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L337H4X0RZZ

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About L337H4X0RZZ

  • Rank
    Your new dad
  • Birthday 08/06/1998

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    Male
  • Location
    United Kingdom

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331 profile views
  1. For a little while now, I've been doing some work on a tag set that I might use in custom maps for Halo 3. Right now I've hit a brick wall with custom bitmap injection but that's probably my own fault since it's not corrupted, it's just EXACTLY THE SAME AS BEFORE. Anyways, to lighten my mood, here are some highlights of the things I've been up to. This will be added to when my neighbour decides he wants to return my RGH. First off, a lovely screenshot of Assembly! Cross game injection is a pain in the a** and I hate it when it goes wrong, or takes as long as this did. I spent HOURS manually editing each node for the NMPD Officer's HLMT, which still didn't work afterwards! I'll fix it when I have the patience for it, it's probably not the nodes but something else that I'm just completely missing. Next up, we have two videos to brighten your day! This is where the majority of the work has been going, I'm very adamant on creating a massive load of weapons, some are original ideas, some draw ideas from CMT's SPV3 and TSCE mods, and others are made to be reminiscent of other Halo games. Or in the case of the suppressed SMG, just straight up injected in from ODST. The first video is of an earlier, not as well working set of weapons. I stupidly thought that I could achieve a Brute Plasma Pistol like that seen in SPV3 by just duping the Shotgun, swapping the models and the projectiles. The idea was that it would hopefully spray out Plasma Pistol projectiles in the same way the Shotgun does with it's projectiles. I was so wrong. As well as this, the Auto Carbine wasn't actually auto yet and to top it all off, my Plasma Launcher wasn't launching anything. Just, kind of dropping everything instead. The second video is one that I showcased in a thread I made asking for ideas for custom weapons, where someone gave me the idea of a deployable human auto turret. If my mind serves me correctly, the idea would have been reminiscent of the deployable machine gun turret in the COD games, BO2 comes straight to mind. I thought it was an interesting idea but I got tied up making a personal mod to have fun with on my birthday, so I've not done any research into getting that working as such yet. The video shows off the Halo CE Magnum, Silenced SMG, Plasma Launcher, Auto Carbine, DMR, Crowbar, Halo CE Assault Rifle and the Auto Battle Rifle. Also a few different screen effects, which are nice. I'm planning on doing a few more of them, they're super easy to do and I like it. That'll be it for now. I'll update this when I've done more stuff. Thanks for reading - L337H4X0RZZ
  2. Halo 3 90 FOV Campaign Patches

    Version 1.0.0

    32 downloads

    If you don't know what Field of View is don't download this. These patches change the Camera Field of View to 90 instead of the original 70 for all playable characters on all playable levels of the game. Note that this may cause clipping issues with some weapons as the animations were designed for a 70 degree FOV, not 90. This is a simple mod that anyone could have done and released but I haven’t seen it done as of yet, so I decided that I would do it. Hopefully this will make the campaign experience somewhat more enjoyable for those who still play. Instructions on installation: Download the patch for your selected level. Open the patch with assembly and select the .map that corresponds with your selected patch. Apply the patch and enjoy! [Edit] Because XboxChaos keeps messing up my screenshots, click here, here and here for non potato quality versions of the same screenshots.
  3. View File Halo 3 90 FOV Campaign Patches If you don't know what Field of View is don't download this. These patches change the Camera Field of View to 90 instead of the original 70 for all playable characters on all playable levels of the game. Note that this may cause clipping issues with some weapons as the animations were designed for a 70 degree FOV, not 90. This is a simple mod that anyone could have done and released but I haven’t seen it done as of yet, so I decided that I would do it. Hopefully this will make the campaign experience somewhat more enjoyable for those who still play. Instructions on installation: Download the patch for your selected level. Open the patch with assembly and select the .map that corresponds with your selected patch. Apply the patch and enjoy! Submitter L337H4X0RZZ Submitted 07/13/2017 Category .MAP Mods  
  4. .MAP

    I spent a good half hour bumping into things, walking all over, driving all over and flying all over in 0.3. There were no areas that caused soft locks at all, even walking around outside of the map was fine in all areas. I did find a few miscellaneous things that you may or may not be aware of that should be easily fixable and that aren't game breaking. You can find these screenshotted with descriptions in the spoiler below. Also, the link to 0.4 is just text that says [Link]. Other than that, everything seems to be dandy.
  5. General

    I forgot to show but the pistol does in fact have a scope. I'm aware of texture editing and such, though that'll probably only be applied to things like the Brute PP, Auto Carbine and so on and not until much, much later on when everything is all balanced and stuff. You've intrigued me with your mention of adding parent/child relationships to models, even though I'm not sure how to do it I think that might be the way forward and then from there, editing the nodes to make it fit a bit better. I've seen some amazing stuff with custom weapons in the "Official Screenshots/Videos of your mods" section, especially from Stu Pickles. As for your idea, I like it. I have a few ideas of different ways to implement it. One idea is having the equipment spawn a turret which is controlled by AI, though I don't know for sure if it would cause problems when you go back to controlling it again. Still, I'm definitely going to try it out!
  6. .MAP

    I'll happily be a part of testing this for you when it's finished uploading. Do you know of any possible bugs that I or others may run into so we don't end up telling you about stuff you already know and wasting your time?
  7. General

    Hello all. I’ve spent the past week on and off testing out new weapon concepts for use in future Halo 3 map mods. What I have working so far is as follows: Below, you may find a demonstration video of the weapon concepts. (Also, there’s a couple of other things thrown in the video as well not weapon related) I also have ideas for other weapons: As I complete more stuff, I’ll be updating this. I also would love to hear some ideas that yous have for weapons, as my creativity and I have hit a brick wall. Also, if anyone could point me in the right direction of how to edit the models of weapons to look different, that would be very much appreciated. Thank you all for taking the time to read this. - L337H4X0RZZ
  8. View File Campaign in Halo 3 Mythic - Mainmenu.map mod Halo 3's Mythic Disk, included in the retail version of ODST, removed the campaign lobby from the mainmenu but kept the maps for theater use. This mod fixes that. Apply the patch to your original mainmenu.map with Assembly and enjoy! Submitter L337H4X0RZZ Submitted 06/21/2017 Category .MAP Mods  
  9. Version 1.0.0

    15 downloads

    Halo 3's Mythic Disk removed the Campaign lobby from the main menu as it was a multiplayer only release of Halo 3 which came bundled with ODST. This Main Menu modification will add back the campaign lobby for those who want it, though please make sure you have the ESSENTIAL files from Halo 3 in order for this to work. Requirements: Halo 3 Mythic Multiplayer Version Modified default.xex Instructions for use: 1: Obtain a clean mainmenu.map from Halo 3 Mythic 2: Patch the clean mainmenu.map with the provided patch 3: Add your now patched mainmenu.map to the maps folder in your Halo 3 Mythic 4: Make sure you have all the files listed below in their proper directories 5: Start your game and enjoy! ESSENTIAL FILES FOR THIS TO WORK: Make sure you have the following files in your "info" directory: [Optional, but you probably want it] Make sure "credits_60.bik" is in your "bink" folder Author's Last Words: Please note that this isn't the final version. I plan on updating this soon with updated main menu text and HOPEFULLY campaign scoring and skulls working. I will also release a version with the blue filter effect for those who like it ol' skool. Thank you for taking the time to read this and I hope you enjoy. - L337H4X0RZZ
  10. Hello all. I would like to apologise for any confusion this caused/causes. This mod doesn't add the campaign maps into Halo 3 Mythic, you will need to obtain the maps from Halo 3 to use this mod. Why make it then? Because I just did, okay? Anyways, the mod is now ready for release! You may download it here Note: You will need a modded .xex for this, which Lord Zedd has already graciously provided a patch for that you can find here. Thanks to Xerax for their original "How to edit the mainmenu" tutorial which got me very, very lost but did help me have a general idea of what I was looking for when it came to mainmenu stuff. Also please keep in mind that this is the first version, the next (whenever it comes out) will have Campaign scoring and Skulls added back in. [Update 04 July 2017]: I can make no promises of campaign scoring and skulls making a return in the next version. The next version WILL not build off of this one as it was never really intended for a public release and releasing it was a last minute thought. I'd removed useless features that don't appeal to me in the slightest and that I never use, however I do recognise that some people would in fact use such features. Please open the spoiler below for details on a future release of this mod. [Update 07 July 2017]: I can make such promises. Campaign scoring and skulls do work and I just assumed they didn't because the "<_x_button/> Edit Campaign Options" string doesn't display. Either I will make it display properly or I'll do it in a hacky way, though it's not a main concern of mine right now. I'm learning a lot off this one mod. The way I'm developing this right now is all of my test changes are being done on a version based off of the previous release and when I've tested everything, I'll be making all the changes to a clean copy of mainmenu.map. This means that the control options that I cut will be restored without me doing JS, though I will remove LIVE features. Plus it means that anything that didn't work and all the hacky stuff for testing won't be in the next release so the finished release will be a smaller size than what I'm currently working with. Also I'm pretty sure I know how to add MC and Arbiter into the Campaign lobby background. If I do I'm thinking of adding 2 elites with them too because why not? Some string changes are done, Subtitle toggling is back, I'm also removing unneeded strings left over from the alpha and beta versions of the game, if removing LIVE strings doesn't cause any problems (which it shouldn't) I'll remove those as well. Pretty sure that's it for this update. Thank you all for taking the time to read this. P.S: What to expect when you DON'T have the campaign maps...
  11. Good day. I'm having a recurring problem that hasn't happened to me before until now. This happens in both Halo 3 and Halo Reach, hence why I've put this in General Halo Discussion. Modded maps, some of which were assembly patches, some of which I had downloaded from BD (I'm not sure if I'm actually allowed to mention the actual website on here, so I've abbreviated it.) are displaying the "This disk is unreadable" error. My contpatch is finally turned off (not related but it'll be in a spoiler for those interested what I mean by finally) and it seems pretty random. Out of the maybe 8-10 maps I put onto my console yesterday, Only 3 actually work. I'd seen a post by Lord Zedd on the issue which mentioned that it is caused by the map ID not matching the one in scnr in the map file, though from the one's I've checked, they match perfectly. I hope that someone can maybe share some insight as to what could be causing the problem. Thank you for taking the time to read this.
  12. Support

    Originally, I had put the spawn in the first bsp of Tsavo Highway. Following your instructions, I have placed a spawn in each of the BSPs which now presents me with the Black Screen Error. I've removed literally everything from the Scenery Palette bar the spawn point and still nothing. It's quite annoying, I was hoping after the spawns were fixed that would be the end of the problems.
  13. Support

    I'm not sure on how to do that, other than open a bsp in Adjutant and put in the coordinates where I want the respawn point. In the tutorial, Lehvak said to "check either all or the first three sets in "Allowed Zonesets" "after he mentioned the coordinates for the spawns. I've tried both checking all and only the first 3, which ended up with the same result as the screenshot above. I must be completely overlooking something here.
  14. Support

    So following the Map Conversion tutorial I've managed to get Tsavo Highway loading up in Multplayer. Unfortunately, the spawn isn't working and I'm left with this: I'm relatively sure that I did everything correctly, though it's the first time I've done it so I wouldn't be surprised if I've made a mistake. In case I have, there are some links to screenshots of what I have done below: Screenshot 1 <- In this one it says 49 on Palette Index, I don't know if it's 48 or 49 but I have tried both. Maybe it's neither and I'm dumb. Screenshot 2 Any help on this would be appreciated, thank you for reading.