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  1. Hey there, So just to let you know, game variant modding is possible and yes, I have some examples on my content browser (X3CXeX v3). Have fun! — GAME VARIANTS — NEW - Weaponless Survivors [Infection] No Weapon Start [Slayer] Weapons Damages Disabled [Slayer] Extended Motion Sensor (91m) [Slayer] Slice Disabled (Distance: 0%, Speed: 500%) [Slayer] Boom! (Grenades damage: 500%, Explosion radius: 500%, Knockback: 500%) [Slayer] — TUTORIAL — Requirements Windows 10 Halo app + Halo 5: Forge HxD (hex editor) Fiddler (v4.6.x or upper) A fresh Xbox LIVE account (recommended) About 5-10 minutes Tutorial In this tutorial, I'll show you how-to set additional settings to a Slayer gametype by disabling weapons damages. Please note that variants are acting like patch files, so unfortunately (by now?) you can not mess with player's scale or whatever. Start Halo 5: Forge through the Halo app, and launch Fiddler. Open Fiddler Web Debugger and exempt Halo and Halo 5: Forge. Go back to Halo 5: Forge and go to Multiplayer > Custom game > Game mode options > Player traits. Scroll to Weapons section and set damages to 10% or whatever (should not be the default value, but let's use 10% here). Keep an eye on Fiddler and save a copy of your game variant. Find the save request (POST method) and save its body. Open the saved file with HxD and look for AB 47 (hex values) in it. Here we go. In the screenshot above, AB 47 CD CC CC 3D 00 00 represents our 10%. Replace it by AB 47 00 00 80 BF 00 00, which is a 0%, and then select and copy all hex values. Go back to Fiddler, unlock the save request for editing. Switch to the HexView tab and replace the body (in black) by yours. Reissue the request. If everything was done correctly, the new POST request will return a 202 Accepted HTTP code. Go back to Halo 5: Forge, load your new variants from your content browser and profit! What now? Your call! If you are looking for additional hex values, this might help you. Also, if you are an API developer, feel free to try cryptum-halodotapi (Advanced Halo 5 API wrapper which can be extended to other Halo games)! Enjoy! — X3CXeX (Zeny)
  2. General

    has anyone got a patch for the reach demo xex? like the one for retail game that removes all the restrictions. i've modded the maps but obviously can't play them.
  3. So i made this a short list of things any user of Assembly can change without much in-depth knowledge of Blamscript /Forceloading /Injection. I will update this in the future whenever possible I]airs - airstrike 1.>Initial Shot Delay - 0.1 2.>Time Armed - 3.>Recharge Time (seconds) - 0.1 4.>Delay Between Shots - 0.3 5.>Total Shots Fired - 16 II]bipd - biped 1.>Go to Change Color ->Initial Permutations ->Color Lower Bound ->Color Upper Bound 2.>Flags Melee Attack is Fatal Can Dual Wield 3.>Dialogue Variants ->Grenade Velocity ->Grenade Type ->Grenade Count 4.>Weapons ->Weapon 5.>BIPED Immune to Falling Damage Spawn Death Children on Destroy Jump Velocity 6.>Physics Climb any Surface 7.>Contact Points Death Spawn Character Death Spawn Count III]char - character 1.>General Properties Flags -> Dual Wields ->Cannot Swap Weapons With Player ->Revive on Death 2.>Weapons ->Weapon 3.>Vitality Properties Vitality Flags ->Can Revive on Death Normal Body Vitality Normal Shield Vitality Legendary Body Vitality Legendary Shield Vitality Extended Shield Damage Threshold Extended Body Damage Threshold Backup Weapon 4.>Charge Properties Melee Consider Range Melee Chance Melee Attack Range Melee Abort Range Melee Attack Timeout Melee Attack Delay Timer Berserk Weapon 5.>Evasion Properties 6>Cover Properties 7.>Grenade Properties 8.>Equipment Properties ->Equipment ->Usage Chance IV]chgd - chud_globals_definition 1.>Global Dynamic Colors V]eqip - equipment 1.>Flags Does Not Cause Collision Damaga 2.>Change Color ->Initial Permutations ->Color Lower Bound ->Color Upper Bound 3.>Equipment VI]hlmt - model[Can be used to make NPCs /Allies,Enemies,Vehicles have Invinciblity along with Increased Health & Vitality] 1.>Go to Omaha Damage Info ->Check the Flag that says "Cannot Die From Damage" to get Invincibility for UNSC Marines /Army Troopers and in order to get Undamaged and Indestructible Vehicles go to Base Vitality and change the numerical value to 1E+38,Vitality Percentage to 1E+38 and if needed change Health Levels to 1E+38. 2.>Omaha Targets ->Lock-On Distance 3.>Nodes ->Flags ->Active Camo Always On ->Active Camo Always Merge ->Active Camo Never Merge 4.>To change the Warthog's Default Back go to warthog.hlmt->Child Object and change it to any other warthog variants such as Gauss Warthog,Rocket Warthog, Troop Transport Warthog,etc. [Note :This changes all spawning Warthogs's back on a map to the one you select. However this may not always work as some variants may be in the .map file but not loaded on the map and may require Forceloading(Using this can crash the game so do some extra information gathering on how to spawn such objects).] 5.>Omaha Instant Responses Damage Threshold VII]jpt! - damage effect 1.>Flags Does Not Hurt Owner Can Cause Headshots Does Not Hurt Friends Detonates Explosives Causes Flaming Death Does Not Hurt Player VIII]matg - globals 1.>AI Globals 2.>Player Control 3.>Player Trait Defaults ->Shields and Health ->Weapons and Damage ->Movement ->Appearance ->HUD ->Grenades 4.>Player Information IX]proj - projectile 1.>Flags Does Not Cause Collision Damage 2.>Projectile ->Flags AI Must Use Ballistic Aiming Detonation Max Time If Attached Has Super Combining Explosion Damage Scales Based On Distance Travels Instantaneously Can Track Behind Itself Faster When Owned By Player Collision Radius Danger Radius Timer min Timer Max Maximum Range Detonation Damage Impact Damage Air Damage Range max Water Damage max Acceleration Range max X]scen - scenery 1.>Change Color ->Initial Permutations ->Color Lower Bound ->Color Upper Bound XI]scnr - scenario 1.>Vehicle Palette 2.>Equipment Palette 3.>Weapon Palette 4.>Player Starting Profile ->Primary Weapon ->Rounds Loaded ->Rounds Total ->Secondary Weapon ->Rounds Loaded ->Rounds Total ->Starting Frag Grenade Count ->Starting Plasma Grenade Count ->Equipment 5.>Squads a}To change the number of Allies /Enemies NPCs Spawning in a map go to the specific Trooper Squad A->Count and change its value. b}To change the weapon of Allies /Enemies NPCs go to Single Locations of a Squad Entry /Desired Index selected and change the Initial Primary Weapon Value to a weapon of choice[Use the Weapon Palette to get the number of that Weapon] and if needed change the Initial Secondary Weapon to get a Trooper with his Secondary Weapon on their back. [Note: Look for Name - trooper/1_warthog/crew] c}Grenade Type Flags ->Dynamic Firefight Squad 6.>Squad A Actors Weapons Secondary Weapons Equipment Vehicle Vehicle Variant 7.>Squad B 8.>Character Palette 9.>Script Expressions How to Get Unlimited Airstrikes on ONI: Sword Base [Third level of Halo: Reach] Go to the Scnr->Script Expressions :- a)10865 b)13257 c)14659 d)18290 Change the Values of Value 03,02,01,00 to 127 for all 4 of these expressions. XII]sqtm - squad_template 1.>Squad ->Difficulty ->Easy ->Normal ->Heroic ->Legendary Count 2.>Actors ->Character 3.>Weapons ->Weapon 4.>Secondary Weapons 5.>Equipment Vehicle Vehicle Variant XIII]vehi - vehicle 1.>Flags Does Not Cause Collision Damage 2.>Collision Damage 3.>Unit ->Melee Attackers Cannot Reach ->Not Instantly Killed By Melee ->Unit Has Boost 4.>Weapons Detached Weapon XIV]weap - weapon 1.>WEAPON 2.>Melee Damage Weapon Aim Assist 3.>Target Tracking 4.>Magazines Rounds Total Initial [32767] Rounds Total Maximum Rounds Total Loaded Maximum Maximum Rounds Held Rounds Reloaded 5.>New Triggers Charging Time [Note:For the Mark 2488 Onager Set it to 0.1] 6.>Barrels Flags ->Tracks Fired Projectile ->Can Fire With Partial Ammo ->Fires Locked Projectiles a)Rounds Per Second min b)Rounds Per Second max c)Shots Per Fire min d)Shots Per Fire max e)Fire Recovery Time [For Mark 2488 Onager ->0.5,For Rocket Warthog ->0.1] f)Soft Recovery Fraction g)Rounds Per Shot h)Barrel Spin Rate i)Rounds between Tracers Projectile ->Projectiles Per Shot 7.>Initial Projectile ->Change the Projectile of a weapon to another weapon,spawn an object like a weapon,vehicle,biped [NPCs] in the map. Firing Effect Deceleration Time Rate Of Fire Acceleration Time Rate Of Fire Deceleration Time Bloom Rate of Decay XV]wezr - game_engine_settings_definition 1.>Trait Profiles 2.>Shields and Health 3.>Weapons and Damage 4.>Movement Jump Height 5.>Appearance 6.>HUD 7.>AI Trait Profiles Traits 8.>General Settings 9.>Respawn Settings 10.>Map Overrides 11.>Loadouts 12.>Survival Variants General Settings Respawn Settings Social Settings Map Overrides Loadout Pallete 13.>Scenario Flags Elite Respawn Settings Unknown Skulls Rounds
  4. Obviously Not completed as of yet, but a base line of how it will look and the style it will use
  5. 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:
  6. Hello, I was wondering where I could find an updated download for these gametypes to use in MCC, as their links are down:
  7. 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....
  8. I know i'm not very active on these forums, though i should maybe start. Friend of a few of you here, Alex, Jordan etc... Just figured i'd make my first reasonable post something to burn the eyes. My first test, was with DBZ Budokai 3, i successfully got it to boot and run smoothly. Below is the demonstration video http://www.youtube.com/watch?v=uhTgIOqXZeA The second test was more of a challenge, i decided to try with a more high performance video and well...why not test Kingdom Hearts 2.. http://www.youtube.com/watch?v=ZCtD_bdsyCc As you can see the game boots yes, but still a lot of work to do. Slow gameplay and lots of texture glitches. This has been a project since late 2010, and have continued to do so in my free time. When i make it more stable i shall release it along with Open Source. Thanks for making such an awesome community too Respect.
  9. How do you change the colour and shape of a weapon or vehicle? I have figured out how to do this on a biped however that method doesn't appear to work on weapons and vehicles.
  10. can anybody explain to me will these Ai work in mp like an Ai banshee or in halo 2 Ai ghost without ant tag injection do these tags mean you can spawn Ai ?
  11. Cserleo here! Today I am showcasing / releasing a .map I finished a while ago for MCC. What it pretty much is, it's a Cutscene BSP (from 130_epilogue.map) ported over into an Multiplayer Map, everything functions normally. It's extremely good for a 1v1 map, it plays like a smaller & flatter Heretic map. Download includes pre-made Map-Variants for game-types too! Download Showcase + Tut Enjoy, here's my discord for questions Cserleo#0183
  12. I'm quite ignorant as to the "why" and "how", but is it possible to get modded gametypes like we have for Halo 4 on the 360 for the re-release in the collection on XOne? Firstly I'd just like to thank you guys for the hard work you do in tinkering around with the code and figuring out all the ways to fix Halo 4's broken custom games. In doing so you actually bring a viable amount of fun to the game that should have been there from the start. So again, thank-you and I'm glad there is such a dedicated crowd to modding for the fun of the game. I know that vanila Halo 4 in my eyes will remain untouched come the release of Halo: MCC... unless of course I am able to play the wonderful creations from you fine gents that make this game so enjoyable. Am I going to possibly enjoy some awesome custom nights with friends or will halo 4 on the XOne remain sad and shattered? If only there was a way to mod halo 2 in MCC... wishful thinking </3
  13. I tried to import a file to a map in Assembly and I got this System.ArgumentException: Invalid index table header magic at Blamite.Blam.ThirdGen.Structures.ThirdGenTagTable.LoadHeader(IReader reader) at Blamite.Blam.ThirdGen.Structures.ThirdGenTagTable.SaveChanges(IStream stream) at Blamite.Blam.ThirdGen.ThirdGenCacheFile.SaveChanges(IStream stream) at Assembly.Metro.Controls.PageTemplates.Games.Components.MetaEditor.ReallocateBlockCommand_Executed(Object sender, ExecutedRoutedEventArgs e) at System.Windows.Input.CommandBinding.OnExecuted(Object sender, ExecutedRoutedEventArgs e) at System.Windows.Input.CommandManager.ExecuteCommandBinding(Object sender, ExecutedRoutedEventArgs e, CommandBinding commandBinding) at System.Windows.Input.CommandManager.FindCommandBinding(CommandBindingCollection commandBindings, Object sender, RoutedEventArgs e, ICommand command, Boolean execute) at System.Windows.Input.CommandManager.FindCommandBinding(Object sender, RoutedEventArgs e, ICommand command, Boolean execute) at System.Windows.Input.CommandManager.OnExecuted(Object sender, ExecutedRoutedEventArgs e) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args) at System.Windows.Input.RoutedCommand.ExecuteImpl(Object parameter, IInputElement target, Boolean userInitiated) at MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(ICommandSource commandSource, Boolean userInitiated) at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler) you can probably tell already that I'm not too skilled with this stuff so some help would be nice because I'd love to start modding halo again, I got back to it recently and I want to keep on it
  14. I have been out of the Halo modding scene for awhile, was there anything new in the Halo 3 MCC PC map files that was not in the retail versions? Like new models/textures? It seems that since this is for PC a lot of the info regarding this game is scattered and can't be found all in one place.
  15. Hello there! Quick introduction: I'm a seasoned forger and currently one of the best in Halo 5. You can find some of my older stuff here with features of Rooster Teeth, Forge Labs, etc. Here are some screenshots of my H5 stuff, so you can see the artistic level I am at (Sorry, the "Insert other media"-option seemed to not have worked): https://ibb.co/zSBDYcm https://ibb.co/JRrr54x https://ibb.co/FYRTfcP https://ibb.co/WtRKsn2 https://ibb.co/WP6JpL6 The reason why I signed up here is because I need a modder to alter the Minigame gametype. I am building the most ambitious cooperative puzzle experience yet by increasing the immersion to new heights. Creating the puzzles, realistic environments, lighting and sounds takes up a looot of time, that is why I would like to outsource the modding of the gametype to an experienced modder. The gametype would still have to be fully functionable and editable by me (shield percentage or movement speed for instance), in case things change after testing. The modder would also be obligated to alter the gametype multiple times, if the vision changes and so on. Of course, I am willing to pay you for your efforts, don't worry. Now, please don't tell me that Halo 5 is already dead and Halo 6 around the corner, I am fully aware of that. This is a passion project for me to get the max out of this in-game editor. If you're interested in helping me and earn some easy money (or not easy, I don't know how difficult it is to realize my requests), then please message me at [email protected] . Thank you for reading!
  16. any body got any modded usermaps/gametypes in there file-share for halo mcc ?-
  17. Hi, this is a newer method to achieving first person view in theater mode. I've sort of updated this tutorial but it might need a bit more work. I did make some notes (mainly for myself) on how to do it. Generally speaking you should use Peek Poker and just find the following patterns in a certain address range. I can't guarantee this will work for you. Link to my notes You'll need: Peek Poker. xbdm plugin for peeking and poking. Your Xbox 360, connected to your local area network. This is mainly for Halo 3, however I have tested it (albeit with different patterns) on Reach & Halo 4 too. I haven't tested ODST but it should work. Basically go into the theater lobby and start a theater film. Make sure you're in first person view on your own character. Don't change anything. Leave the film and go back to the theater lobby. In Peek Poker, connect to your Xbox IP and click on Search For the start offset, put the start offset from the notes for the game you're attempting to get first person theater camera. For Example, Halo 3 is "C5000000" In length put the length in. In Halo 3's case it's "02000000". In the search for box, put in the values for the Default Theater state in Theater lobby menu. Halo 3's is "ec 70 00 00 00 00 00 00 00 00 00 03" After hopefully getting some results, right click the offset, preferably highest one to the top first and click copy. Click on "Peek & Poke" and in the address paste the offset and click peek. Start your theater film. Change to another player then click peek on Peek Poker, you should see some changed values in red. Underneath 0B in Peek Poker (if it's laid out the same) change the 00 to 03 and click poke. Again in Peek Poker, look at the current player being spectated (2nd 00, but could also be 05 or anything else) observe current value then poke 00 (or a value of another player) then restore the original observed value. The camera should now be in first person. Enjoy! I'm hoping to make a video at some point on how to do this, just so you can see what I'm doing when I do it. Some things to note: You'll need to peek and poke again if the target gets into a vehicle such as a warthog. The viewing experience is better in campaign games than multiplayer games. The pattern is different in Reach and Halo 4, refer to the notes for the patterns and search range. Be careful poking, if you poke the wrong area or poke to a player that doesn't exist it'll crash the game.
  18. General

    Basically...i want to record xbox 360 game videos...but without a capture card. I found this. https://digiex.net/threads/stream-xbox-360-games-over-a-network-smb-to-an-jtag-rgh360-running-freestyle-dash.9788/#post52996 is it still possible?
  19. 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) 25/12/2020 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
  20. Ive been searching through Assembly, online, and the site here with little avail to try and accomplish somthing pretty small, but in turn may help others in the future (be cool in a RTE tool) if it's even possible at that. Hoping some amazing peeps here can give me some guidance or even a resolution, which might turn out to be somthing supper easy hopfully Im just missing??? Im attempting/wanting to modify the "edit coordinates" feature while forging more specifically the "Edit Coordinates > Nudge (X,Y,Z width, depth, height)" As an example: Placing a Crate/Object at the very bottom of a map it's coordinates for "height" or "Z" might be 0.0 and increasing it by one increment would be 0.1........Wow...yup........ But point being, is that theres is a Lot of Range between 0.0 and 0.1 and in a multitude of cases when forging (even "perfectly" snapping the coordinates in to exact matching numbers) object still are slightly off/not aligned...causing peeps like me to manually slam the object around untill..it does eventually align perfectly hence "Theres a LOT of Range between 0.0 and 0.1" So now...finally the questions... Anyone know: 1. - First if it's even possibly to use Assembly to "Increase/Extend" the Range when "Nudge"ing an object? (as possibly the structure of the whole game is completely "Locked" to its standard coordinates and can't be edited)-( or if it's locked how can the extra range be preset/possibly accessible through other methods?) 2. - If it can be edited, would it be !1! single edit to the "editor_gizmo" or somthing forge related/style/similar/map ...or... an edit to each individual forge object themselves? (as I'm unsure what to edit/where to look due to the state the object/gizmo/map go into once: (1. objects grabbed by the forge editor gizmo 2. Then you go into the "Edit Coordinates > Nudge" portion of the menu while forging??? (idk im dumb scum) 3. - If it can be edited ((the sequal)) I'm supposing the "Extra Range" as it appears to be "quartered aka 1/4-ed" so Id like to edit it accordingly: In between 0.0 and 0.1 >>>> now would be edited to have: 0.0 >> 0.25 0.50 0.75 << 0.1 [Even if they can't be represented onscreen while forging or it just itself takes way too much time (has to be done to each object) to add the numerical display of whats goin on under the hood in real time doesnt really matter much but would be just a cool bonus] Anyways.....anyway for me to manually add in that extra tiny tiny bit of range for faster forging perfection and alleviate even just a few headaches around for some fellow Reach Architechs? Thanks for any info at all in advance even possibily of no possibillity....probably shoulda just started and finished with this one paragraph...
  21. QQuiero ese mod alguien sabe de donde lo descago
  22. iv tried to spawn ai via tag effect i cant get it to work on mcc does anyone know how? thank you!
  23. Hey all, I noticed with the MCC PC H3 Flight they store the temporary theater files on an AppData folder. I am interested in parsing the film files to see if I can get timeseries coordinate data for the players/action/events. I'm not sure if this is possible, though. Is there any pre-existing documentation on these files I can look at? Does anyone have any experiencing working with these BLF files outside of injecting images into them? Thanks.
  24. General

    Temporary files/maps seems to do the trick and are able to download share all maps/creations in Reach, as I had played Halo 4 a lot in the past and thought this was impossible without entering Forge mode to share maps as did some other peeps I knew as we never used live back in the day and could have swore when i tried this in the past it would not work, but is an awesome overlooked feature by myself