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Found 399 results

  1. Version 1.0.0

    39 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
  2. Working on this the past few months has taught me a lot on how halo 3 script expressions work. This mod includes every hidden cinematic, and many restored animations. Every single cutscene the player could not move around is included. Each campaign map will skip straight to the zoneset with cutscenes and teleport the player straight through each mission. I added enough for up to two players at once to properly play in co-op if needed. Hud and first person models removed for best experience. Characters on a screen are now brought into the room. All annoying cortana scenes are also brought to the player without annoying screen effects. Thanks to akarias and zedd for some help on some of this. Enjoy. http://www.mediafire.com/folder/aaaa6slnh8qe6/Halo_3_Playable_Cutscenes Hidden cutscenes and animations restored
  3. .MAP

    You guys sick and tired of that blue tint to the halo 3 mainmenu? well this is the mod for you! it just removes that blue tint and it makes a great alternative menu check it out yourself! sorry for the shitty quality I took them off my phone https://mega.nz/#!kTAUBK5Z!Ql4fDbAgFzknKCgNTJl_v82W00hNiRjcI6bhNu4qDJ4
  4. .MAP

    Its a simple tweak that replaces brutes with blue elites, the spiker had been changed to a plasma rifle and the brute shot has been converted to a covenant carbine have fun! https://mega.nz/#!FfQAkbSJ!e6w65HP2QbVf1wu4WXaw35dgWhjFxWJbc-oC__pmH-U
  5. I know the modding community is dead and all but I'm just throwing it out there so other people can enjoy, this is a simple swap that lets you play as odst third person and gets rid of the brutes and replaces them with elites, I enjoy fighting elites rather than brutes, I have many maps like this I am willing to upload make sure you have modded xex obviously haha. https://mega.nz/#!YD4wQKgC!kQvm0ffosMPaMYWPWNqxIcGbKjpgu8oOUcSS1MYRueI
  6. .MAP

    self explanatory. patches to m30.map. It can lag when there gets to be a bunch of gutas, which is why I left some jackals in there. http://www.mediafire.com/folder/lbvmqzyre98ua/m30_gutas
  7. .MAP

    MAJOR EDIT: I updated grasstrap last month which was going to be with the xboxchaos map pack but is not. and link goes here -> http://www.mediafire.com/?ybbv3mx68wqlbsf Please someone record some gameplay for me cause I can't get a cap card yet Description of the mods is in the patch and please give me feedback,advice,tips anything you guys can think of Reason why title says v1.0 is cause I may update some things. EDIT: This is the final version I modded more projectiles,effects and shaders.
  8. .MAP

    Needed Items: Xbox that can run unsigned/dev signed code - XDK/RGH/Jtag Single player map - Used for extracting needed tags Resource files: - Mainmenu.map - Campaign.map - Shared.map Invisibles turned on in Assembly This can be done in Halo 3, but due to the engine differences somethings maybe a bit different. But, if you can figure this out in Halo Reach it wont be hard for you to figure it out in Halo 3. Step 1) Setting up resource files in Assembly Step 2) Needed tags *If you did a conversion map (single player to multiplayer) or campaign in general there is obviously no need to inject a [char], unless that [char] doesn't existence on the map (if you need to extract a [char] because it doesn't existence you can save space if you go through the [char] tag and all it's tagrefs and null weaps/vehis that aren't in your map. When you are complete and go to see your AI in game, and the AI aren't there in game or because you freeze this is probably because that zoneset hasn't been loaded yet. To fix this, you'll need to load designer zonesets you can look HERE on how to do that (recommend just loading them all)* If you are doing this in a Multiplayer map, you'll need to extract the tag. Go to [char] in a single player map, locate the [char] you want and right click on the tag and hit "Extract With Raw" allow Assembly to extract. Again, you can save space if you go through the tags and all it's tagrefs and null weaps/vehis that aren't in your map. Open your target map and inject the tag if needed. Allow Assembly to inject. Step 3) Setting up a Basic Squad This tutorial is only showing you single location squads, if you spend more time in the squads you can figure out more things. This is just a basic squad setup to get you started. I'll be using forge_world so my squads block isn't expanded. If you have a campaign map just add a new chunk to the block using the tag reallocater (the plus sign next to the block). You can do some fun stuff with this. First go to [scnr] in your target map and do a search for "Squads" once you found it use the tag reallocater to expand the "Squads" block. You'll see "Name" you can give this any name as it is a ascii. Make sure the Flag "Initially Placed" is checked. Now make: "Parent Squad Group" - (-1) "Objective Index" - (-1) (in a campaign map looking at the "AI Objectives" block you pick which index you want your AI to be assigned to. (-1) just means they wont follow any) "Objective Role Index" - (-1) (in a campaign map looking at the sub-block of "AI Objectives" known as the "Role" block you pick which index you want your AI to be assigned to. (-1) just means they wont follow any) "Editor Folder Index" - (Don't think this maters too much, but if it does, increment by one until you get your squad to spawn. (-1) works for most maps) Save. --------------------------------------------------------------------------------------------------------------------- Expand "Single Locations" or if you're feeling crazy you can Expand "Group Locations" You can use any StringID for its name Use Adjutant to get x,y,z positions Now make: Reference frame - (-1) Save. "Character Type" - this pulls from the "Character Palette" index, so do a search for "Character Palette" and expand it than add your [char] to this list, and go back to "Character Type" in "Squads" and give this your characters palette index. This is the same concept for the following: "Initial Primary/Secondary Weapon" - look at the "Weapon Palette" and grab a weapons index that you want your AI to spawn with (-1 for no weapon). "Initial Equipment" - look at the "Equipment Palette" and grab the equipment's index that you want your AI to spawn with (-1 for no equipment). "Vehicle" - look at the "Vehicle Palette" and grab the vehicles index that you want your AI to spawn in (-1 for no vehicle) give a specific seat type using the drop box under it. Use "Vehicle Variant" to select which variant of vehicle you want. Look in the [hlmt] of the [vehi] to see the different variants and there corresponding StringIDs, place the String of the variant you want in "Vehicle Variant". "Grenade Type" - Use drop box to select which type of grenade your AI use. "Emitter Vehicle/Giant/Biped" - (-1) "Command Script Index" - (-1) Second to last "unknown" - (-1) --------------------------------------------------------------------------------------------------------------------- Expand "Squad A" You can use any StringID for its name "Count" - How many of that specific AI you want (spawns at same coordinates, add another single location to have another ai spawn at different coordinates) again you'll see vehicle "Vehicle" - look at the "Vehicle Palette" and grab the vehicles index that you want your AI to spawn in (-1 for no vehicle) give a specific seat type using the drop box under it. Use "Vehicle Variant" to select which variant of vehicle you want. Look in the [hlmt] of the [vehi] to see the different variants and there corresponding StringIDs, place the String of the variant you want in "Vehicle Variant". "Command Script Index" - (-1) Give the "Unknown" that is a string any string or I recommend the string "none". Second "Unknown" under the "Unknown" that is a string - (-1) Save. Edit - 3, July, 2016 Fixing Grammatical issues and format issues
  9. .MAP

    Doesn't take nearly as long as sounds do, promise. Again, turns out the SDK handles the file conversions. Update 3: New tool, new info Update 2: Oops rawpage no worky for this right now. Update 1: Added new version of Injection Helper, added tutorial for converting an adj bin with unbundler Gonna need some things: Assembly, https://github.com/XboxChaos/Assembly/releases/tag/downloaderXbox 360 SDK installation, specifically, bundler.exe and unbundler.exe found in "\Program Files\Microsoft Xbox 360 SDK\bin\win32". (No links)Adjutant https://mega.co.nz/#!dwlyiS6Q!WCYcmLZE3d1tUNFJj5z8ktmMiZ3HU2EJpAYfzGVRs4QEasy Bitmap Injection tool http://www.xboxchaos.com/files/file/175-easy-bitmap-injection/An image editor that can open/save as .TGA (Photoshop works but costs money)Hex Editor (I use Hex Workshop, but any should do)(Manual Only) MapExpand that supports raw (blamite edition) http://www.mediafire.com/download/7r7xl8tufp5bo9x/mapexpand_10-20-14.rar (This particular link is the latest version that doesn't require that extra verbose option)(Manual Only) OrangeMohawk's convenient Raw Page Hash Checker Tool http://www.xboxchaos.com/topic/4445-raw-page-hash-checker/ 1. Deciding Your Bitmap As is common in all these injection tutorials, you need to know what you want. While you should be able to replace an existing bitmap without Either way you will be using an existing bitmap as a base to duplicate off of, but are you modifying something existing or plan on making something all new? This will also help you choose your base. With a modification, you are obviously going to want to use what you plan on editing. But for something new, it would be wise to find a bitmap that is applied similarly (UI bitmap if going for UI, HUD for HUD, etc) so the format doesn't need to be changed. This tutorial will use modification but with a modified (upscaled) resolution to demonstrate what you'd do for a "new" image. 2. Tool Preparation Extract the EasyBitmapInjection folder to your desktop and copy bundler.exe to EasyBitmapInjection's directory. Extract the contents of "bitm Plugins.zip" to your Assembly directory and overwrite. 3. Map Preparation Make a copy of the map you want (backups, yo) and open it in Assembly. Navigate to your base bitm and Right Click>Extract it using "Extract... (Without Raw)". Extracting without raw will save some space in your map. But before you reinject, you need to open up the tagc in a hex editor and modify the tag's name so it will inject. Nothing fancy, just swap a letter out for now. To find it, do a text search (or just take a look, since the tagc should be pretty small) for "bitm" then the full name. So for me editing the Foundry signs, I need to find "bitmobjects\levels\dlc\warehouse\bitmaps\fence_sign_red" Just going to replace the "o" in "objects" to an "x". That will serve the added function of it sorting at the end of the tag tree for easy access. Once done save it and inject the tagc back and open the new bitm for later. 4. Bitmap Preparation While not necessary, it is highly recommended that you use the original image as a base. And in most cases Adjutant will provide that for you, here's how: Open the map with the bitmap you wish to modify in Adjutant and bring it up. Note down the format and then Right Click>Export This Image. Save it as .BIN and again as DDS. Open the .DDS file in your image editor and give it a look over, does it look like it does in Adjutant? Is the alpha channel intact? If the resolution isn't "normal" (not 64/128/256/etc) your DDS may be the wrong size, but a crop/canvas resize down to the correct resolution will work if everything else is fine (anchor the upper left corner). If there is a major issue with the DDS you will need to convert that .bin you also extracted. But since that requires the tool let's get that mostly filled out first. If the DDS is good feel free to edit and save as .tga, if not make sure the size is still right and save as .tga anyway so it can be used as a dummy for bin conversion. 5. Tool Usage A With the injected bitm still open in Assembly you need to check 4 things; the "Is Tiled" flag, the format, the mipmap count, and the zone Asset Index at the bottom. Open EasyBitmapInjection and get ready to start filling things in as such: If "Is Tiled" is checked, leave the first Format dropdown alone, if unchecked, change it to "Linear" Set the second Format dropdown to match the Format value in Assembly. If you have to convert a .bin from Adjutant, just write down the mipmap count for now and keep it at 0/1 in the tool. Lastly, enter the Zone Asset Index for the bitmap data. Close the map in Assembly. Current Notes: For formats like DXT*a_mono use DXT*a, the only difference is that they may use a single channel or something. If you having to convert a .bin it was probably one of these formats. 6 Manual Bitmap Conversion This can be skipped if your DDS worked fine. In the tool, tick "Keep XPR" but NOT "Inject Into Map" and run the tool, which will ask for your .tga. What we are doing here is creating a dummy file that we can put the bin file into. Go ahead and delete the "convertedBitmap.bin", "convertedBitmap_mipmaps.bin" and CustomImageNoMip.xpr" files that got made Open CustomImage.xpr in a hex editor as well as the Adjutant .bin. Look at x4 in the file and ensure the 4 bytes after are equal to the size of the .bin. It should be. Now go to offset x80C, hold shift, then press the End key on your keyboard. This will select everything past the offset. Delete the selection. Switch to the .bin and do select all then copy. Switch back to the XPR file and paste at the end. Save and close the Hex Editor. Now make sure unbundler.exe is in the same location as your XPR, then right click>Open Command Window Here somewhere. Enter the following: unbundler customimage.xprThen hit enter. This will spit out a couple files, but among them will be InitialImage.tga. That is your image so go ahead and open it in your image editor. This should be a perfect file so edit as you will and save as a new .tga (or the same, whatever) when done. 7. Tool Usage B If you had to convert the .bin, you will need to remove any extra non dll or exe files from the directory to continue. The tool should still be open so uncheck "Keep XPR" if needed. Enter the Mipmap count Select your map that you reinjected the bitm tag to and once again check the Asset Index one more time. Run the tool and give it your .tga. If you have been following along it should tell you when everything is done with no problems. The process shouldn't take very long. 8. Applying The Bitmap So open your map back up in Assembly and go to your bitm tag. If you made any modifications to width/height or mipmaps, update them here and save, Now open whatever shader or relevant tag that you wish to use your bitmap in, then swap it and save. Congratulations You Did The Thing! Copy the map over and (hopefully) enjoy Below is that manual later-half of the original tutorial. At this point it probably isn't very coherent and I don't really care to fix it but here it is:
  10. I made an alternate version of Mombasa streets and the night firefight maps. It includes the Battle Rifle, SMG and Magnum injected from Halo 3, complete with their firing sounds to make them as Halo 3 as possible. The weapons are obtainable via weapon cache's and the racks at the start of firefight. In firefight, it is possible to play as an elite by selecting Dare as your player character. The elites colour is based off your selection in the appearence editor too. Dual wielding works with the elite too. Oh and the elite has a light to replace VISR. Thanks Zedd, Gamecheat and Lehvak for the tips on getting things to work Images ----------- https://imgur.com/a/TxQq0 Download (campaign only) ----------- https://mega.nz/#!6IJRWATb!W8Do4OoHAqCY5Zdf5g07OOQ-ZPAW1M6Qt29QX_2R3ag Download (firefight only) *Recommended ----------- https://mega.nz/#!eRo0zaba!4xkb1_VZSI9IzTheaNq7WoHMh0NxlSbQptm9H48OuRQ Finally got to separating the maps from campaign (ty Zedd) so the firefight only download is the more feature packed one, it comes with a halo3.campaign file which may not work (it doesn't confirmed) but if you want to edit your own one, add 8956 to the next free box in the campaign file. The campaign only download is so you can play campaign with the weapons BUT they are downgraded to fit the file size so the map doesn't crash. Scroll to the very bottom of the firefight maps list in the main menu to see the maps names "Crater (mod)" and "Rally (mod)" THINGS I ADDED: - Actual shield bar for the Elite that depletes and regens, the color of the bar still indicates health. - Got rid of the crap red damage effect when taking fire. -The color for the HUD is now the elite blue/green from H3 (for both ODST and Elite) Now the turret anim still hasn't been fixed because that's pretty much the only vehicle that's in those maps and cbf doing it just for that.
  11. id appreciate the help
  12. You WILL NEED to add 3210 to your Halo3.campaign file. I also highly recommend using my modded xex. The mod will still work with a normal modded xex, but mine will enable modified object spawning sizes, which some of the ai/vehicles use is the whole point of this mod. My xex is using TU1 so im not sure if it works with other TU or not. http://www.mediafire.com/folder/gog0wj1tf4ow3/FighttheGods full picture album https://imgur.com/a/HwUmu Think you can fight the gods? There are four diffferent rounds, one after the other after each die, then a final round. This map has lots of scripts, in fact just about everything is scripted, the ai, everything they do, a garbage collection script to keep the map going without lag, scripted working elevator, scripted giant moving doors for the bonus round, pelican weapon capsules constantly scripted to drop from the sky for replenished ammo, friendly ai will constantly respawn when low on numbers, music is scripted to switch for the bonus round, etc. Also, some edited projectiles, a some extra weapon capsules way out there, if you dare enough to go get them, edited effects, the scarabs will chase humans all around the map. First there will be two giant stalker brutes with red loud laser beams from their heads, then giant hunters, then scarabs, then giant brute chieftains with hammers, then the bonus round with everybody at once. Also imported the same scripts from the trench funrun mod, select+switch grenades for switching 50% and 100% gravity, and select+melee for toggling invincible players. thanks to gamecheat13 for the base map I worked from, and also lord zedd for various tutorials n stuff. I threw in my scripting notes to the folder as well if anyone is interested in understanding the scripts. It's a serious mess in there, it's not elegant at all, it just works, just for research/examples or whatever.
  13. You WILL NEED to add 3200 to your Halo3.campaign file. I also highly recommend using my modded xex. The mod will still work with a normal modded xex, but mine will enable modified object spawning sizes, which some of the ai/vehicles use. My xex is using TU1 so im not sure if it works with other TU or not. http://www.mediafire.com/folder/wh4jap3vpuh4q/120_halo_trench_funrun full picture album https://imgur.com/a/nBYdm So basically this is the warthog trench run campaign map. But now, there is a lot more to do. There are around 20+ different vehicles to choose from, along with optional marines to load into your vehicles (they are blind and have rockets LOL). Edited cutscenes, a whole bunch of driveable bipd, many edited/added/increased ai battles, scripts such as button combos for invincibility toggle, and 100% or 50% gravity toggle, marines will never fall out of their seats when flipped, dodging kamikaze plasma grenade grunts, a nuke gun, giant hunters, there will be no ending cut scene, instead you can jump straight inside of the frigate and play around inside, and much more stuff. In fact so much stuff, I can't even add another chunk of data with the game freezing. Also, the marines can be a real pain sometimes to get in vehicles, you just have to keep honking and get their lazy ass up there. Also in order to use the elephant correctly you have to go through the walls at the islands just like gamecheat13 did in his video. some of this stuff was imported/edited from gamecheat13 and lord zedd, so thankyou to those two for some of their mods. also, select+switch grenades switches 50% and 100% gavity, and a secret combo select+melee for invicible players (useful when the marines keep killing you with rockets) other extra videos https://www.youtube.com/watch?v=4_kQxfOZaoI https://www.youtube.com/watch?v=zIVotrIHPsM https://www.youtube.com/watch?v=5gSuP92iDHU https://www.youtube.com/watch?v=3Wm65teWsNE
  14. Pretty straight forward, jump to the map's script expression data in a hex editor and copy and paste the required expressions into a new map. Be sure to take the string table over too in case it is needed, or you want to be able to read the script in assembly's decompiler. (In most cases, strings are not actually needed at all. But do them anyway for the sake of it.) To find the file offset for the expressions you need, find the expressions related to your target script. (Bungie tends to place the starting expression at the end of the relevant data, so be sure to make your way back up so you don't copy any bogus or unwanted expressions. WE WILL NOT BE MERGING SCRIPTS MANUALLY, THAT SHIT IS TEDIOUS AF BRUV. (Fixing indexes is horrible, its the only thing BH can do that is useful. pls) Go check out my blog post here if you want some scripts to try out, or even merge. I'll use shrine.map in the following example and we will copy the auto turret setup script to another map: Copy the file offset Ctrl+G = Hey look, its our expressions and also the very end of the string table! (Expressions in Halo 3 have a hex length of 18 and 24 as decimal.) Okay cool, we found our expressions. Lets find the end of our relevant expressions so we can paste them into our target map: We do the same as before, find our last expression in assembly, view value as etc. Neato, lasts our last expression. (Confusingly it actually throws us to index number 4 then continues the script, go figure) We have our beginning and an end, so select it all and save it to a txt file for later. (Noice meme) Data Scroll up a bit above the script expressions and you will see the end of the string table, copy everything up to BA and save it. Not having these in our new map will mean assembly wont be able to show you the script, missing bits etc. (Note: the script will still work without these, but some functions require the relevant string. EG: forced animation scripts) We got our scripts, lets goto our target map's expressions and strings, paste them in and setup our script entry. Matching starting indexes of our data... Expression index 4, lets paste our data in with ctrl+b to overwrite... Dope, hit ctrl+S to save. Ctrl+S.... Okay we are done with the hex editing, close your editor and jump into assembly and double check everything is hunky dory. Nice, lets finish up by adding our script entry as per the original map. Expanding our entries... (And dongs, oof) Script names don't matter unless the coincide with another script (EG: Command Scripts) And that's it, go check it out and make sure everything is as it should be. Now this is not very useful as of right now, but you could always be a cheeky sod and copy some example scripts from existing maps. Ill put a few up later on so you can have some fun without needing to spend the time writing the scripts yourself.
  15. I need to get motivated, so here is a guide to writing and editing scripts. Previously I upload a few terrible videos and tid bits on script editing before I had a proper grasp on it, now its like having a second language. The xbox modding community has slowed down a lot over the past few years and I don't think we will ever get a community as active as it was during 2010-2013-ish. But I've got some free time so hopefully this guide will make you want to poke around the halo scripting engine and make a few maps. Now ideally we need some proper tools to really speed up the process but as long as you adhere to some simple rules you will find that pumping out large scripts does not take a huge amount of time at all, well in comparison to wondering why everything is crashing and not working that is. I'll keep adding to this post with corrections and specifics as I discover them. If anyone else would like to chip in just post a reply and I'll quote it in the main post. Okay we will start but discussing the layout of a basic script and some of the quirks with assembly when it comes to previewing scripts. All of our work is done under SCNR in the SCRIPTS, SCRIPTS EXPRESSIONS blocks. If we need to preview all of our scripts, just click on the "Scripts" tab in assembly and it will do its best to show you a semi-accurate representation of what is actually going on with them. EG: Tsavo Highway, gutted of its scripts and replaced with my own. Here we can see a that there is a script that runs on startup and does nothing else, then we also have a command script. Command scripts are scripts that are ran on AI squads and allow you to do things such as giving orders to AI and other effects like controlling the speed of a vehicle being piloted by an AI. We will cover commands scripts in greater detail later, for now we will focus on general scripts. Open up that has the player_count script, it is in most maps but not all. I'd recommend a multiplayer map as they have far less script data and are easier to navigate. We are going to investigate this script and work out what it is actually made of in terms of script expressions. Something to also note here is that the assembly script decompiler is a bit quirky and that was you read in the decompiler is a lot of the time not the full story. A perfect example is the phantom_show_1 script in the example above, there is actually a begin expression there that is not show. This can be confusing when trying to find where you are in the expressions list as things do not match up visually. Overtime to you begin to remember OPCODES based on their numbers and tell when assembly is having a bit of a moment. Hold up cowboy time for a boring bit. Lets talk about these "expressions" I keep rambling on about. Expressions are the raw data that is read by the games scripting engine, its the reason why we cant just go and type nice big scripts and hit save/compile like we can in Halo CE. In HEK (Halo Editing Kit, for Halo CE) we can use sapien to compile our text based script into lovely expressions that are then stored in the .map file when compiled. The only current way of making our scripts is to manually create these expressions from scratch or by altering existing ones. Lets take a look at the player_count script and see what expressions it uses: <-- as per the decompiler First we find our desired script using the drop down box, then we follow its Root Expression Index. The "REI" is where the script begins, this first expression does a few things. It states what type of script it actually is, such as a startup script that does exactly what you think it does, it runs once when the map is start or a new round is started. It also states the return value of the script, see "Value Type" to find out. So in theory if we ran this script from within another script it would return the number of players within the game as a number, specifically a short. We could use this for say, making sure we spawn at least one vehicle per player for a race map or adjust the amount of AI that spawn. You get the idea. You can ignore salts for the most part, they just add more work for us if I'm honest but can also be useful for double checking you are in the right place. Its up to you if you want to use them. So we have found the start of the script, now here is where things can be bit confusing. Expression type does what it says on the tin, there are different types of expressions. Most of the time you will be only using two of them, they are: Expression Type 8 "GROUP" - States anything inside of it as a group, so a open parentheses and close parentheses. Value type will be the return type of that group, set as VOID if nothing is returned. Expression Type 9 "FUNCTION" - The meat and potatoes, this will actually do stuff! Uses OPCODE to set the function, I have yet to find a situation where values are used for functions at all. (Correct if wrong) It's important to understand these greatly, so please don't rush through all of this massive post then complain about stuff not working. Let's talk about Opcodes, it's short for operation code and is what we use to define a function when expression type 9 is used. You can find every single Opcode for the scripting engine in your H3_Scripting.xml. An important note is that opcodes are in decimal format inside assembly, you will need to convert them back to hex and vice-versa when looking through your opcodes xml file. Back to inspecting our script. Now something that will stand out is that the NEI for our very first expression is set to 65535? (FF) This is the first part where people stumble, when we use a expression type of 8 the NEI is actually the next line in the script, and instead the expression data is used to define the next expression on our line. Value 00 (LSB) is actually used to define the next expression on the line but ONLY when the value type is 8. So to find our next expression we follow Value 00 (LSB) to find the next expression on our line. If the script engine lands at 65535 it will run any expressions on that line as defined by Value 00 (LSB) and then it will end. The script is finished. The only time this is not correct is at the very start of a script, if you are using a begin you will need to set the second expression to function type 9 and then use NEI to point to the next type 8 expression. Confusing but you will see what I mean. Time for a double whammy, when you are looking a bungie made script in a campaign map the extra data at the bottom that you see is not strictly true at first glance. This is due to the way assembly reads this data as told to by our scnr.xml plugin. You have to right click view value as on Value 00 (LSB) in order to find the correct index to go to. If all else fails generally speaking a expression type of 8 will have is accompanying expression type of 9 right after it in chronological order. By the way as far as I can tell the extra 00 00 at the end of the expression 0x18 length is completely unused, it is normally set as invisible but I'd recommend editing your plugin so you can see it. Helps for getting offsets when copying scripts from one map to another. (Ill leave a link to my plugin at the bottom of this post. LAZY BOIS) Going back to op codes, when an expression has a type of 8 it doesn't necessarily need to have a opcode of any kind, but for the sake of making your expressions easier to read please make them the same as your follow up expression type 9 function opcodes as bungie's compiler seems to have done this (makes working out their scripts sooo much easier). So the above expression has an opcode of 0. Thats the opcode for "begin" so we can assume by default that the type 9 for the next expression has the same op code and thus this has gotta be the start of the script.(Again, useful for trawling through expressions and finding the start.) Please refer to a Halo CE or Halo 2 scripting guide for what this actually does, and yes its not required but just do it. Next is the "String Address", this value represents a decimal offset that the engine will look into the string table and in most cases is not needed. Even for functions that have quotes in them such as #cs_go_to "path/p0" 1# they don't actually rely on the string to work, instead they use the extra data from values 03 to 00. (In the case of cs_go_to it uses value 02 as the point set index and 00 as the point index.) I could change the string to anything and it would still do the same thing. The only time they really matter is on some specific functions such as #print "My string"#, the function will actually use the data from the string table in this case and ignore any extra values. This is on a function by function basis. So having strings is nice and all but does not really matter for most things you are doing, unless of course they are required. Don't waste time entering strings for every single freekin' expression, that's how people go insane. :v Okay with this all in mind, lets go back to looking at our player_count script and I'll show you the layout of the expressions in a more visual format: Fantastic, you can now navigate expressions according to the script itself and hopefully will be able to see any "invisible" expressions that assembly does not show. Let's have a go at writing our first expressions, the classic low-gravity script. Good stuff, you can now write a basic script. All you really need to do now is read some example scripts or the single player scripts for examples on how to write certain values and expressions. Below will be some examples of logic and detecting player input.
  16. Four different maps. The only enemies are kamikaze grunts. It will seem easy to kill them until one sneaks up right behind you and instantly blows you up. The night maps make the plasma grenades look even cooler. You will need to add 6145, 6115, 6105, and 5005 to halo3.campaign in order to see these maps http://www.mediafire.com/folder/n0gf7i8atxj72/kamikaze_grunts_h3odst
  17. .MAP

    I've spent around a month creating another .map mod. One day I realized something was missing, I hadn't modded Halo Reach yet! So, I am officially done with my Snow Slayer map project. This whole time, I think the hardest challenge for me was perseverance, and coming up with a map name xD. Today I just came up with the name and it was finally done. Here is some of the vehicles Now here is some of the space vehicles and scenery And what the Map Images will look like Here is a video on the map =============== DOWNLOAD Snow Slayer 1.0 =============== Or Link 2 If you have any questions, suggestions, or bug reports let me know. Credits XephyrCraft Lehvak MythicalRewards forerunner569 Krazy Pigeon and... the site tutorials.
  18. .MAP

    I was planning to update the file in the download section, but it seems that I can't use links when submitting a file anymore, and there is a file size limit of 8 MB. I'm pretty sure people don't want to download 13 split rar files, so here's the link: http://www.mediafire.com/file/p6i905s023jw4wl/mind_powers_new.rar Changelog: Fixed telekinesis grabbing Fixed UI Fixed network games Includes Arena forge variant General improvements Video: Note: There were some fixes done after the video was recorded. Credit to Gamecheat13 for testing and fixing for network games.
  19. First Discovered By - Doom. 1. ok first open your map in Alteration 2. Go to The MODE Tag 3. Find the Mongoose 4. Go Into The Meta Editor 5. Find NODES in the meta editor 6. ok now you are going to edit almot all the X,Y,Z Centers So here are the cords for each thing, make sure you are changing the X,Y,Z CENTERS Chunk: 0 Hull X = 0.05000141 Y = 9.100522E-08 Z = -0.3 Chunk: 1 cargo_shelf X = 255 Y = 255 Z = 255 Chunk: 2 ramp X = -0.3769776 Y = -0.1417286 Z = 1.918476E-07 Chunk: 3 steering X = -0.3729415 Y = -8.423182E-08 Z = -0.1794788 Chunk: 4 suspension_lb X = 0.2640099 Y = -0.2 Z = -0.22121 Chunk: 5 suspension_lf X = -0.07918856 Y = -0.2 Z = -0.2096452 Chunk: 6 suspension_rb X = 0.2640099 Y = 0.2 Z = -0.22121 Chunk: 7 suspension_rf X = -0.07918856 Y = 0.2 Z = -0.2096452 Chunk: 8 wheel_lb X = 0.3864515 Y = -0.49 Z = -0.14 Chunk: 9 universal_lf X = -0.2849999 Y = -0.38 Z = -0.1400001 Chunk: 10 wheel_rb X = 0.3864515 Y = 0.49 Z = -0.14 Chunk: 11 universal_rf X = -0.2849999 Y = 0.38 Z = -0.1400001 Chunk: 12 wheel_lf X = -0.2849985 Y = -0.49 Z = -0.14 Chunk: 13 wheel_rf X = -0.2849985 Y = 0.49 Z = -0.1400001
  20. .MAP

    File Name: Crayola File Submitter: xSkatex File Submitted: 25 Jun 2013 File Category: .MAP Mods Keep checking for updates, fun map with modded sbsp, weapons, effects, snd!, vehicles. The picture is slightly different from the actual map. This map in the picture was this mod but unfinished, I changed some shaders and now it's all good. Click here to download this file
  21. Alright, so every time i'm playing multiplayer with a friend on "The Pit", those pelicans always looked so tempting to fly! Well now you can! Whats New In Version 2? Added: Banshee, Phantom, Phantom, Green, Profit Chair, Prowler, Scorpion, Hornet, Scarab, Forklift, (Scenery) Forklift, (Drivable) Brute, AI, (With Spawner) Chair, File Cabinet, Monitor, Keyboard, Telephone Box, Telephone, Dead Bird, (And More I Couldn't Think Of At The Moment) Picures! Downloads: V2: http://www.mediafire.com/download/fgb6ga1mpi2xdgc/FlyablePelican_V2.zip V1: http://www.mediafire.com/download/1vy37e39j3rwivx/Flyable_Pelican.zip Scan of the "ReadMe!.bat": https://www.virustotal.com/en/file/b0290fb7ee9ddc63ec7b8d656b764822a6e3a73c30ad4d0267622cd4db352f1c/analysis/1429746691/ Also know I was inspired by: misterbanshee, to make another update! Enjoy!
  22. .MAP

    File Name: Better Pelican on Spire File Submitter: Lord Zedd File Submitted: 15 Mar 2012 File Updated: 29 May 2012 File Category: .MAP Mods Landing gears and cargo door are down/open with no driver, up/closed otherwise (no collision on closed door however)* All but 2 seats work (but you probably didn't know they even existed anyway) Gunner is first person. (try it out!)* Seat animations are the best Spire has to offer. Enter Pilot/Gun from the inside. (Left side is Gunner, Right is Pilot)* Falcon Menu in Forge: Block 1x1: Default Pelican with Turret Block 2x2: Default Pelican without Turret Block 3x3: Damaged Pelican with Turret Block 4x4: Damaged Pelican without Turret *Personal Touches that didn't normally exist for a Pelican. Click here to download this file
  23. Thought I'd drop this map, I've been sitting on it for a while. The mod replaces the ODST's with each member of Noble Team (excluding Noble 6). .MAP name is cex_ff_halo *edit* Helps if I put the download link in: http://www.mediafire.com/file/34a97jz21gdptbg/AInobleFF.zip
  24. .MAP

    http://www.mediafire.com/file/adyi4xu3c2qfrv8/Bizarrebox.zip heres my first map mod for sandbox. ENJOY Projectile edits: yes texture edits: yes barrier edits: yes tag injections: yes text edits: yes AND MORE!!
  25. Sup, Thunderdome is a map I've been working on for about a week now, stumbling into manual script editing has put me on hold for a while so I'm releasing a slightly older version for anyone to use. There is nothing really custom about the map, it has all of sandboxes assets with some of them reskinned to go along with the theme of the map. All kill zones and invisible walls have been removed for this release. If you download this, I specifically want you to collide with the BSP geometry and note any locations that cause a soft lock. I'm pretty sure I've fixed all clusters and instances but if you do soft lock, report it here. WIP version contains custom scripts, and weapons that drop in from drop pods. You are welcome to use this in any way that you see fit, just don't be a knob. Below are two downloads, one patch is smaller and can only be applied if you manually inject the BSP from voi - bsp_040 into a clean sandbox.map then apply the patch. This keeps the download size small, or alternatively you can download the 143mb patch. Known issues: All versions: Soft lock occurs when loading a theatre session, regardless of usermap. 0.3p: Overloading objects can be done very easily due to default sandbox scenery still spawning, fixed in 0.4p. DOWNLOAD: Public 0.3, no scripts. Small: (It's dead jim, enjoy the 143mb download ) Large: Mega.nz Download Public 0.4, progressive spawn point script. Large: [Link] WIP: