Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to Xbox Chaos: Modding Evolved

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Search the Community: Showing results for tags '.MAP'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Xbox Chaos
    • Announcements
    • Welcome Forum
  • Halo
    • Halo Tools & Utilities
    • General Halo Discussion
    • Halo 4
    • Halo: Reach
    • Halo 3
    • Halo 2
    • Halo: Combat Evolved
    • Halo: The Master Chief Collection
    • Halo 5: Guardians
  • Other Games
    • Destiny
    • Skyrim
    • Miscellaneous
  • All Xbox
  • General Chat
    • Xbox Discussion
    • Free Discussion
    • Software Development

Blogs

  • Dovahkiin's Blog
  • SnipeStyle's Blog
  • AMD's Bit Bucket
  • Halo reach The blog
  • Site News Blog
  • The Intermittent Xevalous
  • How to download and play games on this site
  • Lord Zedd's Blog
  • alvarojulian's Blog
  • Pixel Art
  • halolordkiller3's Blog
  • Urbanmech's Blog
  • disposedman's Blog
  • Random Mods Blog
  • Halo Trivia
  • Modtacular!
  • test
  • julia008's Blog
  • MACKDUB's Blog
  • XxXDarkSoul25XxX's Blog
  • Stanford's Blog
  • OrangeMohawk's Blog
  • Blam Experiments
  • blogs_blog_40
  • sierra 238's Blog
  • .map modding help
  • IbizaClanProductions' Blog
  • seas and oceans' Blog
  • Teancum's Blog
  • Zerker24's Blog
  • nicoleanderson's Blog
  • ColleenMorris' Blog
  • Not Dual's Blog
  • Thilo's Blog
  • Gamecheat13's Blog
  • The404Spartan's Modding Blog
  • XboxChaos App
  • Assembly Plugins
  • Lehvak's fun blog
  • sarahred.01's Blog
  • Stu Pickles' Blog
  • Xoduel's Blog
  • Forerunner.map
  • Reach AI teams
  • broadbunny's Blog
  • MythicalRewards' .map mod Blog
  • Unspecified Project
  • Forerunner569's .MAP mod emporium
  • JenniferWhite's Blog
  • Adventures in the Blam! Engine
  • L337H4X0RZZ's Modding Adventures

Categories

  • Halo Mods
    • Halo 3
    • Halo: Reach
    • Halo 4
  • Modding Programs
  • Videos and Artwork
  • Other Xbox Stuff

Calendars

There are no results to display.


Found 400 results

  1. .MAP

    Hey i know that ai in halo 3 is working could this be possible in reach? if so how thanks sorry i have posted this in the wrong area so sorry
  2. So when you inject a biped, you may wonder why they cannot use vehicles despite having the animations for it. Turns out the modes block should be sorted by stringids in order for the game to "search" for it properly. It is basically the same idea as the Simulation Definition Table. Unfortunately to automate this during injection would be a bit tricky right now, so here is a manual tutorial in the meantime to set you up. There may be other applications to sorting that we don't know about yet besides bipeds using vehicles, so try it out anyway if you are having issues. I don't know about other Hex Editors but Hex Workshop is used for this tutorial. Notepad++ is also used along with its TextFX plugins 1. Inject your tag 2. Open up the tag's jmad and scroll down to the Modes block. It looks like this: 3. Right click the first label control (left or right of the stringid textbox itself) and View Value As. 4. Copy the file offset at the top to a notepad or something, you'll need it. 5. Close the View As popup and click the button to the right of the chunk dropdown to display the block's info. 6. Copy the Count and Entry Size values to notepad and open up Windows Calculator 7. Press Alt+3 to switch the calculator to "Programmer" make sure Dec is checked on the left and multiply the Count by the Entry Size. Check Hex to the left to convert the result to a hex value and copy that down. This is your length. Afterward switch back to Dec and enter the Entry Size value and convert that to hex. 8. Close Assembly and open your map in a hex editor. Jump to the file offset from before and from there select the length you just got a second ago via Edit>Select Block (Hex Checked) 9. Copy and paste the selection to a new document and scale the columns via the center divider so the number of columns is the same as the hex converted entry size (minus 1 more because it is counting from 0). It doesn't matter if it goes off the screen. The data should align quite nicely with the correct number of columns (see below) 10. Go to File>Export and save as a Hex String .txt like this 11. Open the resulting text file in Notepad++, and it should be formatted properly with the right number of columns. 12. Hold Alt and select the first 4 bytes in each row, like this: 13. Go to the following option in the menu bar: (Sort Lines Case Insensitive) and select it. This will sort the rows by stringid 14. Select everything and go back in the hex editor and Edit>Paste Special with this setup: (Make sure that bottom option is checked) 15. After pasting select everything and verify all the bytes copied over and the length is the same, then copy the selection and paste it right over your selection in the map tab. Save and you are all set! EDIT: Repeat this tutorial for any sub-blocks like "Weapon Class" and "Weapon Type" if you are having issues with weapons or anything else. Weapon animations would be under "combat". It turns out everything *should* be sorted , but unless you are having issues don't worry too much.
  3. .MAP

    Meltdown [V1] Download Here <-- New Patch uploaded! It works, I promise. Installation 02 has had some abrupt changes to it's nature lately... volcanic changes.... If you have any suggestions, PM me or reply and I may put it in the next update! Changelog: Screenshots:
  4. File Name: Forge World - Spade Trucks File Submitter: JJIJR File Submitted: 16 Sep 2013 File Category: .MAP Mods Adds the Spade pickup trucks to Forge World. Don't forget to pop in and out of the firefight lobby. Was planning on adding more stuff, but with the close release of GTAV I probably won't be modding for a while, so I figured I might as well release it. Special Thanks to: Akarias - For finding out how to inject from local raw tables Lord Zedd - For research and support on this subject Click here to download this file Please rate the file what you think it deserves and give feedback!
  5. .MAP

    i made a sandbox map with all the characters from campaign i also added phantoms aa wraith and scarab and the profit chair from another map some one gave me the sandbox map has infinite budget so you can build the base as big as you want the map needs to have the new vehicles added to forge spawn able menu i cant get it to work :/ should i release this or no im curious to see if any one would make videos of playing on this lol if you want to play as another bipt tag go to player referance in matg and swap out elite or spartan for another character i guess you people can message me if you think you would play on the map lol
  6. File Name: Bitmap Injection Test File Submitter: Lord Zedd File Submitted: 19 Jul 2014 File Category: .MAP Mods Turns out I still had this map, it was hidden away in my rgh's maps folder for the almost year its been since it was done. To do this AMD had to create a custom swizzler specifically for this image and as you can see is far from perfect. The mipmaps are also messed up as you see garbage if you move too far away. This was done to get a feel for what was needed in getting it working. Whether research will continue in the near future is anyones guess. Lots of work would need to be done. The custom bitmap is the only unnamed one, since this was before Assembly injected tagnames. It is not applied anywhere by default so you are gonna have to put it somewhere yourself. I recall some people wanting this so here it is. Click here to download this file
  7. Bitmap Injection Test

    Version 1

    48 downloads

    Turns out I still had this map, it was hidden away in my rgh's maps folder for the almost year its been since it was done. To do this AMD had to create a custom swizzler specifically for this image and as you can see is far from perfect. The mipmaps are also messed up as you see garbage if you move too far away. This was done to get a feel for what was needed in getting it working. Whether research will continue in the near future is anyones guess. Lots of work would need to be done. The custom bitmap is the only unnamed one, since this was before Assembly injected tagnames. It is not applied anywhere by default so you are gonna have to put it somewhere yourself. I recall some people wanting this so here it is.
  8. Edit: Yo yo yo read AMDs post, Assembly fixes this stuff automatically now, woo! I notice a lot of people are unaware that you CAN spawn injected objects in forge. I've known what to do in general for a while but never really sat down with it until today. Luckily it is fairly simple, but could also be annoying if you are trying to do it to something extremely fancy. Update 1: New method The secret to spawning things is the Simulation Definition Table, which is hiding at the bottom-ish of scnr. This block is full of tag datums belonging to every object and their related jpt! and effe tags. [citation needed on "every"] Initially, this looked scary, because there are a lot of things in there. But after doing some tests (all of 2 so beware) it looks like I've got a method down... Which wasn't reliable, but after fixing 2 maps for others I think I have something good now. So, to get your object spawned, you'll want to add your main object tag to the table. To achieve this you will need to duplicate/move the table to a fresh area so you can add to it. This tutorial will get you there: http://www.xboxchaos.com/topic/3543-duplicating-reflexives/ Once you are moved you'll need to add each tag in datum index order to the end of it. Datum index referring to the value you see by opening your tag and going to the information tag at the bottom below the poke/save buttons. This part may be a pain if you have a lot of objects to do. the first 4 characters/2 bytes will always be x4153 on injected tags, so only focus on the stuff after it. After adding everything and saving (you might be able to poke but why would you/if you are, don't forget to do a revert.) you should be able to spawn your junk just fine. -- If your tag(s) are giving you troubles please post it here and I'll look into it/update this post. Here is me spawning a flamethrower on Last Resort if you think I'm playin'.
  9. Cabin Fever

    Version 1.1

    44 downloads

    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
  10. File Name: Halo 3 phantom in sandtrap + Hunter and Arbiter File Submitter: Sebo7 File Submitted: 16 Mar 2014 File Category: .MAP Mods This mod includes: -Driveable Phantom- -Chin gun can be controlled- -Seat at phantom cargo- -Select spartan to become a hunter in game- -Select elite to become arbiter in game- -Hunter can shoot- How to spawn a phantom: Just throw a Frag grenade or go to where the elephants are , they are replaced with phantoms. When the phantom is about to blow then the game will freeze so do not shoot at it (This will be fixed) Click here to download this file
  11. .MAP

    Sorry for the bad quality I just didn't feel like pulling out my capture card... .-. Mod Information: Mod Name: AI Sandbox Version 0.01 [Work In Progress] Original Map Name: sandbox.map Creator: 31IT3INV4SI0N (Brandon) Patch Download: No Download Yet Mod Attributes: [ Yes ] Weapon Edits [ No ] Weapon Balances [ No ] Weather Edits [ No ] Texture Edits [ Yes ] Projectile Edits [ No ] Machine Edits [ No ] Scenery Edits [ Yes ] Bipd Edits [ Yes ] Vehicle Edits [ No ] Lighing Edits [ Yes ] Jmad Edits [ Yes ] Effect Edits [ Yes ] Model Edits [ No ] Physics Edits [ No ] Barrier Edits [ Yes ] Ai Edits [ No ] Custom Blf/Mapinfos [ Yes ] Other Edits Whats In It? Version 0.01 Marine (Magnum) Brute (Chopper) Grunt (SMG) Hunter (Plasma Rifle) Jackal (Ghost) Flood Form (Plasma Turret) Credit: I want to thank my buddy Lehvak for helping me figure out how to do this he really helped and guided me through this long process. I also want to thank JJIR for guiding me with the walking animations.
  12. File Name: Neon Forge World Vehicles File Submitter: JJIJR File Submitted: 25 Apr 2013 File Updated: 07 Sep 2013 File Category: .MAP Mods **Play with juicy** This mod replaces the Mongoose and Warthog with the Plasma Slicer and Thunderhog. This mod is a work in progress and is nowhere near done. I was going to work on it a lot more before release, but with all these tag injection shenanigans I'm probably not going to work on it much. This is also my first .map mod that I ever release. Bugs: - Pink dirt collision particles for vehicles. (side effect for changing the electricity color). - Ghost completely replaced with warthog. - Headlight lens flares on Plasma Slicer. - Thunderhog Idle noise. - Lagging when up close to burnout smoke. If you find any other bugs, please post them below. Thanks to: DeadCanadian Lord Zedd Krazy Pigeon For their support! Enjoy! Click here to download this file
  13. Hi decided to do a small tutorial for a few things i like doing in halo 4 customs with afew mates or XBC, Most of this will work in Halo 3 and reach also. Enjoy!!. Note: you need a JTAG/RGH and Assembly Thanks to Lord Zedd helping me over the years Flying Vehicles 1. Open the .map file and click tags (tags located top left of screen) 2. Scroll down and find the tag -Vehi 3. Click the Storm_Banshee_mp 4. Using the search bar search for "Jet engine" and you should find Jet Engine motion properties 5. Click the Information drop down arrow and copy the text/numbers in the address EG (0xBEFF0C00) 6. Now in the -Vehi tag click the vehicle you would like to fly and repeat Step 4. 7. Click the information drop down arrow and Paste the text you copied from Step 5. and set the Count text to 1 8. Now depending on what vehicle your motion swapping, you will have to search for a different names. Use the list below to search for the vehicle your using Vehicles | Search with these names --------------+----------------------------------- Warthog - Engine Motion Properties Mongoose - Engine Motion Properties Ghost - Antigravity Motion Properties wraith - Antigravity Motion Properties Scorpion - Tank Engine Motion Properties Warthog - Engine Motion Properties Banshee - Jet engine motion properties 9. Now that you have searched for your vehicles motion properties, Click the information drop down arrow and Nill out the address and the Count to 1 10. Click the Quick Poke button and spawn your vehicle and it should fly NOTE: If you or any player is in the vehicle you have changing you will freeze your console so delete all vehicles if possible Projectile Swapping 1. Open the .map file and click tags (tags located top left of screen) 2. Scroll down and find the tag -weap 3. Click the weapon you want to modify in my case the Storm_covenant_Carbine 4. Using the search bar search for " initial projectile " and you should find a drop down box switch the projectile in the box to your selected projectile 5. Click Quick Poke and fire away Rocket Launcher - Heat Seeking Rockets Ok by now i think i don`t need to tell you how to find the tags i`m using, So i`m going to shorten up the steps. 1. Go to the Tag -Weap 2. Find the rocket launcher and click it 3. Now search for "tracking" 4. again in the -Weap tag find the needler and search for tracking and copy the text in the address box 5. paste the text you copied from step 4 into the rocket launcher tracking address 6. Click Quick Poke and enjoy TankHog / Child Object swapping 1. Go to the Tag -HLMT 2. Find the Storm_warthog.hlmt and click it 3. Now search for "child object" 4. Click the drop down box and select the Storm_scorpion_cannon or your selected Object EG: you can also use the tag -Bloc and spawn these object 6. Click Quick Poke and enjoy NOTE: You cant change the child object to itself as it will freeze the game, So don't make a warthog turret a warthog Using -Effe to spawn objects (all players can see this. also good for projectile modding) 1. Go to the Tag -Effe 2. Find your weapons firing effect Storm_br\fx\Firing and click it 3. Scroll down to Anticipated class tag and rename this to obje 4. Click the drop down box for Spawned tag and select the Proj 5. Select a projectile in the drop-down box you would like to shoot 6. Click Quick Poke and enjoy Flying Warthog for all players SAME STEPS AS FLYING WARTHOG MOSTLY 1. Open the .map file and click tags (tags located top left of screen) 2. Scroll down and find the tag -Vehi 3. Click the Storm_Banshee_mp 4. Using the search bar search for "Jet engine" and you should find Jet Engine motion properties 5. Click the Information drop down arrow and copy the text/numbers in the address EG (0xBEFF0C00) 6. Now in the -Vehi tag click the vehicle you would like to fly and repeat Step 4. 7. Click the information drop down arrow and Paste the text you copied from Step 5. and set the Count text to 1 8. Now depending on what vehicle your motion swapping, you will have to search for a different names. Use the list below to search for the vehicle your using Vehicles | Search with these names --------------+----------------------------------- Warthog - Engine Motion Properties Mongoose - Engine Motion Properties Ghost - Antigravity Motion Properties wraith - Antigravity Motion Properties Scorpion - Tank Engine Motion Properties Warthog - Engine Motion Properties Banshee - Jet engine motion properties 9. Now that you have searched for your vehicles motion properties, Click the information drop down arrow and Nill out the address and the Count to 1 10. Ok, so now we are going to change the jet Engine motion properties on the vehicle we want all players to fly. So search for acceleration and change this to -500 11. Click Quick poke and done (Other Players have to pull back on the left stick then push forward to start flying) NOTE: If you or any player is in the vehicle you have changing you will freeze your console so delete all vehicles if possible Remove barriers: Open up the map you wish to edit in assembly Search for the tag sddt, > search Design MOPP Codes, > show information (i), > under count, change the value to 0 Search for the tag scnr > select your map file, > search Scenario Kill Trigger > show information (i), > under count, change the value to 0 for anything labelled trigger Note: Dont change "Trigger Volumes" values >Search Scenario Safe Trigger > show information (i), > under count, change the value to 0 for anything labelled trigger More Coming Soon
  14. Something recently figured out was how the load screen models were stored/used. It uses a voxel format made up of thousands of single XYZ points that when put together create your model. Think Minecraft. So to pull this off yourself you'll want the following: Assembly Your model in .OBJ or .DXF format. (This tutorial will only point out the correct orientation for export in, nothing else) This site for the conversion because it can export to a simple xml format that is easy to "translate" for H4 usage. A map(s) you wish to put the new model into. BACKUP YOUR ORIGINAL. This tutorial will use mainmenu.map. **The Main Menu's load screens (Cryptum for Campaign, UNSC Logo for Everything Else) handle the transition TO another map and not FROM. The model shown when going BACK to the Main Menu is read from the current individual map, and is always the UNSC Logo.** So first off you want to create/get your new model and open it in your preferred editor. I'm using a big Lord Zedd Z symbol. To orient the model correctly, you want the top of the model facing you from the front, and the face of the model pointing to the left from the front. Here is my "Z" oriented correctly and illustrated: It may also be helpful to enlarge your model 200-300% depending on the original size, though you'll be able to zoom in at the end when you are tweaking the LDSC meta. Once you are happy with your model's size and orientation, export the model as .OBJ or .DXF (I'm using .OBJ) then head to that conversion site. Click the Load File button and select your model. By default the site uses a rather low density, so crank the density slider up. Click the Options button and change "Export File As:" to .XML. Click Done. Now click Save File and pay attention to the first line under the progress bar named Voxels and here is why: 1. You'll need that number for later so write it down. 2. You need to check the number against the following. If your model contains more Voxels than one of these you'll have to turn the density down for now until meta page injection is set up for Halo 4: Cryptum: 44,385 voxels UNSC Logo: 38,768 If your model is less than 38,768 voxels it can replace either load screen, if between 38,768 and 44,385 it can only replace the cryptum screen. But don't worry if that is the case, as you can swap the offsets later if needed. With that out of the way, hit the Save button in the dialog box and save your voxel model. Remember to keep the xml extension and to note the voxel count. With the model ready, we must "translate" that xml file to a list of floats to easily paste into the .map. Open Assembly and go to TOOLS>Halo 4 Tools>Voxel Converter to bring up the page. Put your .xml file into the input box and click the Convert Voxel Data button. In a few seconds, you should get this success dialog: For safe keeping, lets save that output to a file. Open up your hex editor of choice and create a new file. Copy the output hex and paste it into the editor and save. Now you have a file with the raw float in case you ever want to add it to other maps or start over without all the conversion mess. You should include the voxel count in the filename while you are at it. Time to add the model to the map. Open your map and navigate to the LDSC tag you are replacing. Scroll down to the Voxel Points reflexive and Right Click>View Value As... on the first X value in chunk 0. A dialog box will appear, and at the top of it is the Meta Offset for that value, which is where we shall be pasting out new model into. Copy it and close the map for now. Open the map in a hex editor and jump to the offset you just got. Then open the file you saved containing Assembly's conversion and select everything, note the size of the selection. Go back to the map and select a block equal to what you just copied and then paste, save, and exit your Hex Editor. Your model is now injected! Time for cleanup. Go back to Assembly and reopen the map. Navigate to your LDSC tag. Expand the Voxel Point reflexive's information and paste your new voxel count to both the Total Voxel Count and the Count Fields (Outlined in red, new value already in.) and Save Changes. All done! Copy the map to your Xbox and load something. You should see your hard work: More than likely however it is going to look a tad small like the above pic (UNSC Logo as a base). To fix change "Zoom Out Amount" to around 20. It will look much better: From this point just poke and experiment with the values, saving whatever looks best. Protip: try different Style values! Addendum: Colors and Map-Specific Loading A week or so after I wrote this tutorial I learned a few new things about Load Screens. Now that Assembly is out and I just released updated plugins that support these new things, I believe it's time to add to this tutorial a bit. First, You can set the global Load Screen in RASG, in addition to a color! (Kinda) The LDSC reference is obvious, but the color needs an explanation; I am unsure of how exactly the value works as it's not a standard color field of any sort, so the best I can do is paste this basic list of colors that appear at .1 increments. If you have any further info by all means let me know. Apologies for the vagueness in this list. Second, is that the LDSC reflexive at the bottom of SCNR is actually used for campaign to assign the Cryptum screen. It assigns via map ID and can easily be changed to any map and screen you choose. There is also a color setting here. Refer to the above. Happy Modding!
  15. .MAP

    File Name: Expanded Main Menu File Submitter: OrangeMohawk File Submitted: 16 Aug 2013 File Updated: 20 Aug 2013 File Category: .MAP Mods Here is Version 2 my expanded main menu. Inspired by recent megalo research and Zedd's Halo 4 Expanded Gametypes mod. This time around I included an Ascension patch just in case anyone is still using that instead of Assembly (but why would you?). This includes everything listed below: Thanks to: Lord Zedd for this post for the chest pieces, and helping me understand the sily/goof indexes Feel free to leave comments, questions, suggestions, etc.! Click here to download this file
  16. .MAP

    File Name: Mudslide File Submitter: DeadCanadian File Submitted: 03 May 2014 File Updated: 03 May 2014 File Category: .MAP Mods map I've slowly been making since injection came out and fixed this console for now Click here to download this file
  17. .MAP

    Hey guys, this is really one of my first .map mods. It has: a couple shader and projectile swaps, invincible, max jump height and gravity mods, Elites removed from the map. I really hope you enjoy and I'd love feedback Screenshot: Illuminated Nightfall.asmp
  18. .MAP

    File Name: Halo 3 Katana In Reach File Submitter: wtfisupwithmyname File Submitted: 26 May 2012 File Updated: 05 Oct 2013 File Category: .MAP Mods Halo 3 Katana In Reach By ..::p0iz0n::.. -Katana usable as weapon -Is used in special assassinations -Found under Covenant Weapons in spawn menu -This patch is made for Forge World, and is to applied with Patcher -------------- Bugs: Sword Effect Remains (JTAG broke before I could fix that). -------------- Feel Free to mess around with it if you want [media=] PASSWORD: (sorry) p0iz0nmodz (dumb, I know, but w\e) Click here to download this file
  19. I should have written this a while back but oh well. So for the longest time the top of scnr was a mystery, only knowing that values named "HERE (value)" allowed you to load most things in the map at once. Well I figured out what the deal with those values really are, and it looks like this now: This tutorial will focus on the Un/Loaded Designer Zoneset bitfields. Basically, they are groups of objects used to selectively load in a campaign mission to save memory. Luckily, scnr still has the import data for Designer Zonesets in it for every game (Halo 4 even has a block with the included tags referenced right there). And with that import data, we can determine where an object may be located to easily load its group. As such, this tutorial can be applied to all games, just use some common sense. The first step is to find out what Scenario Zoneset Group index you are in/want. There isn't an exact way of knowing exactly, but checking your insertion point value from the mapinfo and looking for the BSP you are in with Adjutant (refer to BSP Injection tut), then finding which SZGs have the bit for that BSP checked (check the first scnr BSP block for what bit each BSP is associated with). Once you know where you are, go through each Palette block in scnr for an object you are interested in. Palette blocks only because that's what the import info uses, but more on that when the time comes. When you've found your Palette object, remember its index. Do a search for "Designer Zonesets" and the last result should take you here: From first glance, you see a block for each kind of object (and a couple other tags). Should be kinda obvious what to do here: Go through each Zoneset's block corresponding to the Palette you used, looking for your index to be present. The Zoneset names can be your ally here. When/if you've found it, remember what Designer Zoneset it is (or rather its index overall) and head back up to SZG. Simply check the bit for it in Loaded, and uncheck the bit for it in Unloaded. This can be poked, and will even save for gamesaves if you are into that sorta thing. But after you poke you will need to hit Start>Restart Mission in order for it to take effect. You may notice it taking an extra couple seconds to load, that's normal and intended. Your object(s) will now spawn via whatever method you wish. Examples: Halo 4's Temp Cortana on invasion, normally impossible to spawn because only the load-all method was known, which almost always overloads the map in Halo 4.
  20. .MAP

    File Name: Mind Powers V2 File Submitter: JJIJR File Submitted: 12 Sep 2013 File Updated: 12 Sep 2013 File Category: .MAP Mods Mind Powers V2 is a remake of MindPowers by DarkShallFall in Halo 3. However, this mod adds much more than telekinesis. It also adds fire, frost, and shock powerups. Look for the "Powerup" section in the forge list. It is at the very bottom. Enjoy! Btw this video is outdated, I did finish shock. Special Thanks to: Lord Zedd - For being Lord Zedd (Support) OrangeMohawk - Giving me the old Halo 3 Mind Powers patch which only had megaupload links. I was going to ditch this mod, but I guess people still care for it, so I'm releasing it. Click here to download this file PS: Don't forget to rate the file what you guys think!
  21. .MAP

    Hey xboxchaos members! I know this is pritty simple and most of you should know how to do this if you ever did some hardcore halo 2 modding! So it goes the same way! Also this works on almost every video game for the xbox, xbox 360, and ps2! I Did not find this, Just made the tutorial! What is needed: Jtag or Dev Kit And the game installed to a hard drive! Bink Video Tools How To: Step 1: Open your Hdd and go to were you installed halo 3, you will see a folder called "bink" Step 2: Now inside that you will see "attract_1_60.bik" - "attract_3_60.bik" and "intro_60.bik" Step 2.5: So The attract Files are the Stuff you see when your AK from the menu, and the Intro is the intro you see at the start-up of the game. Step 3: Now your going to want to open Bink Video Tools, and fine the video you want to be your intro. Step 4: After you have it selected you going to want to hit "Bink it!" Then "Bink" Step 5: Now just wait about 1 to 4 hours for it to convert your video! Step 6: Now just rename the new .bik file you made to "intro_60.bik" and put it in your "bink" Folder. Step 7: Your done! YAY! Have FUN! *Note* This was my First tutorial here so it, helped please give me + REP. The More + Rep i get I will be sure to release all my future tutorials here first! *Note* This was not found by me, But tutorial belongs to me "Empty Gaming".
  22. looking for an easy tut for halo 3 tag injection the only thing im able to inject is a helmet everything eles will crash! can u guys make a tut otr link me to a good one!
  23. .MAP

    -open alteration -go to [sDDT] in meta editor and show invisables -in the soft barrier change the X,Y,Z co-ords to all zero. -this simple moves the barrier really far from the map cause it is normall set really low to meet the map
  24. .MAP

    File Name: AI Cold Training File Submitter: File Submitted: 03 Dec 2013 File Updated: 05 Jan 2014 File Category: .MAP Mods This map has 60 AI Characters on the map and Flood infection forms that will revive dead bodies. You can join the Flood or Badass team or just fight them all. Id recommend playing it on Slayer with BRs and Snipers first, then playing it on Forge. You will need to have AI enabled in MP to use this, you can find that on AMDs blog. Please remember that AI does not sync in network games so don't expect to play this over system link without issues. You will need to kill off a good bit of the AI before the Flood will start reviving their bodies, they will infect dead players too. So its best to put a few spawn points by the Flood and faceoff with your friends. blah blah blah mixed thoughts. If you guys really enjoy this map please tell me and i will work on releasing some other ones ive got, as my friends and I really enjoy this. Have fun. Click here to download this file
  25. .MAP

    File Name: Main Menu Bunny Loadscreen File Submitter: OrangeMohawk File Submitted: 05 May 2013 File Updated: 05 May 2013 File Category: Halo 4 Hey guys, this is just a quick mod that replaces the map loading animations of the didact and UNSC logo models with a bunny. I followed Lord Zedd's tutorial here. I downloaded the model from here. I hope that you enjoy this and that it inspires you to make your own cool mods! Click here to download this file