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Found 420 results

  1. .MAP

    Hello, I've recently figured out how to .map mod with assembly and I was wondering where the text colour on the menus would be located on Halo: Reach. I'm trying to change the text colour on the matrix menu to be purple instead of green. I also wanted to know where other text colours are located as well. If anyone can please tell me where the text colours are located on Assembly, then I would really appreciate that.
  2. .MAP

    Campaing vehicles
  3. (Took about a week, but I finally managed to get this fully functional and up and running. first attempt: Black screen; frustrated second attempt: Freeze at certain point in mission; irritated third attempt: Success. Had to play through the clean Tsavo Highway mission first before conversion) Anyway! Welcome to Forge in Campaign - Tsavo Highway. This conversion is my first map conversion for Halo 3, and it includes just about everything added to forge palette such as: Selectable Weapons Vehicles Equipment Scenery Respawn Point This is indeed, my first conversion, so don't expect anything spectacular other than playing through the mission with Forge. Gamecheat13 plans on creating a whole series in Halo 3 for Forge in Campaign; AI scripts, and much more... Select GREEN team for Human, I think ORANGE for covenant? PATCH Be sure you patch the original campaign map, then just toss it into your maps folder with the info!
  4. .MAP

    Couldn't have done it without referencing the truck in ai_generic - Thank you so much Gamecheat! I thought this mod would be significant enough to post here, after all, it did take some time to remake. There are a total of 12 trucks set up in Squads for scnr (feel free to add more) and you can mess around with different objects that are attached to the containers. Some things you should know: Trucks spawn at -860, 662, -48 (may need to do some flying around to find them) Original map to patch is g_cliffside.map (just obtain the original conversion off gamecheat's blamdepot) Convoy tends to slide around sometimes; had to continuously mess around with the bed_long's moving friction & mass to get the trucks moving. PATCH
  5. Gamecheat13 did this for one of his videos (can't remember which) so I did my best to recreate this experience. I simply set up the AI within the Squads from Lehvak's tutorial and went from there (we miss you Lehvak!) Team should spawn through easy, normal, legendary ect... Also. Be aware of the zombies when they die; they start walking around without a gun. Modifications: Injected Noble Team Lowered fog intensity Changed wraith's projectile to revenant bolt. PATCH
  6. I have just started a project that i have always wanted for a very long time now and yes gamecheat13 (Inspired me to actually do this) did make the covenant and the storm forgeable i plan on expanding on that, i have started on floodgate which i have broken many times (i believe around 20x) just trying to convert it and make Ai. Floodgate is very gltichy at the moment as i used it to test stuff out. i have completed sierra 117 and i am now on crows nest. I planned to complete this by saturday but due to me wanted to add as much as possible that people want (i have gotten a few suggestions by GeneralKidd, Tuco (A good youtuber: TucoStudio) and a few other suggestions, it will be a week to a month long project (probably week long). If people like this i will try to do it with both odst and reach. Also feel free to suggest any other mods you would like me to do. And if anyone has any knowledge about maps or whatever you think would help me out that would be appreciated as well!
  7. Cambiar a español hello community, I'm a lover of halo but I'm bored of the campaign and my most precious desire is to have a map with the bots in halo reach that really works
  8. 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. 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. Crosshair has been moved slightly upwards on the screen. Film Grain effects removed from each mission. Edited encounters on some of the missions. 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. M6G Magnum is now the XM6D, a prototype of the famous Halo 1 Pistol: 12 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. M392 DMR is now the M392 Battle Rifle: 2x 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 reddish-Pink color scheme. 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. Spiker is now the Eviscerator: a fully-automatic Brute shotgun that fires 5 spikes per shot, with a max range of 15 world units. 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. Energy Sword is no longer usable and will detonate when an enemy drops it. Plasma Launcher is no longer usable and will detonate when an enemy drops it. Vehicles: All vehicles received a 50% base health increase. Warthog Chaingun received an accuracy buff, returning it to its Halo 3-era settings. 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: Noble Team shares a primary Sage color, mirroring the old Fall of Reach concept that all Spartans donned this color. 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 are a more defined dark-purple like their original trilogy counterparts. Elite Officers, Ultras, and Zealots wear the Minor armor, and the Field Marshall wears the Officer armor. Elite Zealots and Field Marshall are in solid gold, with Zealots wearing a Black secondary. 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. 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. 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. Download Link: https://1drv.ms/f/s!AgBNuu4h4p5cxCYa80zapaPWolnH
  9. .MAP

    ¿Dónde puedo descargar el creador de los parches que mencionan, llamado Ascensión?
  10. .MAP

    i'm currently working on a new mod and here is some screenshots from it NOTE : this is my first mod
  11. i have a problem with anything relaited to campaign , when i load a map the game freezes in the loading screen.
  12. 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!
  13. .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
  14. 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
  15. .MAP

    I want to transfer tags from one map to another so should I extract them raw or non raw Thnks
  16. 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: http://www.mediafire.com/file/6j6bjbjzfg12b05/070_waste.map/file 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
  17. 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!
  18. 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 the.map 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!
  19. 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
  20. .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.
  21. Okay, so I'm trying to inject tags into assembly and nothing is working. I am not quite sure what I've done wrong, i've been looking everywhere on how to do this, but there is nothing for halo 3. Here is what I have set in my assembly settings, -resource cache is in the folder where it has the shared, mainmenu, and campaign.map -selected the halo 3 game -opened up a campaign.map file like the citadel map -opened up the vehi/char.taglist and would either extract the hunter char or phantom.tagc RAW into a tag folder -opened up sandbox map -imported those tags -weap then I would make my magnum shoot out and it would freeze when choose those, but it wont freeze when I choose what is defaulted in the bipd or vehi.taglist And when I try to edit the forge menu, it wont work. I go to scnr.taglist and even when I try changing the budget limit from 1500 to 3000, wont work. I don't know if its because I'm not on the original sandbox map because I deleted everything off of there and I already have the budget to 1500? I was using another map called, sandbox canvas whereas everything is deleted and I have $1500, but I even tried all of this on the regular default sandbox map and nothing works. Please guys, help
  22. .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
  23. 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
  24. .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
  25. 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