Injecting New Model Meta

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«Beast»
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Post by «Beast» » Wed Jul 26, 2006 5:19 pm

trinity. wrote:WHY DOES EVERYONE ACT LIKE IM A NOOB!!!
Hm, I wonder...

And the model does not need to have the same number of vertices and indices.
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Post by >Shadow< » Wed Jul 26, 2006 5:31 pm

It's not that bad a model. Looks more like a chaingun with a scope on it really.

EDIT: Ok nevermind I think it is supposed to be one. My mistake. :oops:
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Post by Trinity. » Thu Jul 27, 2006 8:00 am

well you don't have to have the same v/i's.

it just doesn't upload into the map.

HOW DO I INJECT NEW OBJECTS INTO BG?!?!

OMG HELP!!!!
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Post by «Beast» » Thu Jul 27, 2006 9:06 am

OMG STOP BEING A NOOB!!!!
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Post by Trinity. » Thu Jul 27, 2006 9:07 am

lol well no one is being informative.
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Post by «Beast» » Thu Jul 27, 2006 9:33 am

Cause you're being a noob. ;)

1. Open bloodgulch.map in HMT.
2. Drop down the mod2 section.
3. Find the object you want to change.
4. Click "Save Meta". Save it to your desktop.
5. Open OBJConverter.
6. Click "Open". First, choose bloodgulch.map and when the window comes up again, choose the meta you just saved to your desktop. It should be in a few folder and will be called [something].mod2. It might have .meta on the end, but I can't remember.
7. Now click the "OBJ" button. Pick your new model. Save the vertices and indices to the desktop.
8. Find the geometry with the most parts. (Usually Geometry 1 or 0.)
9. Find the part inside that geometry with the most vertices and indices.
10. Change the vertices and indices of all parts inside that geometry, BESIDES the one with the most vertices and indices, to zero.
11. Select the part that had the most vertices and indices and click "Update Offsets".
12. Now click the "Attach" button. Pick the vertices and then the indices of your new model.
13. Click "save". Save the file as "temp" on your desktop.
14. Now at the bottom, click the "Misc" tab.
15. Click "append models". (could be "Attach". I can't remember.) Pick your vertices and indices and click "Append" (or "Attach").
16. Quit OBJConverter. Now find the find on your desktop called "temp.mod2". Add ".meta" to that so it becomes "temp.mod2.meta".
17. Open HMT and open bloodgulch.map.
18. Drop down the mod2 section and pick the object who's model you are editing.
19. Click "Inject Meta" and inject the temp.mod2.meta you saved.
20. Now click on "Append Raw" at the bottom and choose the vertices and indices of your new model. Quit HMT.
21. Now the final step for changing models for the demo. When you change the header back to the demo header there is a tiny section you have to update. I'll let you figure this one out.


NOW FOR FUCK'S SAKE, SHUT UP.
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Post by ?Demon? » Thu Jul 27, 2006 9:35 am

Beast wrote:NOW FOR FUCK'S SAKE, SHUT UP.
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PWNAGED! DON'T ASK ME MOD QUESTIONS OR I WILL JUST MAKE FUN OF YOU AND CALL YOU MEAN NAMES.

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Post by Trinity. » Thu Jul 27, 2006 6:03 pm

WHATS THE PART YOUR NOT TELL ME ABOUT?!?! DO I HAVE TO EDIT 2dom META TO MAKE IT WORK?!?!?! >=O
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Post by ?Demon? » Thu Jul 27, 2006 7:27 pm

Figure it out yourself. Compare a mod to the original map.
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Post by Trinity. » Fri Jul 28, 2006 10:25 am

=\
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Post by ?mike? » Sat Jul 29, 2006 5:54 am

is this what we are talking about?....


Image


or are we talking about changing how things look phisicaly

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Post by Big Birdie » Sat Jul 29, 2006 6:14 am

Mike, models not skins.They are both physical, technically.But on ur terms, it will be the physical outlook of the object and not that skin.

And umm, what happened to the masterchief lol?By the looks of it, the multi purpose skin needs to be changed.And then the cubemap if the masterchief has one.And maybe the colors should change, it mite be too bright for people with good graphics cards.
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Post by Trinity. » Sat Jul 29, 2006 6:21 am

i don't want to know, as beast said, how to inject a NEW model.

i want to inject MORE SCENERY like in Wall of Gulch
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Post by ?mike? » Sat Jul 29, 2006 6:49 am

Big Birdie wrote:Mike, models not skins.They are both physical, technically.But on ur terms, it will be the physical outlook of the object and not that skin.

And umm, what happened to the masterchief lol?By the looks of it, the multi purpose skin needs to be changed.And then the cubemap if the masterchief has one.And maybe the colors should change, it mite be too bright for people with good graphics cards.

lol yeah i just edited the one cyborg bitmap. it was mostly just an experiment since i dont do skinning.


also trinity i think ive told you all that you are going to get out of this topic. make the spawn point spawn a type of scnery.


ok fine ill give you another clue... the numbers 0-12 spawn differerent scenery.

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Post by ?Demon? » Sat Jul 29, 2006 12:30 pm

Unless I am mistaken all the scenery in GWoG was already in the Bloodgulch.map file.
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