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Found 408 results

  1. 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: The following is a screenshot of the above patch: Click here to download this file
  2. 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.
  3. 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: *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
  4. 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.
  5. 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
  6. .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 do xma2encode.exe from your SDK installation (Program Files\Microsoft Xbox 360 SDK\bin\win32) This build of rawpage Assembly that doesn't ignore sounds Updated plugins if you are reading this in the distant future and there's been an update since today, August 26th 2014 OrangeMohawk's convenient Raw Page Hash Checker Tool A hex editor (I use Hex Workshop) A sound editor (I use Audacity ) 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.xma If you want to get experimental you can also use xma2encode yoursound.wav /blocksize # /targetfile yoursound.xma With # 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. 6/7/8. Expansion This tutorial was made before you were able to add entries to tag blocks (reflexives) from inside Assembly using the + button. The original end of the tutorial is spoilered, but the updated version is: Open up play and add 2 entries to the "Sizes" block. For the first entry convert your headerless size to decimal and paste it in the first field. Then in that first entry you added, add 1 entry for "Parts". Paste the decimal size in the second field, leaving the first field 0. 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 entry. 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 entry to 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 Permutation Chunks. 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!
  7. .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!
  8. 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 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.
  9. .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: 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.
  10. Sandfort

    Version 1.0


    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.
  11. .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
  12. .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
  13. 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.
  14. .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:
  15. 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!
  16. .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
  17. 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
  18. Bitmap Injection Test

    Version 1


    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.
  19. 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: 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'.
  20. Cabin Fever

    Version 1.1


    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. **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, name it, 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:
  21. .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: 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.
  22. 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
  23. 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
  24. 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 **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!
  25. .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