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  4. .MAP

    You have to have the jtag exploit or a rgh install depending on your dash number and console type you have. This requires a mod chip via rgh install then the modifying of your nand which gets dumped from the console, then the modified nand must be flashed back to your console. The said modded console can now only be used offline, unless of other means we will not discuss here. If your xbox is not RGH'd or jtag'd you can not play modded maps on halo 3 via a .map mod which also requires your halo 3 to have a modified xex to even play .map modded maps. Trying to use a modded usermap that used a .map mod will not work (self depending on the .map mod that was done etc). Just telling a Technician to RGH your console will not work, they must have experience in that field. In short if your xbox is not modded you can't play it.
  5. Creating custom maps, the old school way. A quick overview on how custom maps were made back in the Halo 2 Xbox days, applied to Halo 3. This isn't a tutorial just a glance over. We will be going through the process of creating a custom map but in the old school way of mulling out BSP geometry and using any objects that we can salvage from the single player campaign maps. So the first thing we need is some objects to actually use. Back in the days of Halo 2 we would use machines from the campaign as custom geometry and the basis for our custom map. So image a map from Halo 3, remove all its native geometry and you suddenly have a blank canvas that you can populate. It's important to note the bounds of the BSP and use the largest possible map and also take into account the maps physics size on the disc, as I want to have quite a lot of single player assets injected, namely quite a lot of AI related tags. An example of using this method is shown in the platforms map that I showed a few months ago, the platforms are actually machines from 110_hc.map. Ditto, in engine. Note missing pieces. Something to take into account is lighting, broken lighting can be resolved by using fake light maps. Replace the existing bitmaps with blank ones, experiment for the best outcome. Plan things out. You can use a program such as 3DSMax for this along with Adjutant's import script to get all the objects you may need into a scene and pieced together. Set your unit setup to 100 inches and you will have one to one coordinates just like in engine. By far the best maps to use my opinion would be those from the DLC maps as they tend to contain all the weapons and vehicles that you may want. Don't forget about file sizes! The last thing you want is to be half way through a maps creation and run out of space from being a idiot and injecting too much garbage... Yikes. Don't forget you can always scale and object's render model and physics model to make it larger or smaller! Lots of things can be built doing this. So you have a target map and some objects to use for the basis of your maps geometry, lovely. Lets remove all the existing BSP geometry so we can get down to populating our map with new geometry. Take a look at your map's SBSP tag, before you can go about clearing it out you need to understand how the map is constructed. The bulk of a map is created from two things: Clusters and Instanced Geometry. Clusters are typically used for the displaced terrain of a map, think of the sand dunes on shrine. Instanced Geometry tends to be all the more complex and convex pieces of geometry, the multiple pieces of the tombs on shrine and the scattered parts of the crashed phantom are all instanced pieces of geometry. To give you a better idea I was working on a map called Thunderdome until I reached space issues (Hint Hint) and ended up moving away from it. Thunder dome is actually made from a single player BSP injected into sandbox and given a nice back drop with a enlarged scenery piece to fill up the backdrop. But on this BSP is a big ugly ass half of a boat that takes up a lot of space, I actually removed it from the BSP. How you ask? Instanced geometry. This ugly thing. Poof. No more ugly boat. If you extract a BSP using Adjutant and import it to 3DSMax you can see all the various pieces of Instanced Geometry and various Clusters that actually make the map. Following this information you can selectively remove the geometry from the map just by scaling it down to 0. This also removes the collisions thankfully so no need to panic about dealing with MOPPs. With clusters things are slightly different and we will talk about them later. But as a quick experiment you can find a piece of Instanced Geometry in 3DSMax and then goto its block in Assembly, make a few changes and finally poke or save. Load up the map and observe the changes you have made. So with this logic in your head you can simply set the scale of all instanced geometry in a map to 0 as a means of removing almost all of its geometry, after that you can either manually remove the clusters or just set their rmtr bitmaps to invisible ones. You will now have a big empty map. Remove any extra spawned items like vehicles from their relevant blocks in the SCNR tag. Now its starting to feel really empty indeed. Shrine with all its Instanced Geometry removed. You can now get onto the hard part, building a new map from only things that you have injected or salvaged. Machines... objects... anything that has proper collisions will work. Add in some spawn points and you are on your way. Set a custom sky dome up add some weather effects and now you have something truly unique. This is how I used to do things years ago, there was very little information on forums combined with good old dial up I had to figure most of this out on my own back in the days of Halo 2. It's kind of stuck when since then so I thought I'd write out my process here for all of you to enjoy or mock. Yikes. No one seems to really have done this for any of the modern games, so why not give it a go? make some stuff!
  6. .MAP

    okay so I just tell him to change my console with jtag or rgh and it's all after me directly in forge campaign?
  7. .MAP

    You need to add the RGH or JTAG to your console. Otherwise you won't be able to play modded maps.
  8. .MAP

    he modified the game console
  9. .MAP

    You absolutely need a modded console to play it. A technician won't make that happen.
  10. .MAP

    I will have my Xbox changed to a technician this Saturday that I must tell him to make me in the campaign forge thank you
  11. .MAP

    no my xbox is not edit but i just want to play the edit map. can you play without modifying our console? if so how to do it thank you
  12. .MAP

    no my xbox is not edit but i just want to play the edit map. can you play without modifying our console? if so how to do it thank you
  13. Support

    Well so I'm trying to make Elite AI to replace certain Brute squads. While it does work for some encounters, it just doesn't for others. This is done on Crow's Nest btw, as most encounters I modified for Sierra 117 did work. For example, attempting to replace a squad of Brutes inside the barracks works fine for the most part and it also did good with the jumppack Brutes (replaced with Spec Ops Elites). But when I try to replace the Jackals in the hangar with Elites, they just don't spawn. I also tried to replace the final Brute Bodyguards with Elites, but the same effect. They just don't spawn. What is making this happen? Or what am I doing wrong? Because it works for certain encounters in the level but those specific ones just... well, don't work. I even added them to specific Designer Zonesets but they still don't spawn there.
  14. .MAP

    Do you have a modded XBox 360?
  15. Hello I can not play in campaign forge mode I download the card on blamdepot.com I put it on my usb stick then I put it in the xbox and I have nothing forging menu. if someone can help me it would be very nice thank you
  16. Modding

    Experiment with them, you can add another trigger set to a different button for an alternative projectile to be fired too. You can use that to get around the lack of charge support on latch style triggers. Alternatively you can use the primary/secondary barrel fields for this.
  17. Modding

    I believe it's ready to be tested. The Latch thing removes the charged shot, btw.
  18. Modding

    You need to change the firing trigger to latch, look at the battle rifle for an example. Rate of fire is normally done with the recovery time. Projectile spread is done with the projectile error, error meaning spread of course. There are multiple types of error to choose from, use the dropdown to choose an enum for it.
  19. Modding

    It appears like the burst fire does happen but only when the AI is using it.
  20. Hello everyone! (Sorry if I have posted in the wrong place, since this is my first post - just let me know if there is a problem and I shall move it!) New to the forum, but very interested in modding some new lands mods for the RGH'd Xbox 360! I have attempted to convert Beyond Reach and Summerset Isle myself using the wonderful tutorial here on the forum, yet have some problems: I have able to get Beyond Reach functional (with funky graphical errors, as shown in the attachments), however my Xbox crashes and restart as soon as I attempt to travel to the new land. This, I have deduced, is due to the texture sizes or attempting to load a video. The latter idea came from modding in Falskaar, which had such a similar crash that disappeared once I removed videos from the files, though I am sure it is the former. (Note: these mods contain loose files, which I have copied into the Data folder in the Skyrim Game folder (/Xbox 360 Games/Skyrim/Data/). (Note 2: I am using Skyrim: Legendary Edition as my base.) My workflow, slightly different to the tutorial shown above, is as follows: 1. Use Ordenador (https://www.nexusmods.com/skyrim/mods/12801/) to reduce the textures. My settings are shown below: I downsample both the BSA file and the Loose images. I have tried with numerous iterations of the downsampling, (halving the textures once, twice and three times over several passes), but nothing much changes the crash. I assume this means I will have to downsample the textures myself? 2. Use BSAopt (BSAopt) to convert to Xbox 360. This is performed exactly as per the above tutorial, exactly as described. 3. Use LeFluffie (LeFluffie) to convert the resulting .bsa and the original .esm file to an Xbox 360 DLC file. I tried to use Velocity (Velocity) program suggested in the tutorial above, yet this resulted in a 'DLC File Corrupted' message from Skyrim. I therefore followed this tutorial, exactly as described: https://www.xpgamesaves.com/threads/tutorial-converting-skyrim-pc-mods-to-xbox-to-run-on-a-jtag-rgh.107568/ 4. Copy the DLC file to the Content folder on the Xbox and the loose files to the /Xbox 360 Games/Skyrim/Data/ folder. This has given me the best success so far. If anyone can help me understand what it is I need to do, I will happily take the time to convert the mod! Else, if someone knows better than I do, please can I request these mods? Many thanks and kindest regards! piemaster101
  21. Modding

    Yeah, figured that out already. Just need to find the correct numbers for it to waste 1.5% per shot. The other problem here is regarding the projectile spread. Changing the "Projectiles Per Shot" bit appears to change it correctly, but it still looks like it fires one single bolt, just with more damage. Also, the rate of fire can't be changed.
  22. Modding

    Take a look at weapon ageing, rather than using magazine block they rely on weapon ageing instead. With each shot reducing the total age until it hits 0.
  23. Do you guys have the download link for me ?
  24. I’ve seen people successfully downloading Minecraft mods from websites and getting them to work on Xbox One by utilizing the “File Downloader” Xb-one app and the “ufo transfer” xb-one app. My question is, has anyone thought to utilize these methods for other games? I’m sure Minecraft left a backdoor intentionally for these type of things however if they didn’t, then can’t this be utilized for other games? S/N: Sorry if this question has been asked already. I wasn’t able find anything about this on this forum. Video I’m referring to:
  25. Modding

    Yeah, that's the first thing I checked. But the values are totally different from those of the Plasma Rifle or Spiker. To begin with, most stuff that should change those entries are just zeroes. I also see nothing that changes the ammo capacity. So far I've only changed how much projectiles are fired per shot (meant to fire 3 bolts) but it still looks like it fires one single projectile, just causes more damage. EDIT: Also, plasma weapons lack of a "Magazines" block, therefore it cannot be modified that way. EDIT 2: I think I've found out how to change the ammo capacity, but still testing it.
  26. Modding

    Take a look at the Triggers section, this controls how the Barrels of the weapon are used. Take a look at Barrels for both of the fired projectiles. 0 Being the single shot and 1 being the charged shot.
  27. Earlier
  28. Modding

    So I'm trying to re-create SPV3's Brute Plasma Pistol on Halo 3 and I want to know what changes the following stuff: Rate of fire. Overheat. Battery wasted per shot.
  29. (H2X) ScriptTools Beta

    Version Unknown

    1 download

    A script compiler/decompiler created by Soldier of Light some years ago. Original readme is below:
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