Entity 1.3; Proper Model Injection Revision

A wealth of applications with which you will need to mod Halo 2.
User avatar
Remnant Samurai
Posts: 882
Joined: Mon Jan 28, 2008 7:29 am
Location: Land Of The Long White Cloud
Contact:

Re: Entity 1.3; Proper Model Injection Revision

Post by Remnant Samurai »

Don't think that invisibility is helpful :wink:
Image
xxpenguinxx
Posts: 1974
Joined: Sun Jan 27, 2008 4:50 am

Re: Entity 1.3; Proper Model Injection Revision

Post by xxpenguinxx »

xxpenguinxx wrote:I noticed my p90 model did this when using the invis powerup, it changes to what ever color your staring at:

http://i37.tinypic.com/idx2s1.jpg
Any ideas?
It was a shader error. The shader I was using didn't have an invisible bitmap, it didn't even have a nulled one.

I'm getting this error when I goto inject one of my models using this version of entity only. Entity 1.3.9 & Entity 1.6 UE inject it.
Image
DemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh baby
A cat was licking itself to the sound of potato chips.
User avatar
JacksonCougar
Huurcat
Posts: 2460
Joined: Thu Dec 06, 2007 11:30 pm
Location: Somewhere in Canada

Re: Entity 1.3; Proper Model Injection Revision

Post by JacksonCougar »

You have a malformed OBJ file, or too many polys.
xxpenguinxx
Posts: 1974
Joined: Sun Jan 27, 2008 4:50 am

Re: Entity 1.3; Proper Model Injection Revision

Post by xxpenguinxx »

Hmm, I don't think 428 poly is too many.

EDIT: I found the problem, it was with bungie's model that I scaled to make it appear invisible, I just replaced it with a tiny triangle.
DemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh baby
A cat was licking itself to the sound of potato chips.
User avatar
JacksonCougar
Huurcat
Posts: 2460
Joined: Thu Dec 06, 2007 11:30 pm
Location: Somewhere in Canada

Re: Entity 1.3; Proper Model Injection Revision

Post by JacksonCougar »

>_> No comment.

EDIT: fuck it. DirectX is optimizing th mesh, and if it removes any vertices it basically fucks everything up; therefore; small, close together, vertices are bad.
User avatar
NotZachary82
Posts: 1846
Joined: Thu Dec 20, 2007 8:39 pm

Re: Entity 1.3; Proper Model Injection Revision

Post by NotZachary82 »

JacksonCougar wrote:EDIT: fuck it. DirectX is optimizing th mesh, and if it removes any vertices it basically fucks everything up; therefore; small, close together, vertices are bad.
Basically, weld vertices on the model before injection?
User avatar
DemonicSandwich
Trollwich
Posts: 1620
Joined: Sat Dec 08, 2007 9:47 pm
Location: I...huh...I don't really know. x.x

Re: Entity 1.3; Proper Model Injection Revision

Post by DemonicSandwich »

NotZachary82 wrote:
JacksonCougar wrote:EDIT: fuck it. DirectX is optimizing th mesh, and if it removes any vertices it basically fucks everything up; therefore; small, close together, vertices are bad.
Basically, weld vertices on the model before injection?
Or change the scale of your model 200% or 300%, inject, and and then scale the model back down by dividing the first six values in the bounding box.
Model Customization Pt.01|Model Customization Pt.02|Bipd Attachments|True Marker Rotations
"I'm the h4x man! Skibby Dibby Dib YoDahDubDub, YoDahDubDub"
xxpenguinxx
Posts: 1974
Joined: Sun Jan 27, 2008 4:50 am

Re: Entity 1.3; Proper Model Injection Revision

Post by xxpenguinxx »

Jackson, could you add the multiple groups to this so injected models can have multiple shaders?
DemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh baby
A cat was licking itself to the sound of potato chips.
User avatar
JacksonCougar
Huurcat
Posts: 2460
Joined: Thu Dec 06, 2007 11:30 pm
Location: Somewhere in Canada

Re: Entity 1.3; Proper Model Injection Revision

Post by JacksonCougar »

Not anytime soon, use hex.
User avatar
NotZachary82
Posts: 1846
Joined: Thu Dec 20, 2007 8:39 pm

Re: Entity 1.3; Proper Model Injection Revision

Post by NotZachary82 »

wat
User avatar
Click16
Posts: 1941
Joined: Mon Dec 31, 2007 4:36 am
Location: United States

Re: Entity 1.3; Proper Model Injection Revision

Post by Click16 »

what do you mean "use hex?"
Image
User avatar
OwnZ joO
Posts: 1197
Joined: Sun Dec 09, 2007 4:46 pm

Re: Entity 1.3; Proper Model Injection Revision

Post by OwnZ joO »

Open the map with a hex editor and do it yourself. You know, how people modded before programs came out.
Jzimmer09
Posts: 84
Joined: Wed Jan 28, 2009 6:41 am

Re: Entity 1.3; Proper Model Injection Revision

Post by Jzimmer09 »

HOW THE HELL DO I SET MY FREAKING MAP PATHS WITH ENTITY 1.3.9 (with this version of entity replacing the old exe)?
This has always been a problem with entity, for me at least. Every freaking version you have to set the map paths differently. Some prompt you others(like this one) don't. I don't know how the hell to open the freaking maps because it always says "mp map not found set map paths" BUT I CANT FREAKING FIGURE OUT HOW TO SET THEM!!!!!

Maybe I'm just overlooking an option but i cant seem to figure it out.
>.<
User avatar
JacksonCougar
Huurcat
Posts: 2460
Joined: Thu Dec 06, 2007 11:30 pm
Location: Somewhere in Canada

Re: Entity 1.3; Proper Model Injection Revision

Post by JacksonCougar »

-_-

This is entity 1.3, which requires you to have the resource maps in the same folder as the map you are opening.
User avatar
Click16
Posts: 1941
Joined: Mon Dec 31, 2007 4:36 am
Location: United States

Re: Entity 1.3; Proper Model Injection Revision

Post by Click16 »

Jzimmer09 wrote:HOW THE HELL DO I SET MY FREAKING MAP PATHS WITH ENTITY 1.3.9...BUT I CANT FREAKING FIGURE OUT HOW TO SET THEM!!!!! >.<...
Dude, no need to freak out! calm down and maybe you would get good answers. Also I would help, but jackson beat me to it :p
Image
Jzimmer09
Posts: 84
Joined: Wed Jan 28, 2009 6:41 am

Re: Entity 1.3; Proper Model Injection Revision

Post by Jzimmer09 »

All my maps are in the same folder. It still wouldn't open the map.
Sorry i was in a really bad mood when i was messing with it >.<
I'll try again.

Thnx :)
xxpenguinxx
Posts: 1974
Joined: Sun Jan 27, 2008 4:50 am

Re: Entity 1.3; Proper Model Injection Revision

Post by xxpenguinxx »

Jzimmer09 wrote:All my maps are in the same folder. It still wouldn't open the map.
Sorry i was in a really bad mood when i was messing with it >.<
I'll try again.

Thnx :)
Try putting a clean mainmenu, shared, and sp shared in one folder with a few clean mp and sp maps in the folder as well and try opening one of them, MAKE SURE THEIR CLEAN, non edited strait of the halo2 DVD.
DemonicSandwich wrote:See that? You see that how it is highlighted down here but it's not highlighted right there? Ah, I guess that's what I get for pirating it.
In Soviet Russia, DS touches you. Say it again and I'll do more than touch. ~DS -Oh baby
A cat was licking itself to the sound of potato chips.
User avatar
Ogrish
Posts: 1512
Joined: Wed Dec 12, 2007 2:56 am

Re: Entity 1.3; Proper Model Injection Revision

Post by Ogrish »

Ok this will help your problem and help you organize a bit.
Create a folder named clean maps somewhere of your choice, Like the desktop or wherever.
copy all maps clean from disk to your clean maps folder, then do the same with your clean dlc maps. Now only use this folder for clean map paths in apps, or makings copies of a clean map to mod.
Now open mainmenu.map from the new folder with Entity1.3.9 now dont edit anything, just click maptools, then set exteral map paths, by clicking the [...] and locating your clean maps folder, then the maps. When finished click [OK]
Save your mainmenu map and close it. now open your modded map from your moddedmaps folder i presume, and mod away....

P.S. I keep a clean main, shared, and single_player map in my modded maps folder as well, so i can open maps from there with all Apps.
User avatar
Grimdoomer
Admin
Posts: 1835
Joined: Sun Dec 09, 2007 9:09 pm

Re: Entity 1.3; Proper Model Injection Revision

Post by Grimdoomer »

Or you could edit the Map Paths file in the \Settings folder.....
Don't snort the magic, we need it for the network.
Post Reply