0 -.-.-.-~

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




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~-.-.-.- HMI version 1.0 -.-.-.-~

Post by pokecancer »

Halo Model Injector 1.0 is done. Now it has error checking, raw data sizes, a better layout, double model injection, and animation trigger overwriting for the big models. You definitely want to check this out.

Update: My new program includes model injection and a whole lot more. Check it out:
http://files.halomods.com/viewtopic.php?t=7909
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hmiversion1.rar
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Last edited by pokecancer on Mon May 31, 2004 1:46 am, edited 2 times in total.
(GT)Juggler




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Post by (GT)Juggler »

awesome!
Allister




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Post by Allister »

Me found a problem! Amazing, but there's one thing, i couldn't inject any models, and found out why. When you select an Animation trigger, it doesn't show up ident, or offset. So i punched them in myself. It's easy to get around but would be great if you could fix, and i'm pretty sure you could fix ;)
I don't understand your idea of humor... But it sickens me <_<
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Post by animex2 »

Allister, could you please explain what u did exactly?
Allister




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Post by Allister »

Well for offset, I just copied the meta offset by opening up a different cache of the same map, and paste it there, then copied the ident in HMT 3.5, pulled down utilities, and endian swapped it, and pasted it in the Ident box. Then it worked...
I don't understand your idea of humor... But it sickens me <_<
animex2





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Post by animex2 »

2 more quick questions ;)

How do i get the ident? im in HMT 3.5 with utilities down with the animation triger for the ghost in bg (trigger im replacing) hilited, what do i do from there?

do i still need to do meta crap with the shaders
pokecancer




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Post by pokecancer »

i updated it so you dont have to find them yourself now.
animex2





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Post by animex2 »

you rock poke!!!! checking it out now ^^

::EDIT::

ok, im assuming this is not an error of yours, its an error of my retardedness, I took a banshee from Lvl 2, Halo, injected it into Blood Gulch over the ghost and over the ghost animation trigger Saved the Banshee and Banshee_burned [soso] metas, injected Banshee over one of the ghosts, Banshee_Burned over the other, went into the Mode, nullifyed the 3 that are un-used for the ghost, made the banshee look for ghost, ghost multi, cubemap banshee and detail banshee, saved banshee images in HMT 3.5, injected them over the ones in blood gulch, i go to load up the cache file, and my box freezes, what could i of done wrong?
Last edited by animex2 on Mon May 24, 2004 2:16 pm, edited 1 time in total.
Lightning





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Post by Lightning »

Now will this one automatically link the shaders (or something like that)?
pokecancer




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Post by pokecancer »

animex: try testing each time you make a change so you can figure out where you went wrong. i can't be sure but i would i think you said you did is select ghost animation trigger in my program. the antr overwriter for my program is only needed if the meta of what your exporting is bigger than what your writing over otherwise leave it alone. if you need it my program will give you an error telling you anyways. then after you run my program you go into hmt and find the antr and change it to a model.


no it doesn't fix the shaders automatically. you still have to do it. i just worked out a bunch of bugs and added some new feautures and a better layout.
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Post by pokecancer »

animex: try testing each time you make a change so you can figure out where you went wrong. i can't be sure but i think you said you did is select ghost animation trigger in my program. the antr overwriter for my program is only needed if the meta of what your exporting is bigger than what your writing over otherwise leave it alone. if you need it my program will give you an error telling you anyways. then after you run my program you go into hmt and find the antr and change it to a model.


no it doesn't fix the shaders automatically. you still have to do it. i just worked out a bunch of bugs and added some new feautures and a better layout.
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Post by animex2 »

Yes!!! got it working!!!

GREAT PROGRAM DUDE ^^

8)
h4xx3d





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Post by h4xx3d »

Sweet! tnx so much!!

>.< i just had a lan party last night, and had to make some compromizes because i needed to inject larger models, last night damnit =P
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Post by Bassist-X »

Nice, models have never been so easy to inject.
burncycle1313





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Post by burncycle1313 »

This program is just what I have been whiting for thank you pokecancer. I just have one question when ever I inject a model like(large door to make plate forms) over some thing that is not in the map (flamethrower) and I use hht to switch models with some thing in the map( like a rock or tree) but my problem is that the new model I injected in the map shows up in spark edit for the flamethrower but not the (rock or tree)is still the same.So how would I fix this. Thank you once agin for a very good program.
pokecancer




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Post by pokecancer »

if you swap the models in hmt, it will show in se.
burncycle1313





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Post by burncycle1313 »

Don't mean to sound like a dumb ass but how do you switch the modles in HMT? Thanks for you fast reply.
pokecancer




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Post by pokecancer »

open the map in hmt and go to the models section. find your model,click on it, there is a box that says meta and has a button named swap next to it. this is the meta offset. copy that over the model's meta offset you want it to replace
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Post by burncycle1313 »

Thank you very much pokecancer! I just have one more question, I can seem to get the coll models to work. I inject them in hht to the correct modle but in the game the seem not to work?
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Post by h4xx3d »

When i inject a large model over a model and a animation trigger, it appears all garbled in hmt and sparkedit, just wondering if this is normal and it will look right in game or if im doin something wrong. I would check it myself, but i cannot access my xbox at the moment.
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