Halo sounds injecting/internalizing, test 2.

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Modzy
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Halo sounds injecting/internalizing, test 2.

Post by Modzy » Sun Nov 02, 2008 8:53 pm

Have fun kitties!

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Tools used: HHK, HMT, Hex.

seabeast
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Re: Halo sounds injecting/internalizing, test 2.

Post by seabeast » Sun Nov 02, 2008 9:09 pm

1. Wtf? Kitties?!
2. I'll try this tomorrow when I have time.
3. Retracted.
Last edited by seabeast on Sun Nov 02, 2008 9:43 pm, edited 1 time in total.

Modzy
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Re: Halo sounds injecting/internalizing, test 2.

Post by Modzy » Sun Nov 02, 2008 9:20 pm

Seabees4 wrote:1. Wtf? Kitties?!
2. I'll try this tomorrow when I have time.
3. You used HHK. Which is PC only. Which is fail. When you find a way to inject it on a Mac without bootcamp or crossover or something like that, then I'll congratulate you.
HHK: Halo Hacking Kit, also known as waffles. its a Mac app, not PC.

This was all Mac.

seabeast
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Re: Halo sounds injecting/internalizing, test 2.

Post by seabeast » Sun Nov 02, 2008 9:43 pm

>_> Thought it was... Uhh... Wasn't that PC? What was the PC thing if it wasn't HHK?! No. It wasn't. That was HEK. XD Previous statements retraced as of now.

EDIT: Lawlz just realized that meant you did it on a Mac which means if you don't tell anyone everyone will hate you.

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zapconquest
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Re: Halo sounds injecting/internalizing, test 2.

Post by zapconquest » Sun Nov 02, 2008 9:48 pm

You just exported the sound from that Rick Roll map that was made to show off the CE -> Demo converting. What you did is the same thing as taking sound from B30 and putting it into demo, nothing new. You don't even need to edit hex for this.

What I'd really like to know is how to create your own sounds that you can eject into a halo demo map without using CE.

Modzy
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Re: Halo sounds injecting/internalizing, test 2.

Post by Modzy » Sun Nov 02, 2008 9:58 pm

zapconquest wrote:You just exported the sound from that Rick Roll map that was made to show off the CE -> Demo converting. What you did is the same thing as taking sound from B30 and putting it into demo, nothing new. You don't even need to edit hex for this.

What I'd really like to know is how to create your own sounds that you can eject into a halo demo map without using CE.
So, you're saying that the Rick Roll song is in the Halo demo sounds.map? o_O

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zapconquest
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Re: Halo sounds injecting/internalizing, test 2.

Post by zapconquest » Sun Nov 02, 2008 10:05 pm

Modzy wrote:
zapconquest wrote:You just exported the sound from that Rick Roll map that was made to show off the CE -> Demo converting. What you did is the same thing as taking sound from B30 and putting it into demo, nothing new. You don't even need to edit hex for this.

What I'd really like to know is how to create your own sounds that you can eject into a halo demo map without using CE.
So, you're saying that the Rick Roll song is in the Halo demo sounds.map? o_O
No, I'm saying you extracted it from the Rick Roll map (bloodgulch.map), which was converted from CE, and then injected it into your test 2 map (bloodgulch.map). Same process that Sparky used when he created these tags (besides obviously the importing part). Kayar also does this in a lot of his maps.

Modzy
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Re: Halo sounds injecting/internalizing, test 2.

Post by Modzy » Sun Nov 02, 2008 10:11 pm

zapconquest wrote:No, I'm saying you extracted it from the Rick Roll map (bloodgulch.map), which was converted from CE, and then injected it into your test 2 map (bloodgulch.map). Same process that Sparky used when he created these tags (besides obviously the importing part). Kayar also does this in a lot of his maps.
Now you're saying that HHK can import raw data. >_>

Altimit01
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Re: Halo sounds injecting/internalizing, test 2.

Post by Altimit01 » Mon Nov 03, 2008 1:46 am

You're forgetting the part where he grabbed the raw sound data out of the map and added it to his bloodgulch.map. It's the same problem as internalized bitmaps. They just don't transfer right without proper hexing.

Btw mr mods, did you try putting your own song into stock bg and playing with the meta settings so that it could actually play more than 5 seconds?
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Modzy
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Re: Halo sounds injecting/internalizing, test 2.

Post by Modzy » Mon Nov 03, 2008 8:59 am

Altimit01 wrote:You're forgetting the part where he grabbed the raw sound data out of the map and added it to his bloodgulch.map. It's the same problem as internalized bitmaps. They just don't transfer right without proper hexing.

Btw mr mods, did you try putting your own song into stock bg and playing with the meta settings so that it could actually play more than 5 seconds?
Thats what I've been working on. This was a test for importing raw data, like sounds into maps.
Test 1 was a Battle Rifle, two was this song.

Today I'm planning to compile a sounds tag in CE, one thats 5 seconds, the other a two minutes.
They will both have the same settings for other things.
Which means the only difference should be the offsets to: Raw data, the size of the raw data, and what I'm counting on, an offset to the length Halo plays.

G[v]N
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Re: Halo sounds injecting/internalizing, test 2.

Post by G[v]N » Mon Nov 03, 2008 3:53 pm

*clap clap clap clap* Another awesome experiment.

:P
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Moxus wrote:Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

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