Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to Xbox Chaos: Modding Evolved

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Sign in to follow this  
Followers 0
UncookedMoa

Help: Injecting a crosshair replacement in Halo 2 Vista?

2 posts in this topic

I'm trying to inject a custom remade version of the Sniper crosshair based on the OG Xbox sniper crosshair into Halo 2 Vista's singleplayer. You see, the original Halo 2 had a diamond shaped crosshair, unlike Halo 2 Vista, which made it a circle.

As such, I've injected a new dds into bitmap chunk 22 (The Sniper's crosshair in hud_reticle) using Gravemind. However, upon completing the process, the bitmap seems to show up in bitmap chunk 0 (the SMG), with some offset and size changes for it, instead of chunk 22, which I clearly selected in blue. It seems Gravemind can't inject it into any other chunk other than chunk 0.

Would anyone know a fix for this?

Here's how that problem looks like in-game: 

 

Edited by UncookedMoa

Share this post


Link to post
Share on other sites

Just came across this while working on my re-balanced mod (youtube.com/watch?v=gn4wGU0wj5o).

Here's what I did last night to get it to work:

1) Using Gravemind, make note of the Offset and Size of the bitmap you want to replace (and notice the type is "Shared" since the bitmap data is in the shared.map).

2) Backup your level's map file.

3) Inject the bitmap using Gravemind and make note of the new Offset and Size (and notice the type is "Individual" since the new bitmap data is in the level's map file).

4) Using a hex editor, such as HxD, copy the bitmap data from your map file located at the "Individual" Offset and Size and paste over the bitmap data in the shared.map at the "Shared" Offset (and 0x00 out any extra left over bytes after it if the new data is smaller; there is some extra 0x00 space after it, so the bitmap data could be a bit bigger and still fit) and save the shared.map file.

5) Restore the level's map file from step 2.

6) Using Assembly, in hud_reticles (and hud_weak_spot_reticles, if needed) of each level's map file, update the LOD1 Size of the bitmap you updated to be the size of the new bitmap data.

 

Edited by Tbiesty

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0