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Found 411 results

  1. .MAP

    File Name: Unlimited Forge Items File Submitter: Xepler File Submitted: 17 Jan 2012 File Updated: 21 Apr 2012 File Category: .MAP Mods This patch unlocks Forge Word to its full potential. Everything is unlimited with hidden Forge menus enabled. Also, all barriers are removed and underwater is disabled. To use this mod you must have a modified Xbox 360 console. Click here to download this file
  2. .MAP

    i'm currently working on a new mod and here is some screenshots from it NOTE : this is my first mod
  3. .MAP

    Programs I will be using: Paint.netDXTBmpZmodeller2 (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 mirrorsDon’t drink and drive Useful links: DXTBmp homepage: homepage: Stu’s bitmap preview tut:
  4. .MAP

    Lockdown Revision. 1.4_3 Lockdown is a .map created from an injected bsp that was pulled from 110_hc, bsp 020. What has been accomplished so far: Important Initial Patch File Download: (107 MB) Update. Patch to Rev. 1.4_3 patch file: (5.80 MB) Notes: - Added invisibility ability to the list. - Added covenant crate to the list. - Added an invisible wall to the list. Things I plan to do in the next revision: - See how gametypes would work for this bsp. - Get suggestions from people. Game Variants: - Purge (Slayer) - Containment (Infection) Pictures: Camping spot
  5. 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!
  6. i have a problem with anything relaited to campaign , when i load a map the game freezes in the loading screen.
  7. .MAP

    Patch Link:!kx1QnTgQ!IP-noH-JjxPsL8qlFWOcKDxick8PilLRmaWG_4l5-QE
  8. 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
  9. .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: 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.
  10. .MAP

    Forge World 2.0 (I know, unoriginal name) is a modified version of forge world that aims to restore some hidden/cut content back into the map. It is pretty bare-bones at the moment as there hasn't been much added to it yet. Features: Removed all barriers and able to forge outside of maps boundaries. Increased budget. Restored hidden vehicle variants: Shade Turrets Warthogs Falcons Will plan to add more things soon. To-do: Make the troop warthog's seats all usable. Find more hidden stuff to restore. Screenshots: forge_halo_v2.asmp
  11. .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.
  12. Edit: Updated the map to add more variety to the marines weapons. Hello, i recently got back into modding since i finally bothered to replace my missing charger for my controller. This map replaces all grunts with enemy marines and you play as an elite instead of a spartan. Unfortunately i cannot upload this to XboxChaos as the patch is over 8mb in size Be sure to use a gametype with map hazards disabled and grunts only for the best experience. Download Here
  13. .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, 360 SDK installation, specifically, bundler.exe and unbundler.exe found in "\Program Files\Microsoft Xbox 360 SDK\bin\win32". (No links)Adjutant!dwlyiS6Q!WCYcmLZE3d1tUNFJj5z8ktmMiZ3HU2EJpAYfzGVRs4QEasy Bitmap Injection tool 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) (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 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" 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:
  14. Blizzard View File 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. Submitter Krazy Pigeon Submitted 11/17/2012 Category .MAP Mods  
  15. 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: V1: Scan of the "ReadMe!.bat": Also know I was inspired by: misterbanshee, to make another update! Enjoy!
  16. NOTE: This WILL NOT work for those who do not have a modded Xbox 360 console. Sorry! There are two parts to this tutorial; part one will teach you how to extract .tag files such as [bipd] which will be what we are using for this and is crucial for part two, part two will teach you how to import the extracted [bipd] Part One - Extracting your [bipd] 1. Open up a .map file of your choosing 2. Choose any campaign .map that you want (preferably citadel because it has the most bipds and char) 3. Once opened, go to the bipd taglist and choose any bipd you want for this tutorial, I will be choosing the grunt.bipd 4. Highlight and right click on the grunt bipd tag and Extract... (With Raw) 5. Now, you will need to drag your .map file over to your neighborhood map folder Part Two - Importing your [bipd] and playing as your character 6. After that, you will go to the .map you're wanting to mod 7. Import the extracted bipd you chose 8. Find the taglist [matg] 9. Search for, "Player Representation" 10. Choose whichever player you are, elite or masterchief I am player masterchief 11. In the red box is what bipd you will be changing and you can change it whatever you want I chose the grunt.bipd once again 12. As you can see, i chose the grunt bipd, once you've chose your bipd, click poke and respawn After I’ve poked, here’s my grunt after respawning Be sure to check out my YouTube channel!
  17. .MAP

    I want to transfer tags from one map to another so should I extract them raw or non raw Thnks
  18. Hey guys, I made a simple mod which basically allows you as well as your friend to play as ODSTs on The Ark. It is in 1st person, meaning that there is kind of no point to this mod, however, if you watch it in Theater mode it is pretty interesting to watch. Also, the gameplay feels like you are an ODST due to the tweaks I made to the health, melee, and speed. I have yet to provide images of the mod and will do so soon. Download link: First player is ODST Captain (ODST with red markings) Second player is regular ODST (ODST with no markings) Melee is decreased to match the melee of a marine Walking speed is decreased to match a marine's Jump stays the same due to difficulty completing mission with small jump
  19. NOTE: This WILL NOT work for those who do not have a modded Xbox 360 console. Sorry! Also, before anything be sure to have Bungie armor on for this tutorial! _______________________________________________________________________________________ Hey there! This is literally my first tutorial EVER, but not to worry, I got you covered! _______________________________________________________________________________________ Here, I will walk you through a simple easy quick 15 step-by-step tutorial on how to get the flaming skull as your helmet/head. Alright, so let's get on with it! To start with, your character should look like this 1. Open up assembly with your .map of your liking 2. In the search box, type in "masterchief" 3. Go to the [hlmt] taglist 4. select, "objects\characters\masterchief\mp_masterchief\mp_masterchief" 5. Scroll down to where you see, "Objects" 6. Click on the, "+" sign and add 1 chunk to "Objects" 7. ● Type in "head" in the "Parent Marker" box ● In "Child Object", select the [weap] taglist - "objects\weapons\multiplayer\ball\ball" 8. This is what you should have thus far -Click save- P.S. the reason the name of my ball is different than "objects\weapons\multiplayer\ball\ball" is because i made duplication's which are ball weap, hlmt, and mode strictly for the helmet/head so the original multiplayer ball weap would not be affected. IT IS CRITICAL TO READ THIS BEFORE MOVING ON TO THE NEXT STEP! In order for this to work without crashing/freezing, you must now must save and copy/drag the map over into your neighborhood's Halo 3 map folder The reason having to do this is because each time that you add a chunk, it is changing the data byte of the .map, therefore isn't being rendered real time to your xbox .map file hence being the reason having to drag/copy the modified .map over to your maps folder. Once you've dragged folder over, you can successfully null out the skull or add it anytime you want via poking around. Back to assembly... 9. Go to [mode] taglist and expand it 10. Select this, "objects\characters\masterchief\mp_masterchief\mp_masterchief" 11. Scroll down to where you see, "Materials". Here is where you will null out your helmet and visor of your player. A. Select it to your players' helmet and visor B. Null them both -Click save or poke- If you have done the steps above correctly, this is what your character should look like... a headless spartan We are almost done, hang in there! 12. Now, go to the [mode] tag and select this, "objects\characters\masterchief\mp_masterchief\mp_masterchief" 13. Scroll down till you see this, then make sure that you're on number 11 in the "Marker Groups" which you should see head as the "Name" and copy everything here in the red box to your "Markers" -Click save or poke- LASTLY... 14. Go to [mode] and select "objects\weapons\multiplayer\ball\ball" 15. Scroll down to here, and copy everything in the red box to yours and then!!! -Click save or poke- Now you can either drag your .map file over to your maps folder in neighborhood, re-spawn, and/or change teams, and you shall see the flaming skull mod! Here is the flaming skull head! NOTE: Sometimes for an unbeknownst reason, it will glitch and won't work. Just let me know in the comment section below if this worked for you! If not, shoot me a PM and we’ll figure it out!
  20. .MAP

    File Name: Fly The Pelican V0.9.6.0 File Submitter: bfixer117 File Submitted: 24 Apr 2013 File Updated: 25 Apr 2013 File Category: .MAP Mods -Allow you to drive the pelican and shoot the missile pods -Uploaded To MediaFire Because it said the patch file size was to big Covenant) If Video Is Unavailable then its still uploading Video: Click here to download this file
  21. Version 1.0.0


    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 from Halo 3 Mythic 2: Patch the clean with the provided patch 3: Add your now patched 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
  22. .map Halo 3 Pelican On Sand Trap

    Version v0.5.8.1


    I have not been able to work on lately so i am releasing the beta version of this i will still work on it when i get time V Video Things To Do: -fix the wind animations -fix the physics model -add Sound may not be the actual sounds How To Play: just start forge as halo 3 loads the to Akarias for the info) when the main menu loads forge and load pelican trap (name may Change) when in game spawn and shoot a magnum to spawn spawning it from the forge menu crashes the game Map: Sandtrap Save patched map as or rename it to BLF Soon but does have map info so there u go Gamecheat lol
  23. I saw this decade old mod of someone who took the teddy bear from the easter egg on jungle and made it into himself. I always thought it was funny so I remade it myself. Original vid. He can punch pretty hard, some weapon proj edits, third person, and ofc you are now a teddy bear. You WILL need to edit your halo3.campaign file and add 3011. DOWNLOAD a gif
  24. .MAP

    Was asked how to do this in a PM, so here you go. Applies to H3 and Reach. Goto your desired weapon tag, jump to "Barrels" (Protip, hit CTRL+F and type Barrels). Make sure to select the correct block index, some weapons have more than one such as the plasma pistol. Jump to "Crate Projectile" and then set it to a crate class object eg Bloc. Set a Projectile Speed. You can also null the initial projectile while you are at it. All done, go shoot some stuff I guess. I'll admit that a lot of basic info from the early days does not translate well into the modern plugins that we all use, if you want anything updated/explained let me know.
  25. File Name: Halo 3 phantom in sandtrap + Hunter and Arbiter File Submitter: Sebo7 File Submitted: 16 Mar 2014 File Category: .MAP Mods This mod includes: -Driveable Phantom- -Chin gun can be controlled- -Seat at phantom cargo- -Select spartan to become a hunter in game- -Select elite to become arbiter in game- -Hunter can shoot- How to spawn a phantom: Just throw a Frag grenade or go to where the elephants are , they are replaced with phantoms. When the phantom is about to blow then the game will freeze so do not shoot at it (This will be fixed) Click here to download this file