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About Faultiplayer

  • Rank
    Wait, I can set my title?

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  • Gender
  • Location
    Your screen
  • Interests
    All I care about is the Flood.

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  • Website URL, Email: [email protected],

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  1. Apparently my imgur was hacked, just changed the password and deleted a bunch of nasty shit. Sorry if anyone had to see that.

  2. General

    My god you've done it! But the results were terrifying. I would attach a picture but geforce experience doesn't want to play nice. You wouldn't want to see it anyways lol. I don't know why I was so stupid, I must have forgotten that I hadn't tried the tank mode, I was already spending all my time in the spartan node moving it to his face I guess. Gah i even mentioned changing the tank's mode. Thank you so much. Apparently my imgur was hacked, just changed passwords and deleted a bunch of nasty shit. Sorry if anyone had to see that. Crime scene Evidence:
  3. General

    Thank you for the kind replies! If you can remember the entry that'd be awesome. However you're likely thinking of the "Default Scale" under Nodes or "Scale" in Marker Groups. Neither have shown any results unfortunately.
  4. General

    Flood-Spartan Video: With news that MCC PC has been out for a while, and H2 and H3 PC are about a couple months away, I got real excited and started looking around the modding community for the first time in about 1.5 years and was excited to see the Xenia project has become extremely viable since I last checked. So I booted up my old project into xenia and got back to work. This is just how I left it all the time ago except I show you how I recently added the tank head. Any help scaling the head so it better fits the visor would be greatly appreciated. I've been up and down this site looking for something about model resizing, but the only thing I could find was Zedd's code for editing the xex, but if I could find an address to permenantly change my custom .mode and/or hlmt then I could share this map in the future without having to also share a xex along with it. Did it! Big shout out to ReteroX for the help! My current mod goals are all for this map and are as follows (list-items less likely for success as it goes): Rescale tank head on flood-spartan, and maybe fine tune it some more. Thanks again ReteroX Retexture the flood-spartan with photoshop and 3ds max (I have everything I need, I'm just having a hard time unwrapping the uv exactly how bungie did it. How is everyone else retexturing spartans? I can't even find a guide to do it in halo ce even) Fix how the player can't start with a shotgun for some reason. (The odst next to me gets one wtf) All I had to do was forceload it. Thanks Akarias, I made sure to like your helpful post. Perhaps add a flood left_arm_garbage to the flood-spartan as well. [I learned how to rotate things, here's a progress album:] (Ignore any weird weapons.) Here's a helpful tool for rotating matrices or quarternions: Update, was testing to see if scaling was working. Oh it was working: Finale: Give Jackals, Grunts, and ODST the same treatment as I did the spartan. [Jackal is in early stages. Lots of stretching and breaking that I'm sorting out. Ayyyy!! Finally some progress] Got the jackal to explode like a carrier on death and it is fun and makes the enemy challenging. Currently looking to add permanent muffins to it to justify the skinny guy exploding so much. Make Spartan Corpses/Jackals/Grunts infectable like brutes/humans/elites. Randomized Spartan Permutations. Remove the dialog, title, and AA blasts from the cinematic since I can't remove the cinematic, also maybe swap the music. Recreate the Flood swarm from halo wars (When I get to that I'll likely use Sentinels or Gamecheat's unmanned banshees, in combination with the quadwings from The "Skulker" new unit that's a hunter animation-inheriting a stalker, new textures and bump maps to cover up metalic bits and make it all look fleshy. (Lore: not a flood hunter, just another pureform or stand-in for the Thrasher. Everyone knows Lekgolo are immune to infection.) The "Splinter" A flood weapon that fires ranger needles and that looks like it was pulled off a pureform. [In early stages of development rn] Port over Zedd's flood-engineers and make bangers a lot more noticeable from other popcorns. The "Firecat" (because FirePuma doesn't sound as good), a red Warthog with a flamethrower turret. [Finished everything except the color. Expanding vehi 'Change Color' chunk just isn't working. Maybe I'll mess with rmsh colors later, but who knows what issues duplicating for that'll cause. Trying to keep my tag count down. So no HW2 flame color scheme for now.] (waiting until jackal and grunt are done then I'll make a video on all 3. Too stressful not to talk about early) Figure out what to unload from the game to improve stability. Change that BLF Block that one door with a flood asteroid. Or remove the machine that operates the door? Learn a lot of scripting for next parts Add more squads to that last area that spawn after one another when it is cleared out. A bloc (crate/etc.) with a 'Use' key that spawns weapons/grenades/equipment/etc. Force campaign scoring to always on and use as money. Script that checks campaign score, if x or above, subtracts x from it as though friendly fire, when player presses use key on one of those blocs. Have blocs say something like "Firebomb (300)" or "Magnum (100)" on its ingame prompt. Figure out how to get phantoms/pelicans to drop squads like they do in rest of campaign, rig that up to a bloc (antenna) as well. (Lore: A covenant antenna could intercept covie radio and call in a distraction 3-way battle for you at the expense of some score points. Blocs that call in actual allies would obviously cost more.) Friendly hunters that are colored green like the sangheli phantoms (which can be called in). Seriously, why wasn't this already in retail? Some Hunters defected too. Friendly mp_spartans as well (that can be called in for a hefty fee). Make a flood-truth boss. Hopefully this all syncs over LAN as it's technically just a campaign level. Stretch goals. Change the water to resemble water from Cortana level. And do detail work trying to get parts of the environment covered in flood mass. Have new flood squads drop in how they do on the Halo level (last level). Whenever model injection works, likely on the upcoming PC port, juggernauts, thrashers, the h4 flood-spartan, previous flood versions, and flood from Halo Wars 1/2 would be sweeet. I'm aware that Zedd's flood firefight mod exists for ODST, but I want the full spartan/H3 experience this time. Thank you for reading, any help is appreciated. Still doing as much research on my own as I can, things are changing every minute, especially with all my free time due to the coronavirus outbreak. Stay safe guys.
  5. Thank you! It turned out like a million times better than expected. More updates coming soon.
  6. funny part at 1:20
  7. Ah, I see. Well, you're do a pretty good job of showing how it's (manually) done.
  8. I'm so glad that you are is doing this. I feel like I'm getting some of this but it is really bothering me how it looks like you're overwritting existing scripts and blanking out data. How do you know you aren't going to remove something important? By the way, I'd recommend getting a pop filter in the future, it'll also help keep the mic clean.
  9. General

    When I heard "Halo CE Pistol" I kept thinking "oh cool he found a way to make it zoom like a br" and then I felt betrayed. Just kidding. Yeah adding a child and then adjusting its positioning through nodes or maybe "coorbs"(?), and then using bitmap swapping to make it look like one thing or at least better complement each other. I've not tested any of this, but I'm in the same boat in planning to. I plan to see if I can parent/child with bipeds. Cheftains have armor that fall off, so there's some kind of parent/child thing involved. I wanna stick infection form models in the chests of grunt and jackal models and make them into flood. As for my idea, I wanted to make auto turrets that work like the turrets from CoD that you carry-place-pickup which requires both hands (like an oddball). Then I thought with it being a turret with just ai properties there'll probably be a leftover control option from its normal turreting days and I kind of embraced that possibility. I think Gamecheat's ai controlled Ghosts were driveable in some of his videos, which basically made them normal ghosts once you got in them. But if the option isn't left over, no harm no faul. I was thinking using normal equipment normally was similar to shooting a gun, and if people are using guns to spawn ai then why can't an equipment? So we're thinking alike there. Making it act like an oddball/bomb/flag and picking it back up are things I haven't really figured out in my head. Maybe the spawned turret made from using the equipment is actually an objective like an oddball or bomb. When you pick up the turret it disappears completely, you get a bomb from assault mode(could be believed to be a folded up turret from the future), and you get the equipment, when you deploy the equipment the bomb disappears, completing the cycle. So a turret that's an oddball but has ai. Yup. The furthest this'll probably go is a one-time-use equipment that spawns a turret like the normal auto-turret equipment. Edit: Scratch the whole equipment thing. Maybe just have it be an assault bomb that has a firing mechanic when held, which makes it disappear from your hands as though you planted it, while simultaneously spawning the turret. From there idk, maybe the turret could be picked up like a bomb, despawning it and giving you a bomb, completing the cycle. Edit: Also I'd like to add that you MIGHT be able to "remove" parts of weapons by making the part of the bitmap for those parts transparent which will let you see into the inside of the model, from there you could MAYBE add a child inside of the model to cover the bitmap hole up, effectively making the model look like it doesn't have a certain thing/mass on it. Goodluck with your creative process!
  10. Support

    Ah! The man himself! Thank you for replying. I will try that tomorrow morning after I get rid of the pesky intro sequence. 100_citadel also has a short animation of the player jumping out of the pelican following the cutscene, I'll try to remove that as well.
  11. General

    Cool stuff. Plasma launcher made me laugh. But give that pistol a scope! You could swap bitmaps as well as inject custom ones to make the guns look different, like a reskin. From what I've read, the most you could do right now for models is parent/child relationships to add things onto the model. And some things can have their nodes modified to bend in different shapes but I don't know if that's a thing for solid objects like guns. I haven't done any of this stuff yet but I'll see what I can get away with. An idea I have is a redeployable machine gun turret that acts as a auto turret until you take control of it. Pick it up like flag/oddball(or via detaching is acceptable), then deploy it like equipment. I want to see if I can tack a random piece of techy looking stuff, like a warthog antenna or radio box, onto the turret to make it look like it has a computer on it and to look different from the normal turrets.
  12. Support

    Update: I can't seem to find anything on this topic. (Btw, hi! I've been gone a while.) Can anyone give me any hints or pointers on how to change which BSP you start out on in a campaign? On 100_citadel I want to spawn on the map's bsp_040 at the start instead of its bsp_010. Kinda like this: (it's bsp_040, and the dl link is dead) but while staying in the same .map file (and staying in campaign mode). I resorted to trying to reverse engineer Zedd's BSP injection tutorial, but attempting to load the end result resulted in being booted back to the campaign menu. Which was a step up from the black screens of the previous attempts. Here's what I did if you want a break down: There are just so many variables and I'm not even sure if I'm headed in the right direction with this. It'd be funny if it's just one block that I'd have to change to make the player spawn on the desired bsp at set coordinates. The end-goal of this project is to make something that plays somewhat like firefight, and I've chosen that BSP for that project (and also because citadel has the most stuff), so pointers and stuff there would be appreciated as well. I know it'll be a while before I get to the end goal though. I'm going to go back to Halo CE/2, as Akarias recommended, to get gud at scripting. I'll update as results change. Thanks.
  13. Thank you for posting this, I've been searching up, down, and all around this site for help with scripts. Mainly, specifically for removing things, like the cutscenes and animations that are forced at the start of 100_citadel (H3).