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Found 438 results

  1. .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
  2. .MAP

    Edit 9/12/15 - Fixed grammar and fixed somethings. Things you will need - Assembly can be found here and how to compile here. -,, and for the selected Halo game you want to do this in - Console that can play unsigned code - xex with checks removed, AI in multiplayer and the ability to spawn AI via effect tags. Halo Reach Halo 3 *Make sure you have "Show invisibles" on. Step 1: First open a campaign mission and extract any [char] tag(s) you want, I'll be doing the Brute [char]. Give Assembly a minute to extract the selected [char] tag(s). TIP: extracting the [char] tag brings the [bipd] tag as well, but some [char] tags are variants of the original and some may not contain the [bipd] tag it's always safe to just extract the main base [char] for what AI you want and if you have to have a different variant then change it in the [hlmt]. once you have the [char] tag(s) you extracted somewhere leave them and open the map you want the AI to be in. I'll be opening Sandbox. So now it's time to prepare a [effe] tag so we can have our AI spawn. You have 2 options to attack this, both methods require you to duplicate a [effe] tag the first one: Pick a random [effe] tag, duplicate it and add the "Parts" block with Assembly. or Find an [effe] tag that already has a parts block and fix it accordingly (look at the first way to see what I changed). Step 2: Do a search for objects\multi\spawning\respawn_point once you found it again right click it and click duplicate tag and make the name something you'll remember, something to do with your spawn, like "objects\multi\spawning\brute_respawn_point"; now you'll need to close the map and reopen it so the newly duplicated tag shows up. First go to "Multiplayer Object Properties" Change the "Type" to "Equipment" And in flags uncheck bit 3. save. Now go to the "Functions" block and click the "+" next to the chunk count to bring up the "Tag Block Reallocator" and add 1 new entry count. Once done, check always active in flags and change both "Export Name" and "Import Name" to either respawn_point, spawn, or active (they all should work). Save. Now go the the "Attachments" block and click the "+" next to the chunk count to bring up the "Tag Block Reallocator" and add 1 new entry count. At "Attachments" use the first drop down box to find [effe] class and use the second to find the edited [effe] tag I.e for me I'll find fx\spawn_effects\spawn\AI\brute_minor. Lastly, at "Marker" change the stringID to "spawn" Save. Once done, go to [scnr] and search for "Sandbox Goal Objects", and add the spawn point there. Save. Or add it to whatever sandbox palette you want. Halo Reach: In order to get the spawns to work in Halo Reach you'll need to change the spawn point hlmt to "objects\multi\models\mp_spawn_point\mp_spawn_point" in addition for Halo Reach go in the effect under the "parts" block make "Location index" 0 instead of -1 JJIJR had the idea, I just decided to figure it out myself and make a tutorial. Want the tutorial as a pdf? Download here: MEGA outdated tutorial Virus scan here: Old tutorial here:
  3. .MAP

    Sandtrap is a great map, most of us can agree on that... but what could make it better? Easy answer. Snow, pelicans, and chaos. First release (CURRENT): Far from finished. Not yet compatible with network games; fix should come soon. Download (New Link as of 4-30-15) Pictures
  4. How To Change Master Chief's Armour In Campaign - Halo 3 About a month ago I replied to a thread on how to change Chief's armour for the campaign, it seems like people don't really know how to do it so I've decided to make this tutorial. It's going to take a lot of explaining on what to do, so get ready kids! I'm not the best at explaining how to do stuff, so if this gets difficult to follow, I will make a video on how to do it. I will not be showing you how to mod your Xbox, where to download Assembly or where to get a modified XeX for Halo 3, you will easily be able to find where to get those elsewhere on here. There's probably an easier method on how to do this, but my way works fine if done correctly. Also I spell "Color" with a u because I'm British mate. Please remember to save each tag after you edit it and also make a back up of the map just in case if you do something wrong. What you'll need to do this: A modded Xbox 360 Assembly Modified Halo 3 XeX (I'm assuming) Halo 3 .map files on a USB or other device that works Part 1 - Getting the required tags: In Assembly, you will need to extract the following tag from a multiplayer map "[BIPD] objects\characters\masterchief\mp_masterchief\mp_masterchief" to your desktop. You may close the multiplayer map as you will not need anything else from it. Once you have the extracted tag, open up any campaign mission and import "[BIPD] objects\characters\masterchief\mp_masterchief\mp_masterchief" into it. Your campaign mission should then look like this in the [BIPD] section. Part 2 - Changing Chief's Model Open up "objects\characters\masterchief\masterchief" in [BIPD] and change where it says model from "objects\characters\masterchief\masterchief" to "objects\characters\masterchief\mp_masterchief\mp_masterchief" Next you'll want to search the [HLMT] tag and select "objects\characters\masterchief\masterchief" and also change the model in that to "objects\characters\masterchief\mp_masterchief\mp_masterchief" Part 3 - Editing The Armour This is where it's going to get slightly more difficult, so prepare yourself... In [HLMT] open up "objects\characters\masterchief\mp_masterchief\mp_masterchief" and scroll down until you see "Regions" & "Permutations". Regions specifies which part of the body it will change, and Permutations is which armour it will be swapped to. The Regions section is where you'll be selecting the piece of armour you want changed. Make sure you change where is says "0-7 (8)" before you change the number in "Model Permutation Index". We will not be editing anything in the Regions section, only changing which part of the body you are selecting, which will be 0-7, 4-7, 5,7 and 6-7. The Permutations section is what we'll be editing. The number below will represent each armour. Insert that number into "Model Permutation Index" below where it says "Base". Make sure it always says "Base" above (Apart from Chest). Please remember to save after you edit each tag. Helmet 0-7 (8): 0 - Default 2 - Cobra 3 - Intruder 4 - Ninja 5 - Regulator 7 - Ryu 8 - Marathon 9 - Mark V 10 - Rogue 11 - Scout 12 - ODST Left Shoulder 4-7 (8): 0 - Default 1 - Cobra 2 - Intruder 3 - Ninja 4 - Regulator 5 - Ryu -1 - Bungie 6 - Marathon 7 - Scout Right Shoulder 5-7 (8): This one is the same as left shoulder. Chest 6-7 (8): -1 - Marathon 0 - Cobra 1 - Intruder 2 - Ninja 3 - Regulator 4 - Ryu 5 - Scout 6 - Katana 7 - Bungie Change Armour Colour: Go to the tag [BIPD] and select "objects\characters\masterchief\masterchief", once you are on this, scroll down to where it says "Change Colors". You will see boxes where you can change the colour in them, just click on the box and select which colour you want for your armour. Make sure to change the numbers on the side after you've finished changing the colour so you change every part of the armour. After you have done this, save the tags and test out the map you have chosen. If this was too difficult to follow, please do say so and in the future I will try my best to make a video on it. It was difficult to explain but I hope I managed. If you need help, just say so. I highly recommend playing in Third Person so you can actually see your character to know if it has worked. I don't know how to change first person arms, but I am working on it. Good luck guys, hope I helped. Feel free to show images of your game if it worked!
  5. .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!kTAUBK5Z!Ql4fDbAgFzknKCgNTJl_v82W00hNiRjcI6bhNu4qDJ4
  6. I am trying to add custom music to the Forge World Map. I haven't found any in depth tutorials out there and need help. It would be much appreciated!
  7. Salutations, and welcome to Halo Reach: Evolved, my first modding project. This is a campaign overhaul for Halo Reach that aims to bring in certain aspects from the original trilogy of Halo games, edit some of the enemy encounters, and alters the weapon and vehicle sandbox to give each tool of destruction its own distinct niche in the game, similarly to how every available weapon in Halo: Combat Evolved had a unique role to fill in that game. VERSION 2 EDITS WILL BE BOLDED IN THE POST! Preview: Changes: General: Armor Ability usage is removed with the exception of the Jetpacks on Exodus since it's required to finish the level. Player movement speed is 10% faster and jump height is 25% higher. Carry up to 4 of each type of grenade, and frag grenades only explode "when at rest" like they do in Halo: CE while also using the Halo: Reach Beta damage values. Crosshair has been centered, but there's also a non-centered crosshair version for those who prefer the original crosshair location. Film Grain effects removed from each mission. Edited encounters on some of the missions. Edited view model positions, but uses original positions in the non-centered crosshair version of this mod. This mod has had its Legendary difficulty rebalanced: projectile tracking vs player uses Normal difficulty value, and Elites do less melee damage. Weapons: MA37 Assault Rifle is now called the MA37B; like in CE, it has a 60 round magazine, fires in 15 rounds per second, and has a wide firing spread. It can now be burst fired for more accuracy like the original Reach AR. View model positions akin to CE counterpart. M6G Magnum is now the XM6D, a prototype of the famous Halo 1 Pistol: 8 round magazine, full-auto capability like in CE, slightly higher damage per shot than the standard Reach pistol, and the exact same bloom mechanics from the multiplayer version of the CE Pistol. View model positions akin to CE counterpart. M392 DMR is now the M392 Battle Rifle: 3x magnification, 3-round bursts, zero-bloom, and a sage-green numbers plate like in the Reach Beta. Needle Rifle has a 4x magnification, double the damage per shot than standard Reach NR, only takes 2 needles to supercombine unshielded enemies, but has a slower rate of fire and only a magazine size of 10 needles. Plasma Repeater is now the Plasma Spate: 5-round burst plasma weapon that works well in close-mid range firefights. Also uses a new dark-blue color scheme. Slight damage buff from v1. NEW WEAPON: the Brute Plasma Spate. Fires slower 4-round bursts with less accuracy and worse heat regulation, but has way more stopping power than the Elite variant. Plasma Rifle's damage has been buffed to Combat Evolved levels of power, and it uses a color scheme that's reminiscent of the CE variant. View model positions akin to CE counterpart. Plasma Pistol view model positions akin to CE counterpart. Spiker is now the Eviscerator: a fully-automatic Brute shotgun that fires 5 spikes per shot, with a max range of 15 world units. Concussion Rifle received a 50% damage buff, is now a Brute-exclusive weapon. NEW WEAPON: PROTOTYPE PLASMA CASTER! Elite-exclusive Concussion Rifle variant equipped with two firing modes: standard shot that has its projectile airburst after bouncing once, and a charged shot that fires a stronger tracking round at a very high velocity, and it can stick to anything. However, it costs double the ammo to fire. Fuel Rod Gun now takes heavy inspiration from the Combat Evolved variant: battery-powered, dark-purple color scheme, a more pronounced arc for the projectile, and a wider firing spread. Sniper Rifle fires about as fast as the Halo 1 and Halo 2 variants, but its heavy vehicle damage has been significantly reduced. Rocket Launcher now locks on to ground vehicles as well as aircraft a la the Halo 2 variant. Spartan Laser has one extra shot, giving it 5 total like its Halo 3 counterpart. Appears near the end of ONI Sword Base. Energy Sword is now usable again, and can melee immediately upon switching to it like in Halo 2. Plasma Launcher is now usable again, and has its Halo: Reach Beta values. Vehicles: All vehicles received a 50% base health increase. Warthog Chaingun received an accuracy buff, returning it to its Halo 3-era settings. Troop Transport Warthog has its own segment on the ONI Sword Base mission. Mounted Machine Gun Turret received an accuracy and damage buff, but at the cost of a slow start-up time, returning it to its Halo 3-era settings. Two more have been added at the end of The Package. Rocket Warthog's projectiles do 50% more damage. Falcon Chin Gun is now fully automatic with an overheat function. The Revenant is now the Apparition, a mobile Covenant Flamethrower platform that does massive damage to infantry, but has a worse heavy vehicle matchup. Characters: All Grunts wear the Minor's backpack. Majors are a more defined red like their original trilogy counterparts. Heavys are a more defined green like their original trilogy counterparts. Spec Ops use the same armor colors as the new Spec-Ops Elite. Elite Officers, Ultras, Stealth, and Zealots wear the Minor armor. Elite Zealots wear Goldenrod primary and Black secondary. Field Marshalls wear Black primary and Goldenrod Secondary, uses the Field Marshall armor once again. NEW ELITE RANK: THE "TRUE" SPEC-OPS! Midnight-colored armor w/ the Spec-Ops armor set, uses Needle Rifle, dual Needlers, or Prototype Plasma Caster. The only Elite rank to throw Plasma Grenades now. NEW ELITE RANK: THE STEALTH ELITE! Basically the same as the standard Reach Spec-Ops Elite, but uses the Minor armor set. NEW ELITE RANK: THE ZEALOT CHAMPION! Zealot variant that wields an Energy Sword and a Jackal Shield. Elite Generals now use the old purple Zealot colors. Elite Officers wear a more defined red color like the Majors did in the original trilogy. Elites can now dual wield the Plasma Pistol and Needler alongside the Plasma Rifle. Elite Ultras and those of a higher rank will pull out an Energy Sword when they berserk. Hunters can now be boarded from behind once their back armor is broken off. Human AI allies have double the health and fire the rocket launcher at slightly further distances. Noble Team uses original armor colors once again. Shoutouts: AltSierra117 - for helping me figure out shader editing, weapon/equipment swapping in the scnr tags, hunter boarding, CHDT swapping, AI Generic Firing Pattern editing, and a bunch more stuff. Lord Zedd - helping me get the gate on Sword Base to open when I swapped out the Target Locator for the Rocket Launcher, helping me figure out some things relating to squad editing, and a bunch of other stuff I can't remember rn. Gamecheat13 - for various ideas JJIJR - Flame Projectile for the Apparition. EDIT: Fixed an oversight on m35 (Tip of the Spear) where Kat still used her v1 armor colors in the cutscene. Fix applied to both standard and uncentered crosshair patches. EDIT 2: Important disclaimer: On New Alexandria when attacking the Hunters in the Disco Room, do NOT board them AFTER destroying the jammer. If you do, the game thinks you're back in your Falcon and it'll de-load the entire area as well as everything in that BSP's vicinity, including yourself since you'd be attached to a Hunter. I don't know a way to fix this as the script itself is super important to the mission in order to prevent massive frame rate drops, I believe. You can board the Hunters just fine beforehand, though. Also, the Hunters that show up in the side missions will do the same thing, so I don't recommend boarding them period and just kill them with your Falcon or via whatever other means you wish. Download Link:!AgBNuu4h4p5cxCYa80zapaPWolnH!AgBNuu4h4p5cxzhjI6klZPDj7V1I?e=XmeVjw (Uncentered Crosshair mode)
  8. Here is a download link for my modded Reach campaign:!6kN2nKoJ!ysNZLy4PpvEm3v0mk23kCA The download link is set to expire on 04/03/2020... but I will renew it again afterward. This mod aims to make Reach feel more in line with Combat Evolved by way of weapon tuning, player health and shields, and a few other tweaks. Also, this mod has had certain weapon view-models changed for usage with centered crosshairs, to make the game feel more like Combat Evolved. The player is also now able to swap weapons with their NOBLE AI teammates, except Jorge, who keeps his turret at all times because I think it's actually part of his biped. Health and Shields are now much higher than in the base game. Player Health: 75 points. Player Shields: 75 points. Globals have been changed as well. Enemy damage has been increased on Easy mode from 0.2 to 0.25, and decreased from 0.9 to 0.75 on Normal, 1.2 to 1.0 on Heroic, and from 1.6 to 1.25 on Legendary. Friendly AI damage has been increased from 0 to 0.5 on Easy, 0.5 to 0.75 on Normal, and untouched on Heroic and Legendary. Enemy and Friendly AI vitality have been untouched in Globals. Enemy Melee chance has been modified slightly for Legendary, because the Melee attacks are still fatal on that difficulty. Also, the Armor Abilities have received a few tweaks. Sprint, Jet Pack, and Armor Lock now last a few seconds longer than in the vanilla game, while Sprint, Jet Pack, and Active Camo now put the player into a third-person perspective when activated. Hologram and Drop Shield remain unchanged. Active Camo also no longer dampens sound, but due to it putting the player into third person, zooming with a weapon is disabled, meaning it will need to be used as a stealth option for hiding and/or sneaking up on enemies for assassinations. Elites have received the following changes. Minors: 100 Health and 100 Shields on Normal, 100 Health and 125 Shields on Legendary. Officers: 100 Health and 125 Shields on Normal, 100 Health and 150 Shields on Legendary. Officers are also now red all over. Ultras: 100 Health and 150 Shields on Normal, 100 Health and 200 Shields on Legendary. Generals: 100 Health and 200 Shields on Normal, 100 Health and 250 Shields on Legendary. BOB: Health and Shields vary from mission to mission. Jetpack Elites no longer dual wield on Long Night Of Solace, as they made progression almost impossible on Legendary, even with the increased shields and health for the player. Jet Pack Elites are also now a green color instead of pale white, because I think it looks cool. SpecOps Elites are now totally black in coloration, as they were in Combat Evolved. Elite Zealots are now yellow/gold in color, although the Field Marshal retains his maroon coloring for his sporadic appearances. Zealots, when they show up, have 100 points for Health and 250 points for Shields on Normal, with 100 Health and 300 Shields on Legendary. Brutes have received the following changes. Minors: 150 Health and 50 Shields on Normal, 150 Health and 100 Shields on Legendary. Captains: 150 Health and 100 Shields on Normal, 150 Health and 150 Shields on Legendary. Chieftans: 150 Health and 200 Shields on Normal, 150 Health and 250 Shields on Legendary. Grunts: Grunt Majors are now totally red, and Specops Grunts are now mostly black. Jackals and Skirmishers remain unchanged. Engineers remain unchanged. Drones remain unchanged. Hunters can now be boarded once their back armor has been removed. Once boarded, the Player can kill the hunter by either planting a grenade into their back or they can use a melee attack. The grenade guarantees the Hunter's death, while the melee attack is only fatal if the Hunter has already taken significant damage prior to being boarded. WEAPON CHANGES. Many weapons have had their maximum ammo reserves increased dramatically to match levels seen in Combat Evolved. The game takes place on Reach, so ALL of the ammunition for UNSC weapons is available to you. And because this takes place prior to Combat Evolved, some weapons now have at least 20 spare magazines of reserve ammunition. Combat Evolved had at least 10 magazines fo spare ammo for its primary UNSC weapons, so the prequel has 20 spare magazines for its primary UNSC weapons. The DMR has 300 maximum ammo reserve of 300 spare rounds and does 25 points of a damage per bullet, similar to the M6D Pistol of Combat Evolved, while also firing fully automatic at 3 rounds per second. Bloom is still present, so pace your shots. The Assault Rifle now does 10 points of damages per bullet, just like the MA5B of Combat Evolved. It also has a maximum reserve ammo capacity of 640 rounds. Its error angles have been increased slightly to make up for its damage output, so it feels balanced. The M6G Magnum now has a maximum ammo reserve of 160 rounds, and is now fully automatic, firing at 4 rounds per second. Just hold down the trigger/firing button. The Shotgun has received a boost in range and accuracy and now has a maximum reserve of 60 rounds, just like the M90 of CE, while also being fully automatic, firing at 3 rounds per second if you hold down the trigger, although there is no increase in firing speed at full auto. The Sniper Rifle has an increased ammo reserve of 40 rounds and a slightly increased damage output, along with a firing rate of 4 rounds per second. The Grenade Launcher now does more damage on impact and detonation, while its EMP blast has been given a wider radius. The Rocket Launcher now carries 8 spare rockets, just like it did in Combat Evolved. The Spartan Laser remains unchanged, aside from a slightly altered view model. The Target Locator remains untouched. The Needle Rifle now has a maximum ammo reserve of 210 needles, and a slightly decreased reticle bloom. It can also pick up ammunition from Needlers as well, since both weapons use the same ammunition. The Needler now has a maximum reserve of 96 spare needles, and the First Person view model is now held in a manner similar to Combat Evolved, and it can pick up ammunition from Needle Rifles, as both weapons use the same ammunition... sort of. The Spiker now has an increased ammo reserve of 400 spikes. The Plasma Repeater now does more damage per bolt (7.5 points across the board), and has a slightly longer battery life, making it a more viable weapon in general. The Concussion Rifle now has a slower firing rate of 2 rounds per second, while also being capable of automatic fire. The Focus Rifle remains unchanged aside from a slightly altered view model. The Energy Sword remains untouched. The Plasma Launcher remains untouched. The Gravity Hammer remains untouched. The Fuel Rod Gun now has 50 spare rods instead of only 25. The Plasma Grenade now has an EMP effect when detonating (except when boarding), making it more dangerous, both to the enemy AI and the player. The Frag Grenade has an increased blast radius and damage output, making it feel more like the CE Frag Grenade... so be CAREFUL on Exodus because on the high number of civilians you'll be around. The Plasma Pistol remains unchanged, as does the Plasma Rifle. Both weapons were already tuned pretty well in the vanilla game. However, the Plasma Rifle now has its viewmodel changed to match the viewmodel seen in Combat Evolved, while the Plasma Pistol has a slightly altered view model as well. Also, the player can now carry 8 grenades maximum, 4 of each type, as was seen in the glory days of Combat Evolved and Halo 2. VEHICLES. Vehicles remain mostly unchanged, with only the Sabre receiving any substantial modifications. Sabre: The Sabre now has more base and shield health, along with a slightly faster recharge rate. It also fires six missiles instead of 4 now, and the missiles no longer bounce upon impacting a Seraph's shields. Rocket Warthog: The rockets now do more damage on impact and detonation. In a few levels, Friendly AI, such as Army Troopers, now have fatigues and armor more reminiscent of those worn by the Marines in Combat Evolved, being gray and brown. This shows what the Marines in Combat Evolved Anniversary SHOULD have looked like, and I can guarantee you that I will try to make these changes when the PC port of CEA is released as well. Video Link: At 03:48 note the degenerate Army trooper who appears to be trying to T-Bag a dead jackal.
  9. Just wanted to make something clear for you guys. You need a JTAG or a Devkit to use any of the patches in this section, and if you have a JTAG or Devkit and are wondering how to use the patch then here's how you do it: 1. Get a .map file according to the map that the patch is on off of Halo Reach. (from HDD or wherever you have Halo Reach stored) 2. Download the patch you want to apply. 3. Open SnipeStyle's patcher or Ascension. 4. Click apply a patch. 5. Select the map file and the patch. 6. Once you have applied the patch move the .map file back on to your HDD or wherever you have Halo Reach stored. 7. Enjoy playing on your patched map. NOTES: 1. You can also just poke the patch with ascension if you have RTH. 2. If the mod you downloaded includes them you will need to move the .blf files into the map images folder and .mapinfo files to the info folder. I posted this because I've seen a lot of people asking "how do I use this patch" Hope this helped. NOTE: You need a patched XEX to play on your patched map or it will give you a error! Short tutorial program attached Virus scan Applying patches to maps
  10. This is just a copy and paste of Gamecheat13 map called firefight support just recreated for halo reach MCC so all credit goes to him I take no credit, also thanks for Akaries for the script compiler that made this a whole lot simpler. This is still a WIP known bugs so far is Ai not spawning in phantoms. I believe it's just a bug from the script compiler when recompiling. *Fixed* Ai now spawn in phantoms Enjoy Map Download: Just drag and drop into wherever your map file directory is. ex: D:\Program Files\SteamLibrary\steamapps\common\Halo The Master Chief Collection\haloreach\maps Makes sure to back up your original .map files if you want to play matchmaking.
  11. Halo 3 Hacks - Tips & Tools for Finishing the Fight This (.PDF) contains 30+ Halo 3 .Map modding tutorials. I will be creating/Including more tutorials over time. If you have any tutorials you want in this, or any problems with it please send me a Privet Message. This collection was made just for you guys here at XboxChaos! Important Notes: This is not a modding program. This a a document containing many different types of tutorials to help you get started learning how to mod Halo 3. Assembly is required - Download Here You will need to have a Jtag/RGH or Devkit to follow these tutorials. These tutorials should work on the release of Halo MCC: Halo 3 (Will update upon release). If you do like this collection of tutorials please give + Rep it always helps! If you could also subscribe to my youtube channel that's all i ask! Download: v1.1 - Halo 3 Hacks.pdf
  12. .MAP

    Modern Warfare Screenshots: Changelog: Download: The "Ascension" Rar´s contain Ascension patches, the "Alternative" archives contain patches for the patcher in my reach modding equipment thread. Assembly (.asmp) Patch Format: (Includes .mapinfo and .blf(s) Note: This Mod Is xboxchaos Exclusive. Don´t Post It Anywhere Else!
  13. .MAP

    So I'm looking for a way to make the pelican that spawns at the end of every round to spawn let's say spawn at the end of every couple of waves or so. also, I'm looking for a way too add more odst that spawn out the back of the pelican I have tried to change the count in the scnr tag but it always spawn only one in the gunner seat even when I tried to make it spawn outside the warthog the odst seems to always spawn in the gunner seat. the picture I provided probably has something to do with the problem im having but im unsure what all the code means. any help would be much a appreciated.
  14. Muy buenas, comunidad del modding. This is the first release of the overhaul mod for Halo 3: The Great Schism. This mod brings some new features to the game as well as bringing back some others that went absent from previous games, mostly the reincorporation of old Elite enemies. Missions uploaded: Sierra 117, Crow's Nest, Tsavo Highway and The Storm. Next update: Floodgate, The Ark and the Covenant What's new to the mod for version 1.0: =Weapons= =Enemy encounters= =Other stuff= DL: Sierra 117 Crow's Nest Tsavo Highway The Storm =Known bugs= Credits: TheVengeful'Vadam- Testing and tips for certain weapons. Akarias- Helping me edit Brute Plasma Pistol's propierties. ShrektFam- For his idea of injecting H3:ODST's BPR shaders. =Previews (Sierra 117)=
  15. .MAP

    Programs I will be using: DXTBmp Zmodeller2 (not necessary) examples of what can be dene with this: Step 1: After choosing the weapon(s) you wish to repaint, you must extract the corresponding “_diffuse” bitmap as a “.dds”. This is the primary bitmap and holds the colour and the detail. For this tutorial, I will be reskinning a sniper rifle and a shotgun to show different techniques and one of the things that cannot be done on most bitmaps. Step 2: Open the weapon dds with DXTBmp. You should see something like this: The first time you open this you will need to press the button under the alpha image (should be an ms paint logo) to select as your image editor. (Other programs will work, but the tutorial will be using When the editor is set as, double-click the main image, which will be loaded into You will want the “tools”, “layers” and “colors” boxes open while editing. From here I will show you how to do different things, for example making a rust effect, and provide useful links at the end. Saving: To save what you have done you can simply hit save in Then go back to DXTBmp and (on the top toolbar) go to image – Reload after edit. Then (in DXTBmp) save as targa with alpha. If you have used layers in, you will need to “flatten” the image first. DO NOT close if you think you may tweak your image later. To preview a bitmap I prefer to use Stu’s tutorial (link below), although I personally use Zmodeler2. Painting colors: Say, for example, you want a sniper rifle with a red front barrel. It will be easy to just paint over it, but in doing that you WILL lose the detail. Create a new layer above the background and set the mode to “multiply” Now you can paint on the barrel (or any other part) and retain the detail from the diffuse map. On the model: You can also use the Xbox Chaos background instead of plain colours: Adding logos: Most of the time, this should be avoided, as the textures are mapped so that they are symmetrical, the logo will always be backwards on one side. One of the few exceptions to this is one part of the sniper rifle: This can have logos on it that work correctly, but most of the time asymmetrical logos should be avoided. Adding rust/weathering: Rust can add a nice effect to a weapon that is meant to look old and damaged and can be created with relative ease. First you need to select the colours you want in the rust, I generally use a brown (hex: 7F3300, Opacity: 255) and a clear (Hex: any, Opacity: 0) Then you want to go to effects > render > clouds. These are the kind of settings I usually use (note that I have used a multiply layer for the effect). If you have used a separate layer then the blend mode is unnecessary. The reseed just changes where the main spots are. Selecting an area before selecting the effect will only affect that area. This is a very rough version and not isolated to any specific area properly: Change the colours to get an effect that you like. This is a rust mask I made a while back, so here it is in .png format for you to use freely. This was generated by multiple layers of the rust effect I just showed you. Extra advice: Inject into a donor map, and then your mod, to save on space. Apply using the _rubber shaders to avoid the alpha making them shinier than most mirrors Useful links: DXTBmp homepage: homepage: Stu’s bitmap preview tut:
  16. .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 -> 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.
  17. This is a modified version of ff50_park/Beachhead that reverses the roles based on a map mod i did a long time ago for the original version of reach. Instead of fighting the Covenant, you fight the UNSC instead. Downloads: ModDB Nexus Mods Features: Announcers have been swapped. Elite HUD Player Spartans on the blue team. (WIP) Working FP animations for elites Player Elites have custom armour colours and armour effects. Fight against Marines and more! Issues: Player Spartans have elite hud colours Player customization is not fully working due to me trying to get player elites to have custom armour on the red team. (Player Customization Globals are finicky) Jetpack ODST's drop their jetpack equipment that is not synced in MP. (Appears for non-hosts) Not all waves have been replaced so you might wanna use the ones down below or use the preset gametypes in the downloads.
  18. Blizzard

    Version 1.0


    So here it is. After taking longer than necessary to make, I've finally gotten to a point that I deem "good enough" for a public release. This is a year or so's worth of on/off work. I started this mod roughly around the time I modded my Xbox. At the time I knew nothing about Halo modding, and having most of my questions replied with "that's impossible" in which most of those replies have been proved wrong. Over the time I've worked on this, I've learnt quite a lot from this community. I'm sorry this took so long. I guess I got caught up in trying to make it "perfect". If I had continued doing that I would have probably never released it. Anyways i'll get to the point, I hope you enjoy this and that it helps new modders learn how to do certain mods. Thanks for being a wonderful community and for being happy to help. This patch needs to be applied to work properly. Spawning the Pyramid forge object causes the game to crash and has therefore been removed from the forge menu. This will not be fixed.
  19. This mod replaces Penance ( with The Pillar of Autumn ( The map has been mostly cleared of objects. However, default weapon spawn locations still exist. The incorrectly setup sandbox palette (forge mode) allows the placement of some items. Many of the objects do not spawn. The semi-truck and its variants spawn. including most of the other vehicles. No guns added to the palette. Thanks to Arttumiro on reddit for providing me a guide and Cheatengine13 and others for writing it. Feel free to download and complete the map or provide advice in fixing its issues. I uploaded the map in this condition because its fun to experiment with the vehicles and others can mod it further without reinventing the wheel. Download: Install: Goto Steam\steamapps\common\haloisbetteronPC\haloreach\maps Rename to to backup the original mov the downloaded .map file into the maps folder. Choose "Create" at the main menu and choose Penance as the map. Have fun!
  20. Features: All items in map added into the forge menu No barriers of any kind. Working Target Designator Usable Jackal and Skirmisher shields. All vehicles are drivable. Issues: Hologram and Active Camo have missing textures but still work fine! TU and Juggernaut gametypes do not work. Some sounds are missing for the elite and vehicles. (Unfixable at this time!) Textures are missing for some elite armor permutations causing weird stuff to heppen to them. Installation: 1. Go to your games directory 2. Backup and 3. Patch m70_bonus and replace cex_damnation with it. 4. Your done! Downloads: ModDB Nexus Mods
  21. Hola qué tal gente de XboxChaos, here's Maydelcore with a new tutorial on how to replace the weapons certain AI enemies/allies are holding in campaign mode. This applies to both Halo 3 and Reach, so there are no differences at all. However, this is meant to be done for the RGH/JTAG version so I'm not sure if this would work on PC. Although it should in reality. There might be simplier ways to do this but this is the way I've succesfully replaced some AI's weapons. Two methods I know work perfectly. Take in mind this is not for the AI Spawns as it is a completely different process. This is meant to modify enemies spawned via squads. I know there might be tutorials that talk about this, but as far as I've seen none of them sets this part clear. Let's get to it: Things required: Assembly. .MAP file you want to mod. Adjutant (optional). Notepad (optional). Lots of patience. =Method 1 (Halo 3)= 1. Open Assembly and open up the campaign map you desire. Mine will be (The Covenant) from Halo 3. 2. On the tag search bar look for [scnr] or scenario tag and open it. 3. Once opened, you'll have to take in mind three specific blocks, but only one of them will be modified. These blocks are Character Palette, Weapons Palette and Squads. You can look for them in the Search bar inside the tag tab. Character Palette Weapon Palette Squads The Character and Weapon Palettes are to know which IDs correspond to which AI characters or weapons. In The Covenant's case, there are 21 IDs for weapons and 33 for characters (all start from 0). 4. So now I want all Elite AI to spawn with Fuel Rod Guns right when they first appear (out of the Phantoms). What I have to do is find the correct squad and modify the weapon ID so it matches the Fuel Rod Gun. Now, all Halo games have high amounts of squads for each level, and this level's case is 250 squads. While it can be tough to find the correct one, once you get it it won't be too much problem. It helps to take a look on the character ID shown on "Character Type" under the Base Squad block under "Squads" block (Elite's case is 19). (Note: Adjutant can come to help here to find the locations of the squads) 5. Once I've found the correct squad, now I have to check on the weapon palette. As the Elites on those two Phantoms of the third tower all spawn with Plasma Rifles, all I need to modify is the "Initial Primary Weapon". Plasma Rifle's ID is 6, and the Fuel Rod's is 14, so I just have to switch them. As an extra, the "Initial Secondary Weapon" bit obviously gives them a secondary weapon, though somewhat useless for them to use. As there are actually many squads that feature Elites in this level, but most are useless, I just modified all Elite squads that had the Plasma Rifle as a weapon as there are some that appear weaponless. (Note: In that pic I placed the wrong number on the Primary Weapon, and this obviously makes them spawn with a different weapon). 6. Once you're done with this, hit "Save", then play the mission until you get the desired moment. If the AI spawned correctly with the weapons you made them spawn with, then you're done. You can do this for nearly any AI in the game. Although there might be some trouble with weapons that don't exist on certain zonesets, so you might need to do other stuff I'm not well informed. On my first test, I gave the Elites the Energy Sword. However, due to the sword not being loaded in that area outside of the third tower, all Elites spawned weaponless. I thought the sword appeared in the whole level all along, but I guess I was wrong. For this method, if you place two dual wieldable weapons in the Initial Weapon bits and the character is able to dual wield, then the character will spawn dual wielding both weapons. Although so far this only happens to Elites and Spartans on Halo 3. Haven't tried this dual wield thing for Reach, but I guess it works the same way. =Method 2 (Reach)= Follow the same first steps and the same blocks. However, Reach functions differently on it's squads' coding and there are three new blocks specifically for the characters and the weapons the AI uses. The blocks it uses are "Squad A", "Actors" and "Weapons", all of them under the "Squads" block. They look like this: Following the steps 3-5, just replace the correct values in the corresponding block. Remember all maps have different IDs for any AI and weapon, so always check the "Character Palette" and "Weapon Palette" In this map's case (m10), the character ID 12 is for "marine" (Army Trooper), and the weapon ID 4 is for the Magnum. If you play with the numbers shown on the palette, then many results can come. This should affect Firefight maps as well. And due to all weapons being available for those maps, no zoneset stuff needs to be made. =Method 3 (not perfect, applies to both)= 1. Open the [scnr] tag and go to the "Weapon Palette". 2. Just replace the weapon AI normally uses with the one you desire. As a note, when doing this one you're forcing that weapon to be replaced by another anywhere it is supposed to spawn. Anywhere means anywhere, even if they are set to spawn on the floor. If a certain AI character cannot wield that weapon, there is a chance for it to spawn weaponless, though some enemies such as Brutes and Elites are actually able to wield almost any weapon. Again, if the weapon you desire isn't loaded in a zoneset, it will just not appear there. In Halo 3 this normally happens to the Energy Sword and the Rocket Launcher, but most other weapons seem fine. Hope this tutorial is useful. As always, any doubt or bug you come to notice you can always post it here and I'll try to check it out. One last thing: If you place any number that doesn't link to any character or weapon, then nothing will spawn and can make the AI weaponless. This is why some squads appear with their "Initial Primary Weapon" bit with a "-1", meaning they're not supposed to carry a weapon.
  22. .MAP

    Well, I make this thread to release an old .MAP mod I made almost 4 years ago. Since I saw that H3 AI PG I always wondered to have a Reach version of it, as Reach's AI was the best for me. Although a Reach version was never made in the end so I thought why don't I do it myself? So I did. But a bug involving Kat didn't let me continue so I stopped there. I saw someone else ask for it quite a while ago, but it took me a while to release it LOL So here's my most stable build: It cannot be considered an AI PG because it is not perfect. Might/might not continue it, although I may start it over. Contains: Known bugs: Hasta la próxima, Spartans. Maydelcore, fuera.
  23. .MAP

    Bumper Man is about bumping your fends off the map. The download link:
  24. .MAP

    I’ve managed to change my character to hunter but there’s one problem how do I enable to use the cannon beacouse instead it’s using the weapon that the game give you
  25. .MAP

    Hi there I'm trying to make spawned bipeds in campaign rideable. I've looked over some old tutorials from halo 3 and etc, and have created a seat block and changed the seat animation along with all the corresponding strings to simulate that of a warthog. I also edited the camera tack to be biped_follow_camera. Not sure if im missing something, or if somethings different with how its done in reach any help would be appreciated