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



jahrain
July 11th, 2007, 01:03 AM
This is the first beta release of my latest application, which can be downloaded via the release section. (http://www.h2vista.net/forums/showthread.php?t=4068) 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:
http://img481.imageshack.us/img481/1995/gbxupgradernj7.jpg
Custom models ingame:
http://i193.photobucket.com/albums/z11/jahrain00/halo22007-07-0706-42-43-16.jpg
http://i193.photobucket.com/albums/z11/jahrain00/h2sapien2007-07-0615-21-21-25.jpg

Good luck!

Roostervier
July 11th, 2007, 01:11 AM
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.

jahrain
July 11th, 2007, 03:27 PM
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.

StankBacon
July 11th, 2007, 04:16 PM
wow that ar looks sexy :)

Roostervier
July 11th, 2007, 04:24 PM
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!

jahrain
July 11th, 2007, 06:05 PM
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.

http://img399.imageshack.us/img399/7919/hextutcopysd3.jpg

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.

Skyline
July 13th, 2007, 05:27 PM
>your program doesn't transfer this inforamtion.

Choking Victim
July 13th, 2007, 05:34 PM
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...

Skyline
July 13th, 2007, 06:07 PM
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.

jahrain
July 13th, 2007, 06:52 PM
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.

korori
July 13th, 2007, 09:00 PM
I notice something the program would crash on me if the shader has a space in it. Any idea. I did rename it also but still crashes (and changed it in h1 Guerilla the gbxmodel link with the shaders)

jahrain
July 13th, 2007, 09:05 PM
I notice something the program would crash on me if the shader has a space in it. Any idea. I did rename it also but still crashes (and changed it in h1 Guerilla the gbxmodel link)I have already acknowledged that there is a bug in the shader editor that will cause it to crash. So just don't use it and instead, change the shader paths in h1 guerilla.

Kornman00
July 13th, 2007, 10:42 PM
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.
there is a special version of haloce out for Vista. Not sure where though :-3

korori
July 13th, 2007, 10:44 PM
I did rename it also but still crashes (and changed it in h1 Guerilla the gbxmodel link with the shaders)


I Did that with about 7 different custom models/ h1 models.

Models i Have tried.
AR
Wasp
h1 sniper rifle
4x Custom Scenery that i made

OK the only way i could lets say like the AR i had to make weapons/assault_rifle/shaders


Note on halo 1 http://hce.halomaps.org/index.cfm?pg=3&fid=1884 I think thats it but it works fine for me and i havn't done a thing

Snaver
July 16th, 2007, 07:15 AM
Nevermind, just read the last few posts above me :X
</noob>

I keep getting this error whenever i change the shader paths, i can export perfectly find before however.
http://img244.imageshack.us/img244/7255/errorprogramyv3.th.jpg (http://img244.imageshack.us/my.php?image=errorprogramyv3.jpg)


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at GBXModel_Upgrader.Module1.setString(String text, Byte[]& bytes, Double offset)
at GBXModel_Upgrader.frmMain.upgradeModel()
at GBXModel_Upgrader.frmMain.Command1_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
GBXModel Upgrader
Assembly Version: 1.0.2747.27747
Win32 Version: 1.0.2747.27747
CodeBase: file:///C:/Users/Snave/AppData/Local/Temp/Rar$EX21.2176/GBXModel&#37;20Ugrader/GBXModel%20Upgrader.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

korori
July 16th, 2007, 11:03 AM
I tried that. I even emailed M$ about help and they said i needed VB or C++. I know thats not right. I know it the dot framework. But i did find the machine config and added that line of code and that crashed everything. So i made one for the app and that didnt work. I sorry if i sound like a noob and i do appreciate jahrain for this app. Only if i can get this the shaders to work. Note i did edit the links for the gbx model. Thank you for all your help guys

Roostervier
July 16th, 2007, 11:25 AM
I got a model in game, I forgot to mention. It's UVs were all jumbled though. I got it in thanks to a fixed version of the program that jahrain gave me, and a program made by skyline.

Con
July 16th, 2007, 11:53 AM
Fucking win. +rep

jahrain
July 16th, 2007, 07:05 PM
Nevermind, just read the last few posts above me :X
</noob>

I keep getting this error whenever i change the shader paths, i can export perfectly find before however.
http://img244.imageshack.us/img244/7255/errorprogramyv3.th.jpg (http://img244.imageshack.us/my.php?image=errorprogramyv3.jpg)




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.

Don't worry, this bug has been fixed for the final version.

spookers622
July 17th, 2007, 02:06 PM
i think you should make an all-in-one program. so you tell it the directory of a weapon and it upgrades all tags and puts in in your halo 2 directory.

JackRabbit72380
July 21st, 2007, 04:43 AM
I got an idia. Make a program to do the hex editing for us !
that might be cool.
nice app man!

JackRabbit72380
July 21st, 2007, 08:11 AM
Exactly ware is teh model tag refrence string im soposed to be counting the letter's of. and what would be the #for this be "cust_cust_custom.render_model" ? 16 ? im tryin to use custom scenary but in sapien everythag I try is invisable.
Please excuse me I did'nt relize I was double posting.

jahrain
July 21st, 2007, 08:40 AM
Hold on a second while I go get my 7 year old cousin to help translate what you just typed, Jack. Ah ok. The "cust_cust_custom.render_model" string properly placed in the tag would be just "cust_cust_custom" as the reference string. Yes the count is 16 just for that string. But if it was in a directory such as "objects/shaders/cust_cust_custom", the string length would be 32, which should be placed in the tag. Anyways, I would suggest just waiting until an unlocked Guerrilla is released unless your experienced enough with a hex editor, and impatient.

JackRabbit72380
July 21st, 2007, 09:09 AM
Im experienced enough with a hex editor, and impatient
and ill keep trying & testing for you !
Also im intrested in learning how to texture bake if thats posible and
i'd also love to beta anythang you'd like me to! ok!

et_cg
July 21st, 2007, 09:17 AM
Im experienced enough with a hex editor, and impatient
and ill keep trying & testing for you !
Also im intrested in learning how to texture bake if thats posible and
i'd also love to beta anythang you'd like me to! ok!

Try to stay on topic, Jack. This thread is solely for the Beta of his GBXModel Upgrader...

And, it seems like you're trying to advertise yourself, just help figure out the problems and/or main goal of this thread.

Soilent Green
July 21st, 2007, 06:03 PM
Hey Jahrain, thanks for sharing this. Brilliant idea to use gbx models. :XD:

I'm at work 40+ a week and in a band as well so my free time is limited, though i do find 30 mins here and there to sit down at my computer.

I've managed to get my bloody butcher knife model working, with only a couple speed bumps. I still have to try to get the fp model to appear in-game. Also I've tried several times to get these faces flipped properly, but nothing has worked. Every time i convert gbx to render, ALL the faces are flipped. I've tried the geometry options in your app, and also tried to export the model with the normals flipped in 3dsmax but still the same result.

:confused:
Any ideas? I'll keep trying... later on I'd love to get some more complex models in-game. Is your ultimate goal to eventually be able to convert bipeds as well?

Thanks again! :cool:

jahrain
July 21st, 2007, 06:21 PM
If you flipped the faces in 3ds max, and its not flipped ingame, your doing something wrong. Try making the surfaces double sided.

JackRabbit72380
July 21st, 2007, 08:56 PM
Well iv tryed and tryed sigh!
Anyway wen I use any .render_model tag from the h2vek tags my custom tag works Iv tested it with 3 sofar and thay all worked!
But wen I try and use the application to make my owen it ither gives exeption or works and is invisable in sapien.
Hears the tag I created. maby someone that's got it to work can shine thare light apon me! or atlest point out what im doing wrong. http://files.filefront.com/cust+cust+custom7z/;8111534;;/fileinfo.html

teh lag
July 21st, 2007, 08:58 PM
Well iv tryed and tryed sigh!
Anyway wen I use any .render_model tag from the h2vek tags my custom tag works Iv tested it with 3 sofar and thay all worked!
But wen I try and use the application to make my owen it ither gives exeption or works and is invisable in sapien.
Hears the tag I created. maby someone that's got it to work can shine thare light apon me! or atlest point out what im doing wrong. http://files.filefront.com/cust+cust+custom7z/;8111534;;/fileinfo.html

Your spelling makes me cry inside.

klange
July 22nd, 2007, 04:19 PM
I want to see someone get the Bulldog in game as a piece of scenery or something to that effect, but that's just me. ;)

Roostervier
July 22nd, 2007, 06:00 PM
I'd do it if I could fix the UV problem I get with the app D:

JackRabbit72380
July 22nd, 2007, 09:01 PM
I want to see someone get the Bulldog in game as a piece of scenery or something to that effect, but that's just me. ;)
He Did!
http://www.h2vista.net/forums/showthread.php?t=3638

Vicky
October 5th, 2007, 07:37 AM
So how about the collision-geometry? Any tricks for that?

jeffro11
October 5th, 2007, 04:46 PM
Hey nice work jahrain. I got one model to work in game great. However anymore that I try, your program gives an error. Usually on picking the shader. No way around this. Just letting you know.

Vicky
October 5th, 2007, 05:04 PM
Yeah there is, you can set them in guerilla1.

Syuusuke
October 5th, 2007, 05:45 PM
Oh snap I thought he made a new one, damn the bumps =(

I totally forgot about this, so thanks for bumping it, actually =P

jeffro11
October 5th, 2007, 05:58 PM
Thanks for the tip Vicky, owe you one :P

Vicky
October 7th, 2007, 05:55 PM
So how about the collision-geometry? Any tricks for that?

Bump?!?!

(tried a ce cg but then i get a node-graph error)

Vicky
October 9th, 2007, 06:03 PM
I guess this is the holy grail at this time, and a big no-no until m$ (or whoever) will release a normal version of tool...until then, lots O' maps with scenery that have no CG :P

jahrain
October 9th, 2007, 08:04 PM
Bump?!?!

(tried a ce cg but then i get a node-graph error)
You need to manually set some of the node properties in guerrilla to match any collision geometry you use that came with h2ek.

Vicky
October 9th, 2007, 09:15 PM
I don't use models that came with the H2EK so i can't use existing H2V CG's.