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  1. File Name: Expanded Gametype Options for H4 Main Menu File Submitter: Lord Zedd File Submitted: 07 Apr 2013 File Category: Halo 4 You want it? You got it. Via 112 (6 being broken and unused, so more like 106) new, injected tags, this patch adds options for every possible player trait except 3 special cases. (All 3 are still implemented, but hidden. Refer to the layout) Saving from Forge Options now possible all runtime trait menus replaced with standard ones as a lazy solution to adding more options for them Forge Options given a duplicate layout of Customs with the Megalo Options link switched to Editor Traits Editor Traits converted to full fledged trait menu for scaling and other fun stuff, not all options may work all tactical/support spinner values merged and applied to all relevant instances added pokable support for Weapons On Map and Flood/First Megalo Loadout weapon spinner values given none, flood talon, and target locator options and is applied to all relevant instances equipment spinner values given flood thruster pack option and is applied to all relevant instances added 14 new loadout names, partially to support flood loadouts properly. **Includes "menu layout.txt" and "tagnames.txt" for reference** Click here to download this file
  2. .MAP

    i got my jtag 3 days ago and i made this mod. http://www.youtube.com/watch?v=RCcwts8GwlM Download link attached. Credits,chrisco for the motorcycle Lazy gamer JC for flying warthog Blood raptor. ENJOY! bloodraptors map mod.rar
  3. .MAP

    I made everything in the video in Real-Time. This map will not be released because I'm going under a map pack with a friend. I decided to advertise for this site, seeing it is how I got all my skills from. So to try to make this forum more active, I hope many people with see this video and go here. http://www.youtube.com/watch?v=n3smpO2Rio8
  4. .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
  5. .MAP

    I Made Another Map, And It's Not The Best But It's Pretty Good. I Made The Map On Snowbound. And I Removed The Snow And Imported Some Sand And Desert To It! And Heres How It Turned Out: It didn't look exactly the way I wanted it to, but it's still really fun and cool to play! The map took me a long time, but not as long as my WarfareTrap project. Here's The List Of Whats Been Injected: Here's A Few More Pictures: This is my second modded map now, so I didn't do a terrific job on everything. I took my time through it and wasn't *too* lazy. There was a few times I felt like Quitting, but I didn't. Instead, I knew that if I had made another cool map, I would enjoy making another one! Which I might! There might be updates, but i'm not to sure, due to my lack of interest on this small boring map. I tried injecting other things, like the warthog, banshee, & scorpion, but the map would either be unbootable, freeze when selected, or I couldn't get in and drive it. We'll I Hope You All Enjoy The Map! It Wasn't Easy To Make, But It Was Done! Here's The Downloads: V_2.6: http://www.mediafire.com/download/y4jgpngyjpjcc7o/DryBound_V2.63.zip V_1.7: http://www.mediafire.com/download/ywqx9m74nvrlwru/Drybound_V1.7.zip I Don't Think Mediafire put a captcha to download this time! Scan Of the ReadMe!.bat (for both .zips) : https://www.virustotal.com/en/file/69b5423c399b90634e94a32aa2bfb4429c3e753a9f92bfcfee9ca892b839b46e/analysis/1429227270/ Didn't want to flood the topic with too many pictures Enjoy!
  6. File Name: Sandfort File Submitter: DeadCanadian File Submitted: 21 Aug 2014 File Category: .MAP Mods Sandbox remade with all of sandbox's forge objects injected onto the maps (with exception of a smaller one due to forge lists 64 item limit) as well expanded the existing vehicles palette to include other variants of existing vehicles. The main patch is just shrine_objects.asmp alongside two patches that are made for poking that will change all objects from fixed to keyframed or vice-versa to make editing easier. Click here to download this file
  7. File Name: Cabin Fever File Submitter: Lord Zedd File Submitted: 10 Jul 2014 File Updated: 14 Sep 2014 File Category: .MAP Mods My first attempt at making a map since I believe Stormy Cartographer, and boy have we come a long way since then. This is a BSP Injection of 010 from 120_halo, with bits removed and blocked off to play better. All gametypes are supported by default. Through its creation I've learned a couple new things, most notably new things regarding the Simulation Definition Table. Overall I'm hoping this map raises the bar in some way in terms of complete packages, and I hope everyone enjoys, especially on gamenight whenever that happens. http://www.mediafire.com/download/cj0n33os7e1s6w3/roundabout.asmp **You may need to update your Assembly if it if from before August 1st as I updated it to allow _variant blfs in patches. Patch chillout.map, name it roundabout.map, and say yes to the extras. v1.1: The map itself hasn't changed, so you can grab just the updated info and BLFs here: http://www.mediafire.com/download/6p72uhyaxco9li0/roundabout_newinfoandblfs.rar Click here to download this file
  8. .MAP

    I have just downloaded Gamecheat's Cliffside and Club Ererra. I can get the maps to load, and i can start the game, but when the blue, flashing loading screen is on for a while it freezes and says, "This disk is unreadable". I am using Lord Zedd's TU1 default.xex as well.
  9. .MAP

    I'm not done, only a few mods so far. Here's the download: https://www.mediafire.com/?7x1lwva84810c03 Map: Sandbox
  10. First off I know this tutorial has been done to death on here, but none of them have been done with assembly (at least I think). Also someone wanted me to help them with this so I decided just to right up a tutorial. so without a further of mountain dew™ lets begin. What you will need: RGH/Jtag/Dev kit Map you want to use More information on how to get started: HERE Newest assembly (make sure you download dev branch): HERE How to compile: HERE (the "dev" branch can be compiled automatically by the assembly updater if you change your update channel, assuming you have a build of assembly with said feature) Ok, so you can add a child to almost (if not every) object in halo, in this tutorial I will be attaching a cone to a mongoose. Lets begin for reals now: Open map you are editing in assembly Find the object you want to attach the child to (this object is called a parent) Once you found the object, go to its [HLMT] - model once in [HLMT] go to the 'Objects' block. You can either edit an existing chunk or add a new one. I will add a new one. If you are editing one already there, skip until you see where I tell you to resume. Ok, with this new Assembly build, AMD made all modders life easy as hell, thanks AMD! you can add chunks without going to mapexpand and in just a click or two! Click the '+' to the left of the 'i' Before going on make sure you back up the map. Ok you can either click the '+' circled in blue to add a chunk or hit 'Quick add' circled in red and enter in a number (positive or negative, the prompt tells you more on this) I'm just gonna add one more chunk so I'll hit the '+' once, hit reallocate, save. Now that you have a new chunk RESUME Next to 'Child Object' there is a drop down box, select the tag class that you want to use I.E (make sure you are on the newly added chunk if you added a new one) [bLOC] - blocks [VEHI] - vehicle Etc... for what I'm doing I need to select [bLOC] because the cone is a block. One I selected the tag class use the other drop down menu to find your object save Now, go the the [MODE] - render model of the parent object, again in my case the mongoose. Once there go to the block 'Marker Groups' again you can either edit an existing marker or add a new one, I always add a new one so I don't mess with something important to the render model Adding a new chunk: Now that you have that done under the block 'Marker Groups' is a child block called 'Markers' Again add a chunk (you can add more if you want to use two+ of the same objects, without taking up space in 'Marker Groups') there if you added your own 'Marker Groups' chunk. Now it's time to make the marker name! (YOU CAN JUST ENTER A CUSTOM STRINGID NAME IN THE STRINGID BOX AND WHEN YOU HIT SAVE IT WILL ASK YOU TO CRATE THE NEW STRING) Again (omg..) you can use an existing marker name (I.E the ranks) or add a new on. I'm gonna add a new one. If you are editing one already there, skip until you see where I tell you to resume. In assembly at the top left select the option 'Strings' now under 'Localized strings;' select English or whatever language you want At the top select a string list (I'm 98% sure it does not matter what list you pick) Once you found a list, select 'Add New' at the bottom now click under 'StringID' and a text box will appear, enter a name (note down the name). You don't need to add a value. Hit save all Now, go back to mode of the parent object RESUME Go to the 'Markers' block (go to the chunk you added, if you added a new one) Now, you will see 'Region Index' 'Permutation Index' 'Node index' If you have no idea what they do make 'Region Index' -1' (Specifying region does not matter, so -1 works) 'Permutation Index' -1 (Specifying permutation does not matter, so -1 works) and 'Node Index' 0 (no definitive node index) But if you want to know what they do read: (If you are using an existing 'Marker Groups' and 'Markers' chunk you can skip this until you see resume) Ok now in 'Marker Groups' in the [MODE] of the parent, make the 'Name' the stringID you created save RESUMENo go to the [HLMT] of the parent go to the 'Objects' block and paste that StringID you are using, in the 'Name' box next to 'Parent marker' save Transfer map back to xbox Now you can edit the Co-orbs back in 'Markers' in the [MODE] of the parent!use trial and error to find the proper co-orbs This tutorial can apply to reach, although the block names may differ.' "permutations, its how armor effects get applied in reach" - Zedd
  11. So I will be posting all info about my Star wars mod here Categories: IG-227 Hailfire-class droid tank: 74-Z speeder bike: RX-200 Falchion-class assault tank: Weapons if you guys have any ideas you can post them here as well None of the weapons or vehicles are fully finished until the patch is released Release date:Unknown (Srry Just Been Busy Lately)
  12. old but thought i should share 1.Open up [effe] tag 2.select objects\weapons\grenade\claymore_grenade\fx\detonation 3.in events 3-7 to 6-7 are spikes 4.select parts and then change spawned tag to what ever you want to be spawned Video: What you can do with this i know Doom17 did this video:
  13. This tutorial was derived from the tag duplication tutorial made by Lord Zedd. This tutorial is for people that want to just move a reflexive, without adding new tags. For this tutorial, I’ll be adding campaign.map to the external cache references in [play]. This tutorial can be applied to any reflexive for which you want to add chunks to. What you’ll need! RGH/Jtag/Devkit Injection Assembly Any hex editor (I’ll be using HxD) Mapexpand Blamite Edition Hex Calculator (Windows Calculator, or this) Step 1 Make a folder to hold what we'll be working on. Copy the map for which you want to duplicate reflexives into the folder. I’ll be using Forge World for the example. Also, copy mapexpand to the folder. Open cmd and drag mapexpand into it, then use this command line: Mapexpand (insert the map you want to expand) 1 Example: mapexpand forge_halo.map 1 You can add as many pages as you want. I’ll be using 1 because 0x10000 bytes is more than enough… Now get the Offset (highlighted in green) and the memory offset (highlighted in red) mapexpand gave you and keep note of it somewhere for safekeeping. Step 2 Open Injection Assembly and go to the tag that has the reflexive you want to expand. Go to the reflexive you want to copy. Click Information, and note down the count and entry size. For the example, we have a count of 2 and a entry size of 264. On the first value in the first chunk, right click and choose "View Value As..." at the top of the popup box. For the example; we'll do this with Map Path, which gives the value 0x5D01010. Step 3 Now open your map in your Hex editor. Hit control + G (goto) and put the offset you got in the last step (make sure you erase 0x and just put in 5D01010). With your calculator, in decimal mode, multiply the count by the entry size. Then tick hex to get the hex equivalent. So 264 (entry size) * 2 (count) = 528, 528 to hex is 210 bam we need to go to 0x210. Using calculator to find the hexadecimal of a decimal Since things are packed tight in a map, we need to copy the reflexive to the area of the map we injected free space into. So, copy the length of 0x210 starting from the offset Assembly gave you. Paste that in a new document for safekeeping. Now go to the file offset mapexpand gave you. Paste the data you just copied here, and save. Now press Control + G again and type the file offset that mapexpand gave you (my offset is 5CF1000) paste the data you just copied here. save. Step 4 In Assembly, put the memory offset (the one in red) mapexpand gave you in the External Cache’s address and add 1 to the count. Now, you will see that there will be 3 chunks instead of 2 chunks, or what ever you wanted. Special thanks! Orangemohawk for revising the tutorial and helping out with other stuff.
  14. Under the caetegory rmw there should be a single item, riverworld_water_rough.rmw. In that tag you'll want to edit the values of the arguments in Shader Properties->Arguments, which is circled in red below. I messed around with the values a little bit and figured out some pretty cool stuff. CHUNK ARG NUMBER DESCRIPTION INTENSITY TOWARDS 2 2 water roughness 010 1 brightness +- infinity14 1 texturization +- infinity15 1 cloudiness + infinity17 1 rippliness + infinity19 1 opacity 0 to 120 1 color intensity +- infinity21 1 red 0 to 121 2 green 0 to 121 3 blue 0 to 125 1 lines->intensity - infinity26 1 downstream speed + infinity27 1 cross stream speed + infinity28 1 wave height A +- infinity29 1 wave height B +- infinity29 1 wave height C +- infinity33 1 cross stream speed again + infinity34 1 softness just above 0, like 0.0001I think these values will only work for the water on Valhalla, I tried it on Last Resort and the argument chunks were in a different order. The intensity towards column indicates the extreme values for a variable. For example, if you wanted to make the water really bright you'd select the 10th argument chunk and make the value of Arg1=1000. Here are some pictures of all the different effects. Water Roughness Brightness Texturization Cloudiness Rippliness Opacity Color Intensity RGB Lines->Intensity Downstream Speed Cross stream Speed Wave Height A Wave Height B Wave Height C Softness
  15. File Name: Complete ai/generic.char for Forge World (TAGC) + Banshee AI Download File Submitter: JJIJR File Submitted: 08 Dec 2013 File Updated: 08 Dec 2013 File Category: .MAP Mods For those of you who edited my Banshee AI patch I released and tried to spawn AI on some other vehicles or with different guns, you may have noticed that AI refuse to shoot certain weapons and vehicles, such as the machine gun turret, focus rifle, revenant, falcon side turrets, etc.. Well this is because an ai/generic.char only includes references to weapons on the current map, and I guess the campaign map I used didn't have these things. This TAGC features functionality to all weapons and vehicles other than melee weapons (I can't figure out the deal with those.). This also doesn't fix the immobile AI. Enjoy! If you haven't downloaded my Banshee AI patch download it here: http://www.mediafire.com/download/4elae9wxcvlrff6/SUM+AI.zip The following is a screenshot of the above patch: Click here to download this file
  16. The point of this post is to describe the PHMO tag and to lay out how to do some things. PHMO only underwent slight changes between H3>Reach so everything here should be easily adaptable unless noted as the value names are the same. The plugins have been the way they are now for a while, but some of you may still be used to older naming. As far as I know there hasn't been many physics tutorials besides "Forge 2.0" in Halo 3 which will be mentioned later. If there was something other than F2.0 please link it below and I'll add it to the post. First up is "Phantom Types". The name can be confusing because 1. Halo has a vehicle named Phantom, 2. The Phantom vehicle uses this block. "Phantom" is actually a Havok term so it has nothing to do with the vehicle. The Phantom Types block is used in things like mancannons and gravity lifts (and the Halo 3 Beta Tripmine). Admittedly, I'm not familiar with what the float values mean/do, I only compared between games to get them named. What I do know are the flags and that there is a flag for each kind of object to allow certain objects not be affected by the Phantom Type. This was used in the Tripmine video in the thread above to allow it to stick to Bipeds. Node Edges is used to apply constraints, which will be mentioned later. Next is Rigid Bodies, which is essentially the nodes of the physics model. Each body has a shape reference with its own controls. List Shapes are used to assign multiple shapes to a single body. Tutorial: Forge 2.0 The old Forge 2.0 mod for Halo 3 (objects are phased like in Reach) can be done by changing the Motion Type enum to Fixed for each body. Not too much else to mention about this block, the "Locked In Place" flag is used in the Flag weapon which is why it doesn't move and is rotated if you spawn one manually. This flag can be applied to bipeds for some fun effects on the ragdolls. In Reach+ (Reach and all games after) two extra values were added which are still unknown but affect solidity in some way. When in doubt, set "Unknown Interaction" to 0, "Interaction A" to 0, and "Interaction B" to 2, this seems to be the default values for solid things. The Materials block has a Phantom Type index that may or may not be needed to make use of one. The bulk of PHMO are its shapes. These are what actually make up the physical collision of an object. The named values can easily be modified to morph the shape however you'd like. You could even add some shapes (don't forget to create the blocks on an x10 alignment!) which is essentially what the Halo 2 modding community uses behind its custom BSPs. Also in every shape there is a Phantom Index for assigning a Phantom Type, which is probably actually used compared to the one in Materials. But below that is "Interaction Unknown" which is what makes things solid or not. It is another unknown but enough of it is known to do some good stuff. Tutorial: Solid Objects So throughout the Halo games, larger vehicles like Phantoms and Pelicans aren't "solid" in order to look good when flying away in campaign and maybe for performance reasons. However when you are trying to spawn them yourself to play with that means they are just gonna fall through the ground. Boring. So to make these solid, you want the "Interaction Unknown" value in every available shape to be -1. Simple enough but now you know. Tutorial: Solid Ragdolls Like the above tutorial, but with a different value. This is normally seen in the Guta biped. Instead of -1, make the value 5. In addition, you need to open the BIPD tag and check the "Never Rests" flag for under the flags named "Movement". Without this the ragdolls will lose their solidity when they "rest" (stay in the same position for too long). You don't want to have too many ragdolls with this effect at once or it will easily break and all of them will lose their solidity. Almost lastly there are Constraints, these control how flexible a ragdoll is, so you don't see heads twisting 360 degrees or arms bending backwards. Values are pretty self explanatory but the limits are the values at the bottom. Actually lastly are Regions which will help you identify Rigid Bodies pretty much but are also used by HLMT to link to the render model. (See the Collision Regions block) Hope this helped you guys.
  17. File Name: In-Depth Helmet Customization Menu File Submitter: Lord Zedd File Submitted: 21 Jan 2012 File Updated: 24 May 2012 File Category: .MAP Mods A patch of the mainmenu used in the following video: http://www.youtube.com/watch?v=fGnE7Ii11XE *Note: Your spartan will only look the way it does in this mainmenu, this will not transfer to retail, etc etc etc* Click here to download this file
  18. This is my first tutorial, so please bear with me here. First off you need Halo 3 patched with Zedd's "Ultimate" XEX PPF Patches. After you get that, we may move on. Begin by opening Assembly (ensure you have latest or at least fairly new patches) and open the map you wish to modify. Now, head to SBSP. You can scroll through for it or type "bsp" in the search box. Either way, open the BSP. NOTE: If you have multiple BSP's through injection, be sure to edit the one you have visible. Now do a search in SBSP for "Instanced Geometry Instances". You should come to something like this. From here you essentially just play around with it. Here are a few tips: - To find what you want to edit, the 'Name' field can give you some hints, at least. Usually it can be clear what you're modifying though. Other times not. Just have fun with it, tinker around with it. - You can 'remove' parts of the BSP by setting the position values to really high numbers - When you move an object, the collision moves with it. Collision is glitchy when you skew a piece of it. This tutorial can be applied to Reach as well, and ODST and 4. But I have not tested this so it's anyone's guess.
  19. step one make phantom drivable if u need a tut then ask me later step 2 go to phantoms chin gun vehicle and put spawned actor on ai generic step 3 go to pelican's rocket pods vehicles and null out all seats and put ai to ai generic as well is what I did step 4 swap phantoms chin gun weapon for pelican rocket pod after u make pelicans rocket pod fire shade shots and firing effect to phantom shade cannon shooting step 5 enjoy phantom bugs the turret ai uses will fire a 3 round burst and wait a second before fireing it again I don't know how to make it a continues pew pew pew pew pew like real phantom turret dose also set rounds a second min and max same as phantom's turret to make it look just like phantoms if any one can find out how to get it to work with real phantom turret and not have to swap it with pelican pods then feel free to post or if u find out how to fix the 3 round burst thing for ai please post it here lol I took me a while to get this to work so I wanted to share it with community
  20. .MAP

    This tutorial can also be applied to injecting sounds from another map, which I'll touch on when the time comes, but tldr its all this but with more ugh blocks to keep track of. This tutorial can also apply to every other game that is not named Halo 4. Use some common sense to adapt any changes. Stuff needed: A sound(s) you want to inject, most any format should doxma2encode.exe from your SDK installation (Program Files\Microsoft Xbox 360 SDK\bin\win32)This build of rawpage Assembly that doesn't ignore sounds http://www.mediafire.com/download/lcxt4sp4n2flv7j/Assembly-rawpage_tag_container_no_sounds_blocked_zedd_edition.rarUpdated plugins if you are reading this in the distant future and there's been an update since today, August 26th 2014 http://www.xboxchaos.com/files/file/115-manual-assembly-plugin-update-august-26-2014/OrangeMohawk's convenient Raw Page Hash Checker Tool http://www.xboxchaos.com/topic/4445-raw-page-hash-checker/A hex editor (I use Hex Workshop)A sound editor (I use Audacity http://audacity.sourceforge.net/ )1. Preparing your sound Before we begin we need to make sure your sound is all good and ready for conversion. But we also need to make sure your Audacity is good to go as well. Head to Edit>Preferences, and under Import/Export make sure "Use Custom Mix" is selected like this. You can also uncheck "Show Metadata Editor" if you'd like. Open it up in Audacity and you should see something like this Preferably you will want the same setup as circled in red, if not stereo then mono, and if not 44100Hz then 32000Hz or 22000Hz. Anything else you will need to go to Tracks>Resample and set what you want. If you have more than 2 channels continue on as that will be fixed on export. When everything checks out and you've made any edits to the sound if you are into that, go up to File>Export and change the save as type to WAV. Give it a name and hit save it to your desktop. The following dialog should pop up Here is where you will combine channels if you have more than two. Change the bottom slider and click the boxes to link them however you wish. Hit OK when done. Your WAV will be made and you can close Audacity. Make sure to note down your sample rate and channel count as you will need that later. 2. Converting your sound Copy xma2encode to your desktop and with nothing selected hold Shift and right click. Select "Open Command Window Here" from the menu and you will get a command prompt window. You will want to type the following: xma2encode yoursound.wav /targetfile yoursound.xmaIf you want to get experimental you can also use xma2encode yoursound.wav /blocksize # /targetfile yoursound.xmaWith # being the size in kb you want each block to be, which will translate to permutation chunks. By default it is x10000 bytes or 64kb which is also what will be used in this tutorial. A bigger number may save you some work but it may also not work since nothing past 64kb has been tried. Multiply your choice by 1024 in windows calculator and note the result as decimal and hex for later. This is the block size. xma2encode does not display any progress and just spits out your file and exits, so verify your new .xma file is on your desktop and close the command window. 3. Preparing your converted sound You can't use the .xma as it stands. You must strip the header. Open the .xma in a hex editor and find the string "data", skip 4 bytes past that, then select from there backwards to the beginning and delete. File>Save As whatever name and extension, or save over your xma I dont care. Ctrl+A to get the overall byte count of your file (as hex) and make note of that. And while we are here, open up a fresh calculator and divide the overall size by the hex block size. That will get you the number of full blocks in your sound (programmer mode rounds the result which is what you want) so note it, but you also need the size of the final block that tends to be smaller. So multiply the count by the block size then subtract it from the overall size. The result is your final block size. For me that looks like this: block size: x10000 overall size: x39800 ---------- full-block count: 3 ---------- final block size: x9800 ---------- total block count: 4 (3 full plus the final) Note the total block count and final block size and close everything down. 4. Injecting donor sound Open the above Assembly and set up your H3/whatever game's shared path in settings. Now you need to find a donor sound that you will be overwriting the injected raw of. I like to use a smaller/shorter sound. The smallest sounds are going to be campaign dialogue, with "sound\dialog\130_epilogue\letterbox\130lb_100_arb" from epilogue being my favorite (Arbiter saying "Were It So Easy"). So open up whatever map and extract. (This tutorial will use the Epilogue sound and if you don't your results may vary.) While you could manually expand the raw table and update everything that way, we are gonna be hardcore and edit the tagc. Open the tagc in a hex editor and do a text search for "ersp". Go xD bytes after it and select everything before it and paste it into a new document then save it as a new .tagc. Time to make some fixes to the tagc. The 4 bytes following "ersp" is the size of the ersp block, and that must be updated to the overall size (hex) of your headerless xma + x11. The last 4 bytes in your document right now is the size of the raw itself, so replace it with the overall size (hex) of your headerless xma. Open your headerless xma and paste its contents at the end of your custom tagc document. Do another search for ersp in the original tagc, this should take you to a second, empty page that all sounds seem to have. Copy everything from there (including the ersp text) to the end of the file and paste at the end of your custom document. Search for rspg. x11 bytes past that is size. Replace those 4 bytes with the headerless size again. Skip another byte forward and you'll be at another size, replace for a final time and save. (See image if confused. The 4 underlined bytes in both instances need to be replaced, notice the one byte between them not underlined) One last fix is needed. Select All on your custom tagc and note the hex size of the entire document. Enter this over the 4 bytes after "tagc" at the beginning of the file. Save once more and try injecting your custom tagc. It should go through fine. If you get an error you messed up somewhere in the tagc so try it again. If it injected you can close the hex editor for now. 5. Fixing the raw pages block entry We only modified the tagc as necessary, and there are still some things we need to fix further. Since you only injected one thing, we can just go to the second to last Raw Pages index (the last should have a size of 0). This is where OrangeMohawk's tool comes into play. Open that and drag your headerless file over it to get the CRC/hash info for it and replace the ones in the tag. Save Changes. Take this time to make a backup and make sure that the map still loads ingame. If it doesn't check your CRC, Hashes, and TAGC. We won't be using it until the next step but get the count and entry size of the "Raw Sizes" block by pressing the button on the left side of it. Copy them somewhere. 6. Preparing for expansion In addition to the Raw Sizes info, we need to get the info of a few blocks in ugh! to accommodate your sound. So open up ugh! Scroll down to "Pitch Ranges" and copy its count and entry size. Do the same for "Permutations" below it. And do it again for "Permutation Chunks" further down. If you were injecting a sound from another map, you'd be doing this with just about all the blocks in ugh!. With all that info grabbed, time for math! But first close the map. Multiply the count and entry size for the 4 blocks and copy their hex size. Then add up each hex result. The result rounded to the next x10000 is how much data you need. The rounded result divided by x10000 (chop off the 0s) is the amount of "pages" you need to enter into mapexpand. Mine looks like this: Raw Sizes: 4046*16 = xFCE0 Pitch Ranges: 2207*12 = x6774 Permutations: 7271*16 = x1C670 Permutation Chunks: 8260*20 = x28550 = x5B014, or x60000, or 6 pages. If your un-rounded size is already pretty close (like xZD000 or higher), add an extra page for good measure. 7. Expansion Run mapexpand (if you don't know how look at other tutorials) on your map, and obviously note the memory and file addresses. Now move/duplicate those 4 blocks (see http://www.xboxchaos.com/topic/3543-duplicating-reflexives/). Start at Step 2, don't do Step 4. knowing you already have the sizes so you just need the file offsets (which I didn't already have you get because mapexpand-ing changes them.) Grab all the offsets at once, then one after the other move them into your free space noting their file offsets. Leave like x100 bytes space in between each block and make sure there's a lot of space after permutation chunks. When all is copied save and close the hex editor. Reopen your map in Assembly, and in the Map Information tab double click the Map Magic value to copy it. Now add that to each file offset. The results are your new memory addresses, so plug those into play and ugh!. 8. Filling in new chunks Now with the blocks moved to locations that are safe to resize, we need to properly fill them in. Starting with play. Add 2 to the count of Raw Sizes. For the first value in the block, convert your headerless size to decimal and paste it in. Then right click the value's name and choose View Value As. Scroll down to raw example and get the address below it. Add x20 to it and paste that into the inside block with a count of 1. Copy the decimal headerless size to the second value in that block. The second added Sizes block will be left empty. Note the index of the 2 added Raw Sizes chunks and go to the last Segments chunk below Raw Sizes. Replace the "Size Datumindex" values with both Raw Sizes indexes. The first being the one you filled in and the second being the empty one. Save. PLAY is now finished. Onward to UGH! Scroll down to Pitch Ranges and add 1 to the count. Note the Index of the new chunk. Check other indexes to find the name index for "default". In your new chunk give "Import Name Index" that name index. "Pitch Range Parameter Index" refers to the block above, so give it the index of whichever chunk looks like this: Make "Encoded Permutation Data Index" 0 Make "Encoded Runtime Permutation Flag Index" -1 Make "Encoded Permutation Count" 1040 Make "First Permutation Index" the index of the chunk you are about to add to Permutations. - Add 1 to the count of Permutations. Give "Import Name Index" the default import name too. Make "Encoded Skip Fraction" 0 Make "Sample Size" the decimal size of the headerless xma. Make "First Permutation Chunk" the index of the first chunk you are about to add to Permutation Chunks. Make the "Permutation Chunk Count" the number of blocks your sound is made up of. (Remember when we did that?) Leave the rest of the block empty - Add the same number of sound blocks you found to the count of Permutation Chunks. Scroll through them to make sure everything is 0 (to make your you didn't skimp on space at the end of pasting the Chunks block) Make the first chunk look like this, with both Chunk Size values differing if you chose not to use 64kb block size. Also make "Unknown Size" the size of your headerless sound. If you only had one chunk skip ahead, the following is only for filling out further chunks. Save and move on. Here is what each further chunk should look like, where only the "File Offset" will change each time, besides the final chunk. You can get the File Offset by starting at 0 and adding the decimal block size each time. 64kb is 64 times 1024 which equals 65536 so the second chunk is offset 65536. Third will be 131072, and so on and so forth. At the final chunk make it look like this: (offset and sizes may vary) The Chunk Size has now changed to the smaller one and a flag was added. When everything is filled out Save Changes. ~Single-Chunkies may continue following now. All we need now is to touch up the SND! tag. So open that up. Keep UGH! open. Starting from the top; Leave the "Flags" alone (Only bit 3 checked) Set the "Sound Class" to whatever you want. Keeping it somewhat accurate to your intended application will benefit you. (Music gets music, etc.) For "Platform Codec Index" head back to UGH! at the top and find the Platform Codec block index that matches your sound (Which is likely 44kHz Stereo). Give it that index. For "Pitch Range Index" give it the index of the chunk you added. Make "Language B Index" -1 Keep the "Unknown" 0 For "Playback Parameter Index" find an existing index that is either empty besides the 2 angles (Distance Flags checked), or one mostly empty besides the angles and Distance C and D. Distance A and B have not worked well in my testing. You for sure want Gain Variance, and both Random Pitch Bounds at 0 however. Gain Base is okay if it's only like -3 or something. Look for higher/lower gains if you want it louder/quieter. For "Scale Index" find the chunk that looks like this and give it its index: Promotion Index, Custom Playback Index, and Extra Info Index should be -1 Leave the rest of the tag alone. Save Changes. Your sound is now injected! Rename the tag as you see fit and have fun!
  21. .MAP

    I was wondering if someone wouldn't mind injecting some music into the h3 mainmenu for me. I'm not the best when it comes to this kinda stuff (I realize this) and was wondering if someone already has a premade one they wouldn't mind sharing, or possibly making me one (I'm thinking "Blow Me Away") Please let me know. Thanks!
  22. Howdy, y'all! This is my first ever tutorial, so please don't shoot me if it's not up to scratch. Colour code: Orange - Steps Blue - Information Red - Potential pitfalls As a wise man (Xerax) once said, "Segoe UI makes everything beautiful." Nota bene: Expanding maps increases the loading time, so use infrequently. If you wish to be a smart modder, note down your final memory address for future use, then you can use the remaining space without needing to expand the map again. I only used 384/65536 bytes produced from expanding the map, so you could easily remake every forge menu without hitting the boundary. First, we need to expand our map to allow for extra data to be inserted into it. So, let's open command prompt and run the command to expand our map. The command format is as follows: "mapexpand.exe <map_name> <number_of_pages>". So having placed my map in the same directory as mapexpand, my command becomes: "mapexpand.exe forge_halo.map 1". Having jotted down the blue underlined values, let's move onto the next step. Navigate to the "scnr" tag in the map you wish to mod, this is where the forge menu is kept. Search for "Sandbox Palette", this is the forge menu itself. Increase our chunk count by one, then move to the newly created chunk. (Or replace an existing one, which uses the same method, but I won't be following that route in this tutorial.) Now for a bit of basic maths :3, Windows Calculator will suffice in aiding with these arithmetic operations. Ensure that you're in hexadecimal mode. I should probably mention, "18" is a magic number which is the memory space allocated to each forge item entry, so when we're adding multiples of "18", this is because we're allowing for the menu entries in that chunk. Having calculated our memory addresses that we're going to be using, let's move onto the next step. Now comes the fun part, we're going to fill in the forge menu with our chosen objects. We'll be using the memory addresses we calculated earlier, starting at the base memory address, then moving onto the next address that we calculated. Because the items we're placing require strings (text) which isn't existent in the game, we'll need to add in our own custom text messages; this is called locale editing. You may think, "Oh wonderful! Loads of unused strings, I'm just going to use some of those.", but that's a bit of a pitfall. You're limited to using strings within the same category, in our situation, it's those in "ui\cui\strings\forge_strings". Find some strings which aren't crucial to game-play, such as help messages, then edit their values to provide the desired message. I'm hoping that Lord_Zedd or someone similar will figure out how to add new locale strings. Let's save our modified locale strings! I probably should have used a modified locale as an example, but it's the same principal, take the name of the locale (not the value) and use it as I have below. We're nearly done! Let's save our hard work and get outta here! Transfer it over to your XDK/JTAG/RGH/H4k3rb0x Restart the game. Ta-da! If you've done everything correctly, you should see a BEAUTIFUL forge menu, and the ability to spawn your objects.
  23. .MAP

    Do not use this tutorial anymore as shader fixing is automated now. This only works on JTAG's or similarly modded consoles. This method will allow you to "fix" a broken shader on an injected item. Like this: Assembly is the only program you will need to do this. First, open the map that has the broken shader. (EG: forge_halo.map) Then open the [mode] tag of the object and scroll down to "materials" and open the [rmsh] tag that is causing the problem, For this example i am using "objects\vehicles\human\civilian\truck_cab_large\shaders\truck_container", which is broken. To find out which shader is causing the problem, set all the shaders to "forerunner_grey" and add them back one at a time. Scroll through the bitmaps in the shader to determine if it uses a "_cc" bitmap, which is for changing colors in forge. Next, duplicate a tag with the same necessary slots "_diff/_diffuse", "_zbump" and/or "_cc". I prefer to use armor shaders for this, because most have the "_cc" slot. The name is not important. The slots can be identified by the suffix at the end of the bitmap name, EG: "_cc". open the new shader and swap the original "_diff/_diffuse", "_zbump" and/or "_cc" bitmaps with the ones in the broken shader. as shown: if the broken shader doesn't have a "_cc" but your new one does, then put an extra "_zbump" in its place. PRESS SAVE, NOT POKE. !!!do not just swap the addresses, the bitmaps in the new shader are most likely read in a different order by the [rmt2] tag!!! Next, go back to [mode] tag and swap the broken shader for the new one, press save. Transfer and open the map, the item should spawn correctly, as mine did: If you have a question, post it. If i have made a mistake please let me know.
  24. Sandfort

    Version 1.0

    96 downloads

    Sandbox remade with all of sandbox's forge objects injected onto the maps (with exception of a smaller one due to forge lists 64 item limit) as well expanded the existing vehicles palette to include other variants of existing vehicles. The main patch is just shrine_objects.asmp alongside two patches that are made for poking that will change all objects from fixed to keyframed or vice-versa to make editing easier.
  25. .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