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  • Lord Zedd

    Update For March 8, 2015

    By Lord Zedd

    The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels. The Github Commit can be found at: https://github.com/XboxChaos/Assembly/commit/6669bd23a87a5cea3754af445a2b6ca74cf9941d The changelog for this update is as follows: updated rmt2 and standardized better
    fixed up h2 bsdt and standardized the others
    fixed string size in reach sbsp
    fixed bit names
    named new mode ik block in reach+ animations
    named ai melee damage in reach+ units
    added the swarm and transformation blocks to odst char
    renamed transformation block to morph in h3/odst char
    added jmrq plugin for odst (ur welcome gamecheat)
    fixed and named boarding properties in char
    named extra targets block in odst hlmt
    fixed error on h3 scnr
    added missing block in h3/odst jmad
    named editor folder indexes in scnr
    other small char edits/additions
    named script values for h4 vignettes
    fixed objective conditions block in scnr
    small edit to odst+ squads
    fixed phantom types enums in phmo
    standardized and mapped pphy
    updated naming in metagame globals in matg
    updated all lsnd
    updated all snde
    updated and standardized drdf, and by extension csdt and rmbl
    fix typos in h3/odst goof
    added enums to h3b, reach beta, reach, and h4 sily/goof
    fixed big issue in reach beta impo
    A healthy-sized list this time around. Some changes came about while working on Outbreak. You will notice bitfield bits in reach are now named "Bit #" instead of just "#" which had been bugging me for quite some time. A semi-important fix is that the Boarding Properties in CHAR tags is named and properly sized. Injected AI should now be able to board you if the animations are all good. There was also a critical typo in ReachBeta's IMPO that caused freezing on injected objects. Perhaps the biggest change is that now most SILY/GOOF parameters have been named and put into an enum. Previously only Halo 3/ODST only had them set up. Along with names the enum includes the value type the xex expects from each SILY parameter.
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    blog-0888864001354564968.jpgHey guys welcome to my new Blog! I recently got an RGH to replace my old broken JTAG and I can mod again! Hooray!

    I have a full modding schedule which will keep me busy for a while, so hopefully I have lots of content coming!

    I am hoping for one new mod/video a week, but we'll see how it goes.

    Anyway this is week one a supose, so here we have it:

    blogimage.png

    MOD POST: http://www.xboxchaos...o-3/#entry22021

    Ok, so someone on here suggested that someone make a Metroid mod, it could be done as the CQB helmet is very similar to Samus' helmet. I saw this and though this is going straight to the top of my list! So I spend what seemed like an age studying Samus and attempting to recreate her in Halo 3. Cold Storage was the obvious choice of map due to the flood infection and the very Metroid-like creepy feel to it.

    I began with the shaders on Samus: her visor, and her body. For the visor I used the regenerator equipment crystal shader, and for the 'red' parts of her armour, I used and elite eye shader. I know its not red but it is as close as I could get it with what I had to work with. I had to get back to grips again with modding as I had forgotten a lot about how stuff worked, and Zedd was really patient with my questions, so thanks Zedd! :biggrin: I ended up installing XBDM and the Xbox SDK (which I thought was AWESOME! Especially the Neighbourhood! Loved It!) to get everything working, I was going to at some point anyway.

    After the shaders I moved on to drips and drabs of the other parts of the mod: The Metroid, the Morph Ball, and the Shoulders. The Metroid was basically an elite replaced with a Monitor and given the same movement properties as the monitor. I added a squashed tire, re-textured and a slightly squashed jammer equipment, with the same texture as Samus' visor. The little horns were made by the Life Sapper, which I will talk about in just a bit.

    The Morph Ball was the forge character changed to a mongoose. I then attached a energy drain to the wheel to make it spin and re textured it with the visor realtime shader. I initially had an issue with this as the forge objects spawned up side down, so you could not drive the mongoose. I could not find a work around, I tried rotating parts, move the collision model, all sorts of stuff, but nothing seemed to work. In the end I discovered that if you look straight down while turning into the morph ball, everything works out as the mongoose spawns on its end.

    The shoulders were just resized soccer balls re textured to the same as the morph ball and attached to samus. The arm cannon on Samus' right arm is resized fusion core that has also been re-textured.

    The weapons. I added 4 weapons to the mod. The Power Beam, Missiles, Seeker Missiles, and the Life Sapper. The power beam was originally the assault rifle. I swapped the projectiles out with ghost bolts, and changed the firing effect. I had to change the position of Samus' left arm to fit the arm cannon properly. While doing this I discovered I could change Chief's position right down to each part of his finger, and even stretch him out which produced some pretty comedic results.

    The Missiles were just a rocket launcher with the firing effect removed and the left hand position changed. Same goes for the Seeker Missiles, but they sort of failed as I gave them the same tracking data as needler shards, but they did not seem to follow any of the other players...

    The Life Sapper was originally the Spiker, giving it the to spikes used in the Metroid's body. I nulled out all the shaders other than the spikes and resized the spiker to fit the Metroid better. I made the projectile relatively weak in damage and completely reduced the range so you would have to touch something to reduce its health, like in the game. I did however raise the amount of projectiles fired each second to combat the low damage properties of the projectile.

    So that's blog post no.1! The next ones may not be as long though, I don't think I have enough time lol!

    Cya round guys,

    -p0iz0n / ARCH

  1. SnipeStyle
    Latest Entry

    Look who´s been busy...

    2kpqj.png

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    Okay so halo reach was supposed to be before halo right? But everything is way more advanced than in the original halo. They should have at least put master chief in and not as an Easter egg. They should have made it link to halo 3 In some way. Respond if you agree with me on this guys. Halo reach is still a very

    Very

    good game. 😃 respond if you agree with me

  2. So I have finished a bigger piece I was working on this week... Cloud Sheep!

    He's a sheep... but he's also a cloud! What?

    Here is an early version of his body: [link]

    Here's a better res image: [link]

    Anyway here is the booteeful image ;)

    cloud_sheep_by_p0iz0nthegoblin-d5fsc4u.gif

    ©2012 ~p0iz0ntheGoblin

    Enjoy :smile:

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