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  1. Past hour
  2. .MAP

    Thanks again, I seem of did something wrong. I tag injected the marine biped and trooper char, then changed it from grunt ai to marine ai, but they are still grunts on the map. :/
  3. Today
  4. .MAP

    Yes, this will work for campaign maps too. But something to note is that Halo 3 does not use the upgraded squads system that you see in ODST/Reach, to make these changes for Halo 3 you can either edit the [char] tags or swap the tagrefs in the [scnr] scenario character palette. To change what unit you play as do the following: Open assembly. Open desired map. Find the globals [matg] tag class. Goto the Third Person Representation block, edit to your liking. Note this block has a few different indexes: chief, arbiter, elite1, elite2 etc... Save and play.
  5. .MAP

    Actually one more question. How do I change the player model? Okay that's it.
  6. .MAP

    Perfect and Simple guide Thank you very much @Akarias One last question? Does this work for campaign maps too?
  7. Yesterday
  8. .MAP

    Open assembly. Open desired firefight map. Find the squad_templates tag class. Edit the tags to your liking Save and play.
  9. .MAP

    I'll have a look, but i don't have much experience modding. So possibly could you make a tutorial or point towards one. I'm a Noob okay
  10. .MAP

    Sqtm i think
  11. .MAP

    What tag is that? SCNR?
  12. .MAP

    I messed with the squad template tags and tag injected the marine chars from another map
  13. This is so cooool,nice one
  14. neat
  15. Last week
  16. This is amazing!
  17. So I was informed about the warthog run bsp that was never used and after looking at it, I wanted to restore it. It took a while, but it's finally finished. You guys must know how much I love my warthog runs, and halo 2 was my favorite halo, I just couldn't resist. This restoration includes: -manually injected sounds -manually injected warthog (95%) -fixed masterchief warthog animations -lots of scripts -added ai and trigger volumes -mostly fixed lightmaps -mostly smooth bsp transition -modified cutscenes -modified scenery animations -more scripts -custom pelican crash animation -fixed massive horizontal gravity lift -injected modified mjolnir mix theme with guitar in loop -added some audio to flood juggernaut -fixed flood juggernaut death animation -and other cool stuff the only things that were originally from the map was the bsp, and two of the cortana lines, and pathfinding for the bsp, the rest was added by me, all ai spawns, pelican crash, spinning cap, etc I would like to thank some people for help on various parts, Akarias, Gamecheat13, Lord Zedd, and some devs from the project cartographer dev team. Download link not ready yet, editing some final changes, will update soon
  18. Oops lol I completely forgot about that. I suppose what I said earlier is possible however your'e going to have to change its many child values in other tags. Say that I successfully did this, change collision model, physics model any child value of this mesh. Would this render in game
  19. Is it possible to mod halo anniversary to where enemies can drop their energy sword/fuel rod gun upon death instead of those weapons exploding? What programs do I use to mod halo anniversary? I cant even figure out how to mod the xex tho lol(yeah im a green noob).
  20. Thats not how it works, there is far more to it than just copy and pasting data between engine versions. Its a child object, added in the object properties tag HLMT.
  21. can u take a mesh from a model and copy all values down into another corresponding model? Hers what I mean: for example, u open a halo reach brute model in assembly. Save a brute captains chestplate mesh values. Open halo 3 brute model in assembly. Open brute captain armor permutation. Delete the chestplate mesh values and replace it with the brute captain reach chestplate values. Then finish the model with replacing the vanilla halo 3 captain chestplate shaders and bitmaps with the halo reach ones. Basically replace mesh values of a model with mesh values of another corresponding model like replacing the blades of a halo 3 spiker with the blades from halo reach alongside with its reach shaders and bitmaps. Last thing, Explain how gamecheat13 gave a grunt a marine helmet. You can see this in his human vs covenant ai battle video
  22. I have managed to mess around with some uncompressed data for simple scenery animations and camera animations raw in halo 2 but nothing too crazy. There is also this, i don't know how to use it Yet though https://github.com/HaloMods/HaloContentToolScripts/blob/master/Halo2/h2_anim_extractor_batch2_9.ms
  23. There are no custom animations, everything that you see for HO is weighed onto existing rigs. Pretty much all console mods are made with render models that already exist in game but have been scaled and had new shaders added to them, those models are then attached as child objects to the original model. Say I have a warthog and want my wheels to actually be traffic cones, I would take the traffic cone and scale it to my liking and then attach it as a child object to the warthog model at the wheel nodes, then I would turn the wheels invisible by replacing or editing shaders. AI Playground is a BSP ported from campaign, the big empty cube gets used across a few maps. If you port it you will need custom lightmap bitmaps and some changes to the terrain shaders so you can actually see the BSP. The tools for creating custom models for the xbox 360 version of the engine do not publicly exist, if you are C# savvy you could take a look at TagTool's source code and get the render model replacement working for the xbox 360 version of the engines.
  24. I seen this happen before many times in Halo Custom Edition modding. For example, a guy would take a reach shotguns model and rig it with the already available halo 3 shotgun animations and BOOM: cool looking halo reach shotgun with halo 3 animations or an elite minor from halo reach and rig it with the already available halo 2 elite animations and BOOM: cool lookin halo reach elite minor with halo 2 elite animations. I also seen this happen with halo 3 as well: the star wars mod in sandbox. I saw one of those pretzel kind of looking vehicles that are used by battle droids on geonosis (Dont know what its called) rigged to warthog animations alongside with a lightsaber rigged to energy sword animations and a laser pistol rigged to magnum animations. And again I saw this before with Halo online videos of people replacing spartan helmets with shrek heads. honestly I have no experience with rigging models in Halo Custom Edition because 3dsmax's user interface or any other 3d modeling program's UI IMO is extremely complicated but I do know how it works(Correct me if Im wrong). For preparation, load up some halo biped/weapon model with its corresponding textures and shaders. (Next bit is a little wordy I'll try my best to fully express the corresponding steps) Delete that model's bone structure and import the new bone structure from the model that has your wanted animations???(For example, load hr hunter with textures and shaders. delete its bone structure. import ONLY the bone structure from the halo 3 hunter model) Manually adjust the bone structures to its corresponding meshes. (For example, you have an elite minor from halo reach with its bone structure deleted. Then you've imported the bone structure from a halo 3 elite model. Knowing there was a significant art style change in elites progressing from halo 3 to halo reach, you would adjust the bones to the mesh such as moving the halo 3 elite arm bone towards the halo reach elite models arm mesh and so on and so forth till the bone rigging is complete). Test the completed model with animations from the model of the new bone structure you've imported.(Play a "strafe_right" animation from a halo 3 elite on your completed reach elite model with halo 3 elite bones) After all of that messy work, finish it off with tagging. I don't know if there's other ways to do this but the one above is the only method I know of. Just wondering if this is possible with current xbox halo modding tools such as assembly or adjutant. I want to adjust halo to my liking in terms of the look and gameplay. FYI I do not have an rgh xbox but my friend is giving me his rgh within a week. I do have one and a half years of mediocre modding experience with mainly Halo custom edition and a tiny bit of minecraft. (I mainly used programs to mod. I have been in a couple java coding classes in the summer. I do know how games work and I kind of know how to code(I can make simple calculator programs) I also can get an easy understanding the code structure of some file)) Im just wondering how a guy made a star wars halo mod with custom models rigged to vanilla halo animations and how gamecheat13 managed to create his own bsp shown in his AI playground and his other old halo 3 test maps(I do suppose gamecheat created it using math. after all the bsp is just a simple cube)
  25. .MAP

    Ill just start another post about this topic sry bout that This mesage has been edited to another post
  26. Gametype

    How to download?
  27. .MAP

    This is a great concept! I have a similar idea to do this in campaign. What do you do and use to change the characters around?
  28. Earlier
  29. Hello, i recently got back into modding since i finally bothered to replace my missing charger for my controller. This map replaces all grunts with enemy marines and you play as an elite instead of a spartan. Unfortunately i cannot upload this to XboxChaos as the patch is over 8mb in size Download Here
  30. That's the right file. On this website, you're not allowed to post a full size map, simply because it breaks copyright laws. How we fix this, is by uploading a patch instead. This file essentially remembers all the changes done the modded map, and proceeds to change the new map based on the changes that were done. If you don't know how to patch a map, refer to this tutorial: If you still have issues with patching a map, PM me.
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