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Thread: GBXModel Upgrader for Halo 2 Public Beta discussion/bug submission Thread

  1. #1

    GBXModel Upgrader for Halo 2 Public Beta discussion/bug submission Thread

    This is the first beta release of my latest application, which can be downloaded via the release section. This thread is just for discussion on the application and requests or bug submissions. This is a beta, and I can only do so much testing myself. So far I was able to successfully get a working weapon model ingame (which was extremely painfull with restricted tools) and also custom crate models. I want to see what all else anyone else can get working ingame and or any problems or issues you may run into either with the editing kit or the application. You may need to do some hex editing to other tags, such as the .model tags and what ever particular object tags that will use it before you can get certain model replacements working ingame. Custom skyboxes however are much easier.

    Be sure to read the readme file for details on some issues and work arounds for those issues. If submitting a bug, make sure to give a detailed description of it, and if possible a link to any files involved so that I may try to evaluate the issue.

    Here is a screen cap of the application:

    Custom models ingame:



    Good luck!
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  2. #2
    a bit of the old in-out Roostervier's Avatar
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    Re: GBXModel Upgrader for Halo 2 Public Beta discussion/bug submission Thread

    Good job jahrain! I forgot to test it when you sent it earlier because I was posting in "Sigh...," please forgive me. I may post some pics later.
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  3. #3

    Re: GBXModel Upgrader for Halo 2 Public Beta discussion/bug submission Thread

    Just acknowledging the existence of a small bug I found earlier that may cause an exception when clicking the upgrade button. It only occurs if you change the shader path and the new path is longer than the old path. I have fixed the bug, so it won't be a problem in the final version. Until then, just don't use the material editor and change the shader paths in h1 guerrilla before upgrading or just save your shaders in the same path as the original tag.
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  4. #4

    Re: GBXModel Upgrader for Halo 2 Public Beta discussion/bug submission Thread

    wow that ar looks sexy
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  5. #5
    a bit of the old in-out Roostervier's Avatar
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    Re: GBXModel Upgrader for Halo 2 Public Beta discussion/bug submission Thread

    He fixed it, and I think I am finally going to get a model into Halo 2 =p. I'm loading spaien... we will see.

    [edit] Boo, it crashed. User error of course, but I will get it!
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  6. #6

    Re: GBXModel Upgrader for Halo 2 Public Beta discussion/bug submission Thread

    Ok for those who have little to vast experience using a hex editor, this is how you can create new .model tags from existing ones, and set it to use your new custom .render_model tags. This will also show how to create new objects, such as weapons, vehicles, scenery, etc, from existing tags to use the new .model tags. Also for weapons and vehicles, this will also show you how to create new item collection tags from existing ones and reference the weapon and vehicle tags. This is required if you want any of your custom models, vehicles, weapons, etc to show up in game because if you just simply replace the original tags, some of them won't show the new tags ingame since it will just reference the originals from the shared.map.

    This will be probably allot easier and not necessary once unlocked tools become available, but until then anyone who want their map to stand above all others with l33t custom models now can if they are dedicated enough.

    All you need is a standard hex editor, and a dec to hex calculator. I happen to use winhex, but any other hex editor should work.



    That last one there is for the item_collection tags. Sorry I forgot to put a label on top of it.

    Edit: Lol, I realized I put the crate tags in there as well. Lol, I been editing tags in hex so much due to restrictions I forgot what tags h2guerilla allows.
    Last edited by jahrain; July 12th, 2007 at 07:23 AM.
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  7. #7

    Re: GBXModel Upgrader for Halo 2 Public Beta discussion/bug submission Thread

    >your program doesn't transfer this inforamtion.
    Last edited by Skyline; July 13th, 2007 at 06:08 PM.
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  8. #8

    Re: GBXModel Upgrader for Halo 2 Public Beta discussion/bug submission Thread

    Quote Originally Posted by skyline View Post
    Apparently the render_model tag contains regions. So, if you try and having the render_model go with another tag (ex: a crate tag) it won't be collideable. Halo 1's model tags don't contain regions only the collision model does. Either that or your program doesn't transfer this inforamtion.
    halo 1's models do support regions...
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  9. #9

    Re: GBXModel Upgrader for Halo 2 Public Beta discussion/bug submission Thread

    Then his program doesn't transfer them D:. Haven't worked with halo 1 models for a while since I can't get halo 1 to run on vista.
    Last edited by Skyline; July 13th, 2007 at 06:10 PM.
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  10. #10

    Re: GBXModel Upgrader for Halo 2 Public Beta discussion/bug submission Thread

    The regions transfer just fine. Usually most models you export from max will only have 1 region "__unnamed". However, if you have multiple regions in your model, that information carries onto the .render_model tag but, it might not show up or cause sapien to crash if it is not consistent with the associated collision geometry and model tags.
    Last edited by jahrain; July 13th, 2007 at 09:10 PM.
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