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  1. .MAP

    This is my first release so it isnt really fancy. This mod adds more effect to by adding flood ai and some weapon mods, more info in the readme.txt, please read the readme ***I am open to suggestions*** Links: V3.5beta V3.0beta V2.0beta 1.0beta ***UPDATE*** Re-Skinned Elites, tell me how you feel about it. Flood plasma rifle re skinned. Missile pod is now 1st person! More in readme.txt Most firing effect tags have been edited (mostly sounds) to make the weapons sound better. I'm back In business baby! Jtag is back!
  2. File Name: Matrix Menu (Now SD Friendly) File Submitter: Lord Zedd File Submitted: 27 Feb 2012 File Updated: 28 Feb 2012 File Category: .MAP Mods A fun project turned into public patch. Features CUSC and RAIN editing. Click here to download this file
  3. Things you will need - Assembly can be found here skips over sounds and how to compile here. - Campaign, shared, and mainmenu maps for the selected Halo game you want to do this in - RGH/Dev kit/JTAG - Xex with checks removed and AI in mp Halo Reach Halo 3 Updated:
  4. Thanks to Matt for the video! I'm going to start out by saying this is a work in progress. There is alot to do to get these conversions fully working, but I do plan on updating these regularly until they are fully functional. What this is This is a thread where I'll be posting progress and patches for firefight maps converted to multiplayer. Yes this requires a Jtag/RGH/DevKit. Everything except Unearthed and Installation 04 will require pre-loading. Current Version - v0.3 Locales added for in_game_multiplayer_messages and global_multiplayer_messagesv0.25: Multiplayer Globals and UI re-injected with the newest version of Injection Assembly to include stringidsEnglish locales for random_player_names and team_names addedMonitor model properties revised to have shield vitality v0.1: Fly around in forge (no forging or editing existing items yet, monitor's bipd and null's hlmt, so low shields will beep when you're in monitor mode)Play infection. I briefly tested Gun Game and Double Agent since Teancum posted his collection earlier and those seemed to be working, but everything else requires gametype labels which would require full forging capabilities to add.After transferring the new maps to your console, you will find them listed as their firefight map name with "MP" before the name. I have it set up this way so they are all listed together and easier to find. If you've read enough and want all the patches, here's a rar archive of them all. Now onto each individual map... Overlook Download Courtyard Download Waterfront Download Corvette Download Beachhead Download Outpost Download Glacier Download Holdout Download Unearthed Download Installation 04 Download Finally, here's a link to the parent folder of everything on mediafire. New versions will be posted to the same folder. Enjoy! Feel free to use these as a base for whatever mods you feel like doing. Just don't forget to give credit where it's due Thanks to: The Assembly Team for a great modding tool, and again for automating injection. Lord Zedd for this post on porting UI and campaign maps to multiplayer (although you do need to null scripts for firefight ). Akarias for briefing me on the essentials for firefight conversion.
  5. I have created patches for each campaign map in 3, ODST, Reach, and 4 and figured I would share it. I'm sure there are easier ways to go about this, but it didn't take much time and I wanted to just use Assembly. Short Guide: Open Assembly, go to TOOLS>Map Patcher, go to "Poke Patch", open the patch for the chapter you are on, then click "Poke Patch" then "Yes." Long Guide: Downloads: Additional Credits:
  6. .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:
  7. NOTE: Due to plugin changes, "flair" in this tutorial will be "instance" in Assembly. Take this into account when reading. Custom Permutations: Use Adjutant to find to parts that you want to use in your armor piece. Make notes of the names for later. Find a permutation that you are going to replace or add to. I am using “flair_chest_a”-“Player_skull” because the skull chest is used in my armor piece. Find the indexes of the instance that you are going to use, use the notes you made earlier to use the string_id to find the correct parts. Use these indexes to select the flair in the “instance flags” boxes in the permutation section you found earlier. Remove any that you do not need, note that boxes 103 onwards are always ticked, so you don’t need to null them. Next ensure that the permutation you selected is referenced in the [pmcg] or the armor will not appear. I don’t know if you can add entries so I normally replace the ones I don’t use. I have replaced the grenadier UA. Finished version: (sorry for bad quality image) Custom colours and Forced colours: To get custom colours for all your armor, go to the [matg] and search for the “player colors” reflexive, change the colour(s) to anything you want. To get forced colours on certain armor pieces, you can null out the _cc [bitm] in an armor piece’s shader by replacing it with a _zbump or _normal. Then you can follow Krazy Pigeon’s changing shader colour tutorial (here: Armor that uses this will never change colour, like emile’s security shoulder. I am not taking credit for researching this, I am only giving a tutorial on what I think is a cool mod that uses the function Assembly has. I have used this at least once for each main character in my Machinima. If I have missed anything or you know a better method please let me know. Edit (30/12/2015): update to accommodate for mode plugin change from "flair" to "instance"
  8. .MAP

    Updated: Resized wings Shadered Hog Took off engines and tires New Hud Shoots Hornet missles Guardians have no gun Grasstrap download:http://www.gamefront...089/plane v1.1.
  9. .MAP

    due to a lot of comments on my youtube video i have decided to make a tutorial for this, and yes it is very simple. first of what your going to do is go into the biped that you are playing as, scroll down to the flags and scroll down them until you see a bitmask with alot of unnamed options. scroll in it till you see able to dual wield, check this and poke/save. now for the final thing you need to do which is the exact same as halo 3, go to the weapon that you wish to dual wield and go to its flag and check the one that enables the weapon to be dual wielded. simple poke/save and your done. enjoy only few bugs i have had while doing this is i somehow managed to make it so i held the four weapons separately as well as my right arm fell off and ended up holding a weapon only in my left hand.
  10. For this guide, I will be using the "Halo Reach: Noble - Map Pack." Needed Supplies Modded Console Velocity A way to transfer files to your RGH or J-Tag Any DLC you would like to use 1.) To hit things off, we will to extract our DLC container to our Desktop. Assuming you already know how to do this. (IF YOU DO NOT KNOW HOW TO DO THIS, COMMENT DOWN BELOW AND I WILL UPDATE THIS WITH INSTRUCTION EXPLAINING HOW TO DO THIS!) 2.) Now will we need to open Velocity. Once you have Velocity opened, you should be greeted with a screen like this. 3.) Now you will need to click FILE>>OPEN>>PACKAGE and locate your DLC Container file. Once located, you should be greeted with a window similar to this, depending which DLC Container you are using. 4.) Now scroll down and find the files you want to extract. For this, I will be using I will be using the map: "Condemned." 5.) Once you have found the files you want to extract, make a folder on on your Desktop and name to whatever you like. For this, I will be naming the folder Condemned. Right click the file of your choice and click EXTRACT SELECTED. Velocity is known for randomly crashing when pressing EXTRACT ALL. 6.) When you have clicked EXTRACT SELECTED, you will be greeted with a window similar to this. 7.) Locate where you want to save the file(s). And save them in your destination(s). 8.) Now you have successfully extracted files from a DLC Container. Transfer them to your modded console or you can edit them however you want. I hope this tutorial helped you guys, and if you have any questions, leave them in the comment section below and I will help to the best of my ability. Virus Scan Downloads
  11. .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:
  12. .MAP

    I decided to make a tutorial in order to compensate the problems I've given recently to some users. Also, I haven't seen any tutorial regarding this, so here we go: Ok, if you don't know what am I talking about this firefight mode, then check Lord Zedd's video of it. As you can see, the Covenant has made teams (sorta) like in Halo 2 and attack each other. This is not a gametype mod, sadly. So JTAG only. Also, Lord Zedd actually posted in a thread a while ago about how to do this, but I wanted to give a further explanation. This mod might be so simple, but I thought it would need a tutorial. Things you'll need: -Assembly -Console that can play unsigned code, and files. -xex of the game (Reach) with checks removed. It is reccomended that you have "Show Invisibles" on Let's start: 1 Open any Firefight map you would like to have this. Mine will be Corvette ( Make sure it is not "Read-Only". 2 Do a search for the [scnr] tag and open it. 3 You'll need to find the "Globals" block and look in the list for the "g_survival_bedlam". In the case of this map, it is number 175-176 (177). I mean, before the last one. In this picture you'll see what I mean you have to find. 4 You'll see 2 Expression codes: "Initialilazion Expression Salt" and "Initialization Expression Index" The "Index" one is the one you're going to write down, remember, etc. Don't do ANYTHING to it. Just either remember it or write it down. 5 Look for the "Script Expressions" block. Once you find it, open the list and search the number you just wrote down/remembered. In my case, the number is "14772". 6 Here comes the magic. You just need to change the "Value 03 (MSB) to "1". I already have it changed as you can see in the image, but it is normally set to "0". So, change it to "1" and that's it. Save. That should be it. Now go and test it on your Xbox. If your enemies are fighting each other, then you did it right. Another way to make sure you made it, is to play as an Elite. If your allies are marked as enemies by the radar and your reticule, then you MADE IT. Oh, and they will attack you too. Bugs: No problems at all, I believe. 1. In this map (Corvette), the first Covenant to appear before the Waves will always be sleeping Grunts no matter what. Those Grunts will ALWAYS be allies of you (if you're an Elite). And you can still trade weapons with them. The first Engineer to spawn will also be your ally. 2. Somehow, the Covenant is split in "teams". If they eventually stop attacking each other, then those enemies are allied and will just focus on you until "reinforcements" come. Should work for all Firefight maps, and this is not possible on Halo 3 ODST.
  13. here is a first person warthog remake from my mod in halo 3 v 0.1 first person warthog enter location is passenger seat download link for v 0.1 : http://www.mediafire...o2296zo0j2oinzr v 0.2 first person warthog better first person falcon first person revenant first person mongoose first person warthog passenger download link for v 0.2 : http://www.mediafire...9mzo9za6lj99dg6 future updates v 0.3 first person shade turret, scorpion, wraith ,ghost fix any little glitches Pictures: link to halo 3 first person vehicle mod, has alot more vehicles : http://www.xboxchaos...patch-download/ message me if their are any errors so i can fix them
  14. First off, I'd like to thank all of the staff and the wonderful community of this site. I love Halo modding and I wouldn't have been able to do anything if it weren't for you guys. Requirements: Halo 3 copied to your HDD XEX capable of real time editing. You can get Zedds PFFs in the downloads section if you need them Assembly or Alteration should work. Step 1. In assembly, open the .map file you want to do this on. Step 2. Open the bloc tag and select the object you want to change to a ragdoll. Step 3. NOTE: IT IS VITAL TO DELETE ALL OF THE OBJECT YOU ARE CHANGING OR YOUR XBOX WILL FREEZE. (Ex: If you change a fusion coil to a spartan, you must delete all of the fusion coils on the map before poking.) Change the object properties to the HLMT of a biped. Step 4. Poke or save changes, spawn your new ragdoll, and have fun! P.S. In the HLMT of the biped you swapped the object with, enable "Cannot die from damage" in the flags box under Health/Damage Properties.
  15. .MAP

    HIGH CHARITY [V2] Well, V2 is now happening! the fixes in this version include: -Sound now works! -Now uses a custom BLF instead of the one from Cortana. Many thanks to Lord Zedd and The404Spartan for helping fix the countless problems I encountered while doing this. OTHER INFO: (read it, its important.) Original Version: NoFlood Version: v1: -Initial release v1.1: -Fixed mapinfo [NOT IN PATCH] v2: -Fixed sound -Now has own BLF's instead of the one from Cortana. 7/16/2014 4:17 AM: - NoFlood Version available, removing most flood structures from the map, separate patch and MapID
  16. .MAP

    V2 HAS BEEN RELEASED! Ive Worked on a project called "WarfareTrap" and it's a basic modded map that includes camouflaged weapons, Vehicles, and some blocks. There's injection's to the map that are awsome! here's the list of what's been injected Here's the list of what's been modified Heres A Picture: This Is My first modded map, so no I didn't do a extremely good job. I decided to make this map because it was the best thing that stood out to me every day modding. And I also made it for those who like mods like I do. the map took me 3 weeks to make. And I was constantly moving my memory unit over, & over again, to my PC, to Xbox, like 50 times! I'm so happy to release this map to you all, I really hope you like it! And If you liked the map, I might make another one. I didn't want to put too more than one picture because I didn't want to make a really big post! Enjoy! Here's the downloads: V2.8: V2: V1: -IM EXTREMELY SORRY THAT MEDIAFIRE SOMETIMES PUTS A CAPTCHA TO DOWNLOAD! If the download link goes down let me know and ill fix it! It's A Big Patch So Be Patient While It's Downloading. The .Zip Contains Instructions on installing If you need it. And also, there's probably not going to be anymore updates on this map . The Batch File In The .zip Of Version 2.8 Is Intructions! I Thought It Looked Cooler! WarfareTrap_V2.8 Virus Scan: (Including Batch File, Was Also Scanned Too). Hope You Enjoy!
  17. .MAP

    File Name: Waterless Forge World File Submitter: Forsaken Winter File Submitted: 06 Jan 2012 File Updated: 08 Dec 2013 File Category: .MAP Mods initially started out as this, just a water removal test. then i decided to make it entirally out of sand for the ground looks to barren so i made it grass to look more lively now im just removing material effects and those water falls. which will only leave finding the forge boundries so you can build litterally anywhere without items being deleted when far out Lastly a version 4.0 upload that includes the longsword so people dont need to look so hard to be able to find it. For this new one it is also using a asmp patch and the map needs to be called when you patch it. Links are in the download section Click here to download this file
  18. File Name: Colored Hogs File Submitter: DeadCanadian File Submitted: 09 Sep 2015 File Category: .MAP Mods Valhalla with extra warthog color patterns added. Click here to download this file
  19. Colored Hogs

    Version V1


    Valhalla with extra warthog color patterns added.
  20. .MAP

    File Name: Mario Slayer File Submitter: JJIJR File Submitted: 22 Aug 2015 File Category: .MAP Mods Items: ​​​​​-4 kinds of blocks and a Warp Pipe- ​Brick Blocks - A forgeable block that can be destroyed. "?" Blocks - Every weapon in the forge list spawns as one. When it takes damage it releases the contained weapon. Used Blocks - Other than the fact that they are a byproduct of "?" blocks, they are a re-skinned brick block. Bullet Bill Launcher Blocks - When this kind of block takes damage it fires a Bullet Bill out of its pipe. Warp Pipe - Acts as a teleporter. ​​​​​-​2 new grenades and 1 new weapon​​​​​- ​Bob-omb Grenade - You can only hold 1 of these. They take 5 seconds to detonate, but unleash a devastating blast. They can also be spawned outside of a "?" block and can be shot on the ground to be ignited the same way as throwing it. Throwable Hammer - You can hold up to 30 of these. They have no blast radius, but will kill you instantly on impact. They can also break blocks. Bullet Bill Launcher - A weapon that launches Bullet Bills which can lock on to bipeds, land vehicles, or flying vehicles. ​​​​​-​2 new vehicles​​​​​-​ ​Mario Kart - A quick vehicle that can fire a Koopa shell which will ricochet off of anything and damages/deactivates vehicles on impact. Koopa Shell - An extremely fast vehicle which can splatter anything in its path. ​​​​​-​2 new screen effects​​​​​-​ ​Outside Desert Effect - Provides the feeling of being stranded in the middle of a sunny desert. Has a radius in which it is in effect. ​Inside Tunnel Effect - Emulates the deep blue underground feeling provided throughout Mario games. Also has an effect radius. Screenshots and Videos: Notes/Known Bugs: If you forgot what a "?" Block you spawned contains, just aim at it in edit mode and press the x button. This will display the objects name.In order to properly create the illusion of going underground/ above ground, place the two screen effects far from each others radius so they don't overlap and have Warp Pipes between the two areas.The Koopa shell projectile on the Kart has the problem that it only seems to be oriented correctly across the projectile's x-axis when looking a certain direction. I never found a solution or workaround to this problem.The Koopa shell projectile also seems to sometimes prematurely detonate as soon as launched when the Kart is in odd angles relative to the ground. Because of this I made the detonation effect harmless. The shell only deals impact damage.The Koopa shell as a vehicle is entirely buggy. It has a unmodified ghost physics model (I didn't know how to go about removing unwanted parts of it without causing balancing problems on the vehicle) and also a somewhat buggy animation. I only decided to keep it in this mod because it's kinda fun to drive around.The Bob-omb grenade sinks partially into the ground when it lands on the floor. I never found a way to fix this as it ignores the objects physics model. The collision radius value in the projectile tag strangely doesn't effect the final landing of the projectile.Credits: Lord Zedd - SupportLehvak - TestingIf this mod seems a bit rushed it's because it was. I'm moving tomorrow morning (actually in a few hours) and don't plan on taking my consoles. This will probably be my last mod (sucks I wanted to make a Mad Max mod). Luckily Lehvak has volunteered to give a shot at sound injection for this mod. Click here to download this file Also feel free to post any map variants made with this mod below.
  21. .MAP

    Adding Tags: Requirements: MapExpand (Blamite Edition) Part A: Prep Before you can do anything anything, you need to make some room in the map for the new tag's meta. Copy mapexpand to the folder with your map and run it from the command prompt as follows: mapexpand 1(You can substitute for any map (forge world here) or more blank meta pages (1 here), but you can always add more pages later.) Once mapexpand does its thing, you'll want to make note of the two offsets it gives you (highlighted) Blue is the memory offset which we will be plugging into the tag list when we add the tag, and Red is the file offset where the blank meta actually starts, which we will need soon as well. Now we need to actually add the tag to the tag list so we can start filling meta in. **Be aware that once you use mapexpand on a map, the header is changed enough to where a standard xex with only RSA bypassed will not load your map anymore. Patch your xex with any of the patches from the following download and it should work: ** Part B: Adding Pop open your expanded map in a hex editor and do a hex search for "00726D63726D2020" to jump right to the end of the map's tag list. Now click right before the selection and add 8 bytes right there. This will give you a blank entry to fill in. Those 8 bytes you added will break up as follows: int16 Class Index int16 Datum Index Salt int32 Memory Address (File Offset + Map Magic) So let's start with the first 2 bytes, or the Class Index. Refer to the following list to decide what value you are putting in: Edit: Next 2 bytes is the Datum Salt, which doesn't really affect anything, but needs to be a value NOT x0000 or xFFFF. For the last 4 bytes, the memory offset, you'll want to enter the memory offset mapexpand gave you (the Blue one above). For an example, here is what adding a new LIGH tag would look like: Part C: Cleanup Next we have to remove 8 bytes from somewhere else so that everything lines up to counter the 8 you added. Luckily, there is an abundance of 00 bytes beyond the class list, so scroll down until you see the text "tags" and select any 8 bytes after it and hit delete on your keyboard. In addition, we also have to adjust a few things to accommodate for the new tag entry. While we are here, let's take care of the 2 values located just above where we deleted the 8 bytes. Go to the byte after the last group of FFs and jump 8 more. This should take you to the Class Index Address... ...Which we'll need to add x8 to, since we added 8 bytes for the 1 entry. This should leave you just after that address, which is the Tag Count. Add x1 to it for 1 tag. Looking good. Last things to fix are in the map's header, so go to the offset 0x10 to see a familiar value. Like before, add x8 for the new entry. Now head to the offset x2B4 for another familiar face. Also like before, add x1 for the new entry. And Save. -- -- -- Congratulations! You have added a tag! Only thing left now is to add meta for it! Filling in the meta: To make this easy, let's just copy and paste the meta of an existing tag and modify it from there with a map editor. Here's how you would go about that: Part A: Copy/Pasting the main meta With your modified map still open in the hex editor, pop the original map in Ascension and open the tag you are duplicating. In the "Tag Information" box, right click the offset and copy the value. Paste the offset elsewhere for safe keeping and head to the "Plugin" tab in the meta editor. Make note of the value given for "headersize" in the first line. Hopefully, the given size will be correct. If it seems very large, please post in this topic and I will help you out. (Apologies in advance if there are errors) Once you've got the offset and size, minimize Ascension. Open the hex editor back up and go to the offset mapexpand gave you in the modified map. (the Red one above). Now open the original map in the hex editor alongside the modified one and go to the offset you copied in it. From that position, select (as decimal) the size you got from the Plugin. Copy the selection. Return to the modified map. From the position you went to with the map expand offset, select the same amount of bytes as you copied and paste. Save and exit. If you've been following this tutorial correctly, you should now be able to open your map in Ascension and go to your new tag without any problems. You're almost done. At this point the only thing left is to copy reflexives and datarefs and point the main meta to them. Part B: Copy/Pasting the other meta There is likely to be more than one reflexive/dataref in your meta, so I'll just outline one of both and you can repeat the process if necessary. Part B.1: Reflexives The easier of the two. Since lights don't have reflexive's I'll use the Spartan's attachments reflexive. There are 3 things in the reflexive layout that you need to note; The size, the count, and the offset. The offset is fine how it is, but you'll want to multiply the size and count together and save the result, that is how much you'll be copying. Close the map out of Ascension and open the map in a hex editor again. Head to the offset you got, which will be in decimal format and select the entirety of the reflexive using the number you got from multiplying (decimal as well) Copy and paste that into a new file for safe keeping. Go back to the file offset from map expand to get back to your blank meta. Take a look at the hex and find where the first meta you copied ends, then to be safe jump to the next offset ending in x00. In my example map, that would be offset x5CF1100. Make note of this offset. Select the size of the amount you copied, copy the meta from the spare file you made and paste it in to the blank area you selected. Save and exit, you're done in hex. Open the map in Ascension and go back to your tag/reflexive. And fill in the new offset. You'll have to convert it to decimal first, which you could do via the Windows Calulator and changing the mode to programmer via the View menu or pressing Alt+3. Tick the Hex radio button and paste in your offset, then click decimal and copy the result. Easy. Take that number and plug it into the Offset box and hit the Save button next to it. If you did it right you'll notice no change at all. You just duplicated a reflexive! Part B.2: Tagdata/Datarefs Datarefs are no different than reflexives, except that you'll be replacing the memory offset using a hex editor. Go to your tag and right click the dataref you'll be copying and choose "Display Information". Only worry about the size and file offset that spits out. Make a note of that then go to the "Info" tab so we can grab the map magic. Copy that somewhere safe and close the map. Back in the hex editor we go, this time going to the offset of the dataref's reference. We'll have to do some more math before we get to the offset of the actual data. Once there, make note of the 4 bytes directly in front, which is the size, then jump ahead x0C/12 bytes more to get to the memory offset of the data and copy it. Paste that into the Windows Calcluator you set up in the reflexive part above with the Hex option ticked. Now subtract the map magic from it and copy the result elsewhere. Then jump there in the hex editor. At that offset, select the amount you got from the size (Hex) and paste it into a new file. Go back to the file offset from map expand to get back to your blank meta. Take a look at the hex and find where the meta you copied ends, then to be safe jump to the next offset ending in x00. In my example map, that would be offset x5CF1200. Make note of this offset, you'll be adding maths to it soon. Select the size of the amount you copied, copy the meta from the spare file you made and paste it in to the blank area you selected. Almost done. Go to the tagdata reference offset you got from Ascension again and jump x0C/12 bytes more again to the memory offset. Open the Calculator back up and paste in the offset you pasted the data to (Hex), now ADD the map magic to it. Copy the result. Paste the result over the old memory offset and Save. You're done! Opening back in Ascension one last time to check your work, you should see a valid dataref still. If so, then you just duplicated a dataref! Getting Duplicated Objects Working If you are duplicating an object, it will not load ingame until you modify the global object pool to allow for it. If you are not duplicating an object, you should be okay skipping this step. Make sure your plugins are updated! Open the ZONE tag in your modified map. Scroll until you see the "Global Pool" reflexive, then the "Objects" reflexive inside it. (Invisibles are OFF in the following pic) The fix is very simple; jump to the last chunk in "Objects", set the value to -1 and save. Simple as that. What remains is referencing your new tag wherever you plan on implementing it, but I'm sure you know how to do that.
  22. .MAP

    File Name: Halo Reach Giant Tag File Submitter: Lord Zedd File Submitted: 21 Feb 2014 File Category: .MAP Mods Created by hand based off the Halo 3 and Halo 4 gint tags. Just inject the .tagc and add your hlmt reference and you should be good to go. Tags included: objects\giants\scarab\scarab.gint camera\scarab_d_camera.trak Click here to download this file
  23. This is only if you have RTH and if you go on Xlink Ok so what this does it if you are host and change the projectial EVERYONE will be able to see the proj. So first open your map in alteration. Push Ctrl "C" To Coppy This Number Now Go To The Worthog Troop Effect That You Used. Push Ctrl "V" To Paste That Number in This Box Then You Can Change What You Want To Shoot Out Right Here And There You Go. This Makes Xlink SO much more fun
  24. I've had this map sitting around a while so I think I should release it. What this map dose is it is a forge world map that has all of the single player vehicles added into forge world. To spawn your selected vehicle go to sandbox palette in scnr and find a banshee. After that simply swap out the banshee for what vehicle you want to use. These tags where injected raw so it should run fine in system link. I really hope people appreciate and like this mod. It took me two week to figure out all of the shaders for each vehicle to prevent freezing One day I am really hoping some one will team view me and teach me to add the vehicles to a forge menu. I would also like to know how to make this map a separate map so i don't have to replace forge world altogether. Well I hope you enjoy the mod it is one of my favorites'>
  25. .MAP

    Does anyone know how to RTE mod your biped colours?