Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to Xbox Chaos: Modding Evolved

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Lord Zedd

Administrators
  • Content count

    1,517
  • Joined

  • Last visited

About Lord Zedd

  • Rank
    Wʜᴇʀᴇ'ʀᴇ Yᴏᴜ Hɪᴅɪɴɢ?

Profile Information

  • Gender
    Male
  • Location
    Michigan

Recent Profile Visitors

13,023 profile views
  1. .MAP

    Needed for AI, but not needed for getting the bsp to load in multiplayer, which was the point of that tutorial. These things happen when someone cares enough to look into something, which since sync problems are a thing, not I or anybody else looked into bringing the extra AI stuff with a BSP.
  2. same as the game normally does in theater, just higher numbers and access to the raw image
  3. personal research into the ingame screenshot setup.
  4. Depends. Map-based globals will only affect scripts. But engine globals can affect the actual code so that it can save/sync to the gamestate. For engine globals, like script opcodes, you don't get names unless maps use them. Also to post something for the thread here is chief inheriting a cutscene animation, which is actually easier to accomplish than batch changing graph index values like you have to do for not-cutscenes.
  5. nah it is null
  6. Support

    Haven't tested to be certain but it should be possible through just the "Scenario Zoneset Groups" block alone by copying the values from the zoneset that uses the bsps you want. Beware of intro cutscenes that may have their own zoneset which gets switched out afterward.
  7. General

    The functions they run don't exist and instead point to "do nothing" functions. Anything there would have to be remade from scratch. Kornman made the original script xmls so I don't know exactly how he gauged the "null" option in them but I assume he just kept a list and any repeat function pointers were deemed useless.
  8. Applying an old patchdat wouldn't harm anything, but creating a new patchdat from a map with tag injection might cause problems. In which case applying said patchdat would only change the 16mb contained in the original map, but not apply the 100+ mb of injected tags/resources to go with it, corrupting the map.
  9. Not sure what all patchdat supports but asmp is the way to go these days. I'm pretty sure if you try applying the patchdat you made to a fresh map you'll just get a corrupted map.
  10. Only dev kernels like RGLoader or a real devkit can properly snap Halo 3 (and certain other games I think).
  11. Support

    The elite biped, attachments block and match the spartans entry for the effect. Though you'll need to duplicate the flaming ninja effect so you can change the marker inside to head without affecting the spartan version. Alternatively you could use your original assumption and give the elite model a "flaming_ninja" marker that copies the values of the head marker, then you don't have to duplicate the effect, only add the entry to biped attachments.
  12. Support

    If you aren't tying it to any specific armor, you could get away with attaching to the existing "head" marker.
  13. zedd, How to force% run halo 5 forge.exe without launcher

  14. I think this is one of the only sites still around for updates: http://xboxunity.net/
  15. General

    You have to navigate the Script Expressions block in scnr and change scripts that way. debug/cheat scripts are dummied out and do nothing.