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 'General'.

  • 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 996 results

  1. So first things first we are going to be using assembly , if you do not have Assembly, you may need to head Here and download the latest Dev version of Assembly . You Will also need to compile it, and there is a great video for that right Here Once you have Assembly we can get started. First Step. Head into steam , click library, and find Halo: The Master Chief Collection and Right Click it. Then click Properties , this will bring up a window and inside this window will be a set of tabs You want to click Local Files , Then Browse Local Files. Second Step. Inside the folder we just opened will be a bunch of files and folder, you want to find and enter the folder called haloreach, and then inside that folder, enter the maps folder. This folder contains all of Halo Reach's Maps. For the purposes of this tutorial we are going to find "cex_beaver_creek.map" inside this folder, right click and copy it and paste it to the desktop. At this time i would advise you to create a folder inside this map folder called Backup, and copy all the maps inside the maps folder and place them inside the Backup folder for safe keeping. Third Step. Now we want to open Assembly. Once you have opened Assembly , on the left side of the window you will see "Open Content File" click that and find cex_beaver_creek.map you placed on your desktop and open it. once you have opened the map , on the left side of the program window you will see the words Header, Tags, Strings, and Scripts. Click Tags. Fourth Step. On the left side of the program window you will see a big list of tags. We need to find the Weapon tag which looks like "weap" . you will find it near the bottom of the tag list as you scroll down. This is the Weapons Tag. it contains all metadata for all the weapons . Click into it and it will reveal a list of avaliable weapons we can mess with. You can find ANY weapon you want, however weapons WITHOUT a zooming function are better for this mod because when we active the next step, any weapon with a zoom function will be unable to zoom. If anyone discovers a way to fix this. please leave a comment and enlighten me. For now, lets find the shotgun weapon by selecting "objects\weapons\rifle\shotgun\shotgun" . Fifth Step. This is the last step, inside the window we just opened we are looking for this specific area, so scroll down until you find this: Then Inside this box, you will need to scroll through until you find "Third Person Camera" and check the box next to it. Thats It! Repeat steps Four and Five with any weapons you want and before you know it youll have a third person halo experience. At the bottom of the main window you will see Save, Poke, Reload, Revisions, And Options. Click Save. A small window will show up that says "the metadata has been saved to the original file" your now done with this mod. so go back to your maps folder inside haloreach, and delete the map "cex_beaver_creek" and replace it with the file on your desktop. Thats It Your Done! To use your mod, you will have to launch Halo MCC With Anti-Cheat Disabled, and you will have to open it in a custom game and it will actually be called "Battle Canyon" but go ahead and load up the map and give it a shot.
  2. In this tutorial i will teach you how to change any weapon projectile, into a different projectile. In this tutorial we will make the sniper rifle shoot plasma grenades. Your going to need Assembly if you do not have Assembly, you may need to head Here and download the latest Dev version of Assembly . You Will also need to compile it, and there is a great video for that right Here First Step. Head into steam , click library, and find Halo: The Master Chief Collection and Right Click it. Then click Properties , this will bring up a window and inside this window will be a set of tabs You want to click Local Files , Then Browse Local Files. Second Step. Inside the folder we just opened will be a bunch of files and folder, you want to find and enter the folder called haloreach, and then inside that folder, enter the maps folder. This folder contains all of Halo Reach's Maps. For the purposes of this tutorial we are going to find "cex_beaver_creek.map" inside this folder, right click and copy it and paste it to the desktop. At this time i would advise you to create a folder inside this map folder called Backup, and copy all the maps inside the maps folder and place them inside the Backup folder for safe keeping. Third Step. Now we want to open Assembly. Once you have opened Assembly , on the left side of the window you will see "Open Content File" click that and find cex_beaver_creek.map you placed on your desktop and open it. once you have opened the map , on the left side of the program window you will see the words Header, Tags, Strings, and Scripts. Click Tags. Fourth Step. We need to find the Weapon tag which looks like "weap" . you will find it near the bottom of the tag list as you scroll down. Once you have found the "weap" tag, double click it and open it. You will now have another list show up. This list is all of the weapons avaliable in the beaver creek map we've opened and you can pick and weapon inside here that you like but for this tutorial I would suggest you Find the one labeled "objects\weapons\rifle\sniper_rifle\sniper_rifle" and click it. Fifth Step. At the top of the main window in the Search Bar, type in "Initial Projectile" Next to this you'll find two boxes, one with the letters "proj" and the other with "objects\weapons\rifle\sniper_rifle\projectiles\sniper_rifle_bullet" . Click the second box labled "objects\weapons\rifle\sniper_rifle\projectiles\sniper_rifle_bullet" to open a dropdown menu and find "objects\weapons\support_high\plasma_launcher\plasma_launcher_grenade" and click it. Thats It! You're finished ! click Save at the bottom of the main menu and then go back to your maps folder inside haloreach, and delete the map "cex_beaver_creek" and replace it with the file on your desktop. To use your mod, you will have to launch Halo MCC With Anti-Cheat Disabled, and you will have to open it in a custom game and it will actually be called "Battle Canyon" but go ahead and load up the map and give it a shot.
  3. So first things first we are going to be using assembly , if you do not have Assembly, you may need to head Here and download the latest Dev version of Assembly . You Will also need to compile it, and there is a great video for that right Here Once you have Assembly we can get started. First Step. Head into steam , click library, and find Halo: The Master Chief Collection and Right Click it. Then click Properties , this will bring up a window and inside this window will be a set of tabs You want to click Local Files , Then Browse Local Files. Second Step. Inside the folder we just opened will be a bunch of files and folder, you want to find and enter the folder called haloreach, and then inside that folder, enter the maps folder. This folder contains all of Halo Reach's Maps. For the purposes of this tutorial we are going to find "cex_beaver_creek.map" inside this folder, right click and copy it and paste it to the desktop. At this time i would advise you to create a folder inside this map folder called Backup, and copy all the maps inside the maps folder and place them inside the Backup folder for safe keeping. Third Step. Now we want to open Assembly. Once you have opened Assembly , on the left side of the window you will see "Open Content File" click that and find cex_beaver_creek.map you placed on your desktop and open it. once you have opened the map , on the left side of the program window you will see the words Header, Tags, Strings, and Scripts. Click Tags. Fourth Step. First off dont panic, this may look like a lot of nonsense to someone who is knew to this but it is actually very simply. we are now looking at all the Tags that the map Beaver Creek is composed of. Still, on the left side of the program window you will see a big list of tags. We need to find the Weapon tag which looks like "weap" . you will find it near the bottom of the tag list as you scroll down. Once you have found the "weap" tag, double click it and open it. You will now have another list show up. This list is all of the weapons avaliable in the beaver creek map we've opened and you can pick and weapon inside here that you like but for this tutorial I would suggest you Find the one labeled "objects\weapons\rifle\dmr\dmr" and click it. Fifth Step. Once you have opened this file you will see in the main window, A LOT of words, numbers and input boxes. For now, at the top of the window in the Search Bar, type in "Barrels" This will bring us too a section of this weapon that deals with part of how the gun fires. There is a lot of neat stuff in here but for now find " Rounds Per Second min" and change the value in the box next to it, to 10. Then directly underneath it, find "Rounds Per Second max" and change the value in the box to 10 also. Continuing down the list further is a box labeled "Fire Recovery Time" find it and change the value in this box to 0 . Fire Recovery Time deals with how long inbetween shots the player can pull the trigger again. so by changing this value to 0 we have told it that there is no recovery time and we can fire the weapon right away again after firing . Sixth Step. Navigate back up to the Search Bar and type in " Bloom Rate of Decay" , once you have found the box, change the value to 10. Bloom Rate of Decay, deals with the way the reticle changes as you fire the weapon. The lower this value is, the slower the reticle will shrink back to normal when we fire the dmr in game, the Higher the value, the faster the reticle will shrink back to normal. By changing the value to 10, we have effectivly made that shrinking return to normal almost immediatly. Final Step. At the bottom of the main window you will see Save, Poke, Reload, Revisions, And Options. Click Save. A small window will show up that says "the metadata has been saved to the original file" your now done with this mod. so go back to your maps folder inside haloreach, and delete the map "cex_beaver_creek" and replace it with the file on your desktop. Thats It Your Done! To use your mod, you will have to launch Halo MCC With Anti-Cheat Disabled, and you will have to open it in a custom game and it will actually be called "Battle Canyon" but go ahead and load up the map and give it a shot.
  4. trying to make the dmr three round burst. anyone know the dealio? NVM solved. will do tutorial later for it.
  5. I am creating this post in the hope that as we, the community begin to create more complex/interesting mods/plugins for the recent Dev build of Assembly related to Halo Reach PC we can start to share links with each other related too : - New Plugins - Tutorials - Tools - Explanations/Tips - Discoveries - Modified Maps As a long time Halo CE, and H2 Modder I have enjoyed the modding communities creativity, ingenuity, resourcefulness, and general pool of knowledge. In the old days of halo mods for the CE community there were tutorials everywhere for almost anything . My hope is that we can create that here for everyone new and old to the modding community. Here is my first tutorial on Turning the DMR automatic and reducing bloom. It is my hope that others will do similar things here. - AeroDox
  6. Woo reach is on PC now! Time to mod the living hell out of it. Before we get started, make sure to make a backup of your game files, for steam users you will find them under: 'C:\Program Files (x86)\Steam\steamapps\common\Halo The Master Chief Collection\haloreach\maps' First and foremost get your self the latest dev build of assembly & compile it. You can find the repository at: Github Don't download builds that you find on google or those awful nexus style websites, who knows whats in them. Modding MCC is actually rather straight forward if we are just talking about map files, its business as usual if you have experience modding previous titles both on console and PC; Simply navigate to the map file in assembly and open it up. You can poke, save & of course extract and inject tags between maps! If you are looking for tutorials there are plenty of them here on the websites, I will admit most of them are quite old now but their ideas still apply and there is much to be learnt from reading them. Check out the various tutorial sections. One thing to remember is that the Halo games are very similar when it comes to their tag systems, most methods / ideas can be applied to multiple games so dont be afraid to explore and adapt old information that you find kicking around. I've never modded halo before, what should I do? Experiment of course! Each of the levels that you play in game are stored in .map files. You can use a program like assembly to open these files and tinker around with its inner workings. When you open a map you will be greeted by a screen that looks like this: Looks pretty scary right? Wrong! Welcome to tag modding! Every single thing that you see in game has something called a "tag", on the left hand side of the screen you will see the various "classes" of tags that comprise the map. Take a look at the [bipd]Biped class, its where all the various bipeds that are used for players and AI etc are stored. If you have a campaign map open, you can open the spartans biped tag to see some infomation. For multiplayer open the spartans_mp biped tag, or if you are playing as an elite... I think you get the idea. Now take a look at the new screen that has opened up, we call this the meta editor. To make a long story very short its just a very fancy looking hex editor that makes your life easy when it comes to finding and editing tags. You can scroll down using the scroll bar on the side, but far more efficient to search for what you are looking for. Press Ctrl+F to open up the search bar and you can then type in the name of what you are looking for. Lets look for "jump": You can click on the drop down box to choose from the various found items, it will take you straight to them. Neato. We can see the jump velocity and that it is stored in the tag as a single-precision floating-point value. Let's do something silly like change it to 5. You can then press save and start the map in MCC... or if you already have the game running and open on that exact map you can do something called "poking"; poking lets you make changes in real time so there is no need to save and reload the map. (Please note that having a map open in MCC means you will not be able to save to it, so return back to the lobby before you save any changes.) Poked changes only exist while the map is running. After you end the game the changes are lost. Note: poking can cause crashes but it depends. That's it! Your first ever MCC mod done. Why not explore the [weap]weapons tag class and see what you can cook up? Perhaps some vehicles? There is too much to cover in a single post so carefully explore around the various tags, see what interests you and play around for a while. When you feel ready take a look at some of the tutorials that are kicking around and have a go at them, build your knowledge and it will be second nature to you. You wont be creating AI, forging in campaign or doing complex things just yet. Learn how the system works first. (Feel free to download patches for these though, nothing wrong with that) I hope this helped you out if you are new around here or to modding in general. Not many people have stuck around to mod reach over the years but perhaps that will change now. Go make some cool stuff!
  7. General

    Hello guys, this is my custom Halo 3 campaign mod for X360 JTAG/RGH. About: This is basically vehicles and weapons access for all maps, tag injection. Last year I've got the chance of getting an X360 RGH. Today I'm sharing my modded game for any one who is interested, screenshots taken by FreeStyle plugin to show of some stuff. Inside of this mod there are two programs: - Assembly to edit the map files locally on your computer and to edit real time on X360. - Ascension to poke advanced real time addresses, like the Halo 3 vehicle/global field of view. (If you have the plugin enabled to edit in real time, don't forget to change these two program's IP addresses according whit your X360 connection to your internet router). This mod is aimed for the game version 1.0 but it can be played for any TU (Title update) you have installed, I prefer the game base version. (Q) - What's been changed for this campaign ? (A) - Player Field of View, Vehicle access (Pelican/Phantom/etc) , Weapon enhancements (ammo increase, weapon placement on screen), Centered Crosshair, restored Hunter boarding feature and many other miscellaneous stuff. Feel free to post your videos/screenshots about this mod, I play H3 almost every day, if not playing GTA V on Steam or busy at work. If you're interested to play with me via System Link on X360 add me on Steam. Have fun Download link here ← Version 1.5 (DD/MM/YYYY) 26/12/2018 Custom Main Menu Halo 2 "Grunt Birthday Party" style for Halo 3 Cut hunter boarding feature restored John's new armour (MP Bipd) Player Field of View, Centered Crosshair, Weapon on screen adjustments, Ammo capacity increased Pelican thrusters replica from its final stages of development Can be seen here at 07:12 John's blue binocular's rulers from black to blue as it was back in it's developments Can be seen here at 07:00
  8. after the dump of old maps and gametypes did any modded content come though ? i would to download some modded maps off a fileshare in halo mcc !
  9. This is a project I prototyped all the way back in late 2014 to many bugs and problems. It wasnt until 2016 that I actually released a polished Campaign Forge map, The Storm. For reasons I wont get into I didn't work on the other Campaign maps until this last month. I plan to get all of the Halo 3 maps ported to Forge in the next few months. I might move on to ODST after this one is complete but that's TBD. I'm very hesitant to do Halo Reach or Halo 4 due to multiplayer team colors no longer matching up with AI teams and memory limitations. My main goals for this project are as follows: Forge on Campaign levels with up to 4 local players supported (This doesn't work over network games sorry) Give players access to more freedom in Campaign via Forge menus and removed map boundaries. Maintain a standard of stability and feature set. Players can expect the exact same features on every single map, though Forge items will change depending on what assets are available. Rework some of the more annoying parts of Halo 3 by making Cortana moments audio only. Allow players to access Forge items at any time. Load zones will no longer despawn objects like the standard campaign. Allow players to build pseudo AI encounters with the Forge menu and tool hotkeys. Join whichever faction you would like by switching teams in the pause menu. Fight other players with your AI buddies. Respawn at any given time at the same area you died at. For the most part im going to release most of these maps in order. The first half of Halo 3 is smaller maps going by memory limitations so id like to grind those out of the way before getting to big maps like The Covenant and The Ark. Cortana will more than likely be released before those two. I dont think Halo is going to play too well due to how many scripted scenery objects are placed on the warthog run. When converting Campaign maps to forge you have to lower the amount of objects on the map to below roughly 500. This is because Forge map variants only store around that many objects. If you dont the game will crash at map runtime. As each map is finished I sometimes come across changes or features that would improve the quality of life for this project. When this feature is completely realized and put into place ill add these features or changes to older maps already released. So if you see a new feature or change in a newly released map dont fright, Ill be releasing updates for the older maps very shortly. The Current status of each map: Sierra 117: Released 1.0. 1.1 update coming soon. - Download 1.0 Crows Nest: Mostly Finished, Release imminent. Tsavo Highway: Forge menu started, still needs plenty of work. The Storm: Released 1.1. 1.2 update coming soon. - Download 1.1 Floodgate: Forge menu started, still needs plenty of work. The Ark: Basic multiplayer properties setup, crashes at pelican unload. The Covenant: Basic multiplayer properties setup. Cortana: Basic multiplayer properties setup. Halo: Basic multiplayer properties setup. Features and changes for all maps: Forge Menus: Weapons: All weapons in the tags will be available if they have raw data. Oddball with from multiplayer will be available since the skull is on all maps. Detached turrets will be available. Vehicles: All vehicle in the tags will be available if they have raw data. Special variants of vehicles will be added like the civilian Warthog. Campaign vehicles like the Pelican have been made drivable and player friendly. Equipment: All equipment in the tags will be available if they have raw data. Activated deployable equipment will be available. Scenery: All scenery in the tags will be available if they have raw data. Artificial Intelligence: All AI in the tags will be available if they have raw data. Special variants of AI like Johnson and Elite Zealots will be added if possible. There will be options to spawn AI on teams they are not normally assigned to. IE Brutes on the Human team. AI teams are indicated by the item text color. AI is spawned on the fly thus don’t have spawn points placed. Tool Hotkeys: AI Ignore All Players (Back + Left Trigger) - AI wont attack players or forge monitors in any way when enabled. Toggle AI logic (Back + Melee) - When disable AI wont do any at all when. This includes dropships flying around. Save Checkpoint (Back + Right Trigger) - This saves a checkpoint duh. Revert Checkpoint (Back + Start) - This will load your last saved checkpoint. If there isn't one saved the mission will restart. General Features and Changes: 4 Respawn points in each encounter area. These spawn points will be updated depending on your mission progress. These have been carefully tested so you don’t get stuck ahead or behind your current progress. All AI vehicles such as Pelicans and Phantoms can now be entered, they no longer block the player from entering. AI Vehicles such as the Anti Air Wraith no longer explode when there is no driver. You can join the covenant or flood teams by switching to their team in the pause menu. Those annoying Cortana and Gravemind moments have been reworked so they only play audio without slowing down the player or rendering screen effects. You can trade weapons with any AI ally such as the Arbiter. All map boundaries have been removed. Most death barriers have also been removed aside from the ones that kill you from falling. Most non scripted scenery objects removed from the map so you have more items to spawn before hitting the limit. All mission checkpoints removed so players can save manually. Im probably forgetting some stuff, ill add more later lol. Changelog: Videos:
  10. Xbox 360 Slim RGH fonctionne. Forge Campaign .MAP Mod dans le fichier de jeu. Je vois le fichier .MAP dans le lobby Forge, mais le message "Le lecteur n'a pas pu charger le contenu" est affiché. OO Pourquoi....
  11. A Small guide Simply go into the object\characters\marine\ai\trooper and go to general properties then in the flags box you will see a box called civilian (between bit 13 and 15). Tick it and you are done you're marine is on your side. Note this only works on marines not civilians or Spartans. The marines will fight enemy ai including civilians. Anyone want to help me make them board a warthog?
  12. I am spawning squads of ai in the campaign maps, everything works good until I try to spawn something that is not in the bsp and it doesn't work. Is there anyway I can add to the bsp so I can spawn them ? thank you
  13. Total newbie at this. Would really just like to play offline firefight with my flight build, can someone show me how to unlock the menus? Apparently it's very simple. Much appreciated
  14. First off, yes I have the appropriate dashboard version to import/export game saves. All I need assistance with is actually modifying the game data. Could anyone assist?
  15. General

    Anyone can tell me how to remove the motion blur effect?
  16. General

    When loading pre-release builds of Halo 3(and previous titles), as i'm sure you know there will be the lovely debug information which includes "establishing connection"..."uploading to datamine" What exactly are these connecting to? is there anyway we can emulate a server I assume to allow a connection and have game dumps uploaded to it? as I'm sure it was either to store player information or dump crashes for playtesters. I guess the fun begins with analysing where the lines of code are in IDA and finding out what they actually do.
  17. With flight one just dropping today I finished the one campaign map and instantly went to modding. The files are pretty exposed for the most part, but accessing them is another story. I've tried a few tools but they don't seem to support the files, (mainly the .map files) and I have no clue how to modify the applications like assembly to support it. Anyone have any ideas?
  18. Okay with ske7ch pretty much confirming MCC coming to PC with his most recent tweet do you guys think Assembly will work for MCC? If not are the devs behind the software gonna plan on developing it so it could work with MCC? Just curious since I loved modding Halo 3 on my JTAG long ago however those days are gone and I see modding progressed a lot since I last played so it will be interesting if we can get active modding tools or even possibly take modding to the next level on PC. Edit: I know no one knows since its not out yet however its more of speculation and curiosity more then anything and I'm not sure if the devs behind Assembly are even still active.
  19. General

    Does anyone know how to use a flashlight in odst instead of the special vision?
  20. General

    Does anyone know or have a tutorial to set up pathfinding for spawned ai through via squads block, I wanted them to move around , how would I go about setting up the firing positions and zones ?thank you for your time -Greasy Goose
  21. Does anyone know how to get the falcon with a chain gun in multiplayer?? thank you
  22. Hello, I use the squads block in halo 3 to spawn ai units and I was wondering if anyone had a tutorial that made them respawn. I heard this can be done via scripts , thank you everyone for there time ! -Greasy Goose
  23. I'm looking for the anniversary variant gamemodes and for some forge remakes but my 360 has no internet connection, where can I get them?
  24. if there is anyone that knows how to spawn ai without the squads block it would be very helpful, I can only get them to spawn on 'the ark' with the squads block, but I haven't had any luck with any other map. or if someone can tell me what I am doing wrong. I wanted to make ai battles I do not want to spawn ai out of a gun thank you everyone. -Greasy Goose
  25. I wanted to know if there is a way I can delete spawns of ai on the map, I just wanted a clean map with no ai, I was messing around with the squads block but I keep crashing, does anyone know anything about this ? thank you -Greasy Goose