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

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

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

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Blogs

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

Categories

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

Calendars

There are no results to display.


Found 420 results

  1. .MAP

    File Name: Fly The Phantom File Submitter: bfixer117 File Submitted: 07 Apr 2013 File Category: .MAP Mods Patch that allow you to fly the phantom Map: -The Covenant Features: -Flying of the phantom -Shooting of the cannon bugs: -There is a shade turret proj shot from the cargo bay along with the chaingun Future Updates: -Allow entry into all seats -Fix cargo shot Click here to download this file
  2. .MAP

    File Name: Fly The Pelican V0.9.6.0 File Submitter: bfixer117 File Submitted: 24 Apr 2013 File Updated: 25 Apr 2013 File Category: .MAP Mods -Allow you to drive the pelican and shoot the missile pods -Uploaded To MediaFire Because it said the patch file size was to big Map:100_citadel.map(The Covenant) If Video Is Unavailable then its still uploading Video: Click here to download this file
  3. Salutations, and welcome to Halo Reach: Evolved, my first modding project. This is a campaign overhaul for Halo Reach that aims to bring in certain aspects from the original trilogy of Halo games, edit some of the enemy encounters, and alters the weapon and vehicle sandbox to give each tool of destruction its own distinct niche in the game, similarly to how every available weapon in Halo: Combat Evolved had a unique role to fill in that game. Preview: Changes: General: Armor Ability usage is removed with the exception of the Jetpacks on Exodus since it's required to finish the level. Player movement speed is 10% faster and jump height is 25% higher. Carry up to 4 of each type of grenade, and frag grenades only explode "when at rest" like they do in Halo: CE. Crosshair has been moved slightly upwards on the screen. Film Grain effects removed from each mission. Edited encounters on some of the missions. Weapons: MA37 Assault Rifle is now called the MA37B; like in CE, it has a 60 round magazine, fires in 15 rounds per second, and has a wide firing spread. M6G Magnum is now the XM6D, a prototype of the famous Halo 1 Pistol: 12 round magazine, full-auto capability like in CE, slightly higher damage per shot than the standard Reach pistol, and the exact same bloom mechanics from the multiplayer version of the CE Pistol. M392 DMR is now the M392 Battle Rifle: 2x magnification, 3-round bursts, zero-bloom, and a sage-green numbers plate like in the Reach Beta. Needle Rifle has a 4x magnification, double the damage per shot than standard Reach NR, only takes 2 needles to supercombine unshielded enemies, but has a slower rate of fire and only a magazine size of 10 needles. Plasma Repeater is now the Plasma Spate: 5-round burst plasma weapon that works well in close-mid range firefights. Also uses a new reddish-Pink color scheme. Plasma Rifle's damage has been buffed to Combat Evolved levels of power, and it uses a color scheme that's reminiscent of the CE variant. Spiker is now the Eviscerator: a fully-automatic Brute shotgun that fires 5 spikes per shot, with a max range of 15 world units. Fuel Rod Gun now takes heavy inspiration from the Combat Evolved variant: battery-powered, dark-purple color scheme, a more pronounced arc for the projectile, and a wider firing spread. Sniper Rifle fires about as fast as the Halo 1 and Halo 2 variants, but its heavy vehicle damage has been significantly reduced. Rocket Launcher now locks on to ground vehicles as well as aircraft a la the Halo 2 variant. Spartan Laser has one extra shot, giving it 5 total like its Halo 3 counterpart. Energy Sword is no longer usable and will detonate when an enemy drops it. Plasma Launcher is no longer usable and will detonate when an enemy drops it. Vehicles: All vehicles received a 50% base health increase. Warthog Chaingun received an accuracy buff, returning it to its Halo 3-era settings. Mounted Machine Gun Turret received an accuracy and damage buff, but at the cost of a slow start-up time, returning it to its Halo 3-era settings. Two more have been added at the end of The Package. Rocket Warthog's projectiles do 50% more damage. Falcon Chin Gun is now fully automatic with an overheat function. The Revenant is now the Apparition, a mobile Covenant Flamethrower platform that does massive damage to infantry, but has a worse heavy vehicle matchup. Characters: Noble Team shares a primary Sage color, mirroring the old Fall of Reach concept that all Spartans donned this color. All Grunts wear the Minor's backpack. Majors are a more defined red like their original trilogy counterparts. Heavys are a more defined green like their original trilogy counterparts. Spec Ops are a more defined dark-purple like their original trilogy counterparts. Elite Officers, Ultras, and Zealots wear the Minor armor, and the Field Marshall wears the Officer armor. Elite Zealots and Field Marshall are in solid gold, with Zealots wearing a Black secondary. Elite Generals now use the old purple Zealot colors. Elite Officers wear a more defined red color like the Majors did in the original trilogy. Elite Ultras and those of a higher rank will pull out an Energy Sword when they berserk. Hunters can now be boarded from behind once their back armor is broken off. Shoutouts: AltSierra117 - for helping me figure out shader editing, weapon/equipment swapping in the scnr tags, hunter boarding, CHDT swapping, AI Generic Firing Pattern editing, and a bunch more stuff. Lord Zedd - helping me get the gate on Sword Base to open when I swapped out the Target Locator for the Rocket Launcher, helping me figure out some things relating to squad editing, and a bunch of other stuff I can't remember rn. Gamecheat13 - for various ideas JJIJR - Flame Projectile for the Apparition. Download Link: https://1drv.ms/f/s!AgBNuu4h4p5cxCYa80zapaPWolnH
  4. .MAP

    Hello, I've recently figured out how to .map mod with assembly and I was wondering where the text colour on the menus would be located on Halo: Reach. I'm trying to change the text colour on the matrix menu to be purple instead of green. I also wanted to know where other text colours are located as well. If anyone can please tell me where the text colours are located on Assembly, then I would really appreciate that.
  5. (Took about a week, but I finally managed to get this fully functional and up and running. first attempt: Black screen; frustrated second attempt: Freeze at certain point in mission; irritated third attempt: Success. Had to play through the clean Tsavo Highway mission first before conversion) Anyway! Welcome to Forge in Campaign - Tsavo Highway. This conversion is my first map conversion for Halo 3, and it includes just about everything added to forge palette such as: Selectable Weapons Vehicles Equipment Scenery Respawn Point This is indeed, my first conversion, so don't expect anything spectacular other than playing through the mission with Forge. Gamecheat13 plans on creating a whole series in Halo 3 for Forge in Campaign; AI scripts, and much more... Select GREEN team for Human, I think ORANGE for covenant? PATCH Be sure you patch the original campaign map, then just toss it into your maps folder with the info!
  6. .MAP

    Campaing vehicles
  7. You WILL NEED to add 3210 to your Halo3.campaign file. I also highly recommend using my modded xex. The mod will still work with a normal modded xex, but mine will enable modified object spawning sizes, which some of the ai/vehicles use is the whole point of this mod. My xex is using TU1 so im not sure if it works with other TU or not. http://www.mediafire.com/folder/gog0wj1tf4ow3/FighttheGods full picture album https://imgur.com/a/HwUmu Think you can fight the gods? There are four diffferent rounds, one after the other after each die, then a final round. This map has lots of scripts, in fact just about everything is scripted, the ai, everything they do, a garbage collection script to keep the map going without lag, scripted working elevator, scripted giant moving doors for the bonus round, pelican weapon capsules constantly scripted to drop from the sky for replenished ammo, friendly ai will constantly respawn when low on numbers, music is scripted to switch for the bonus round, etc. Also, some edited projectiles, a some extra weapon capsules way out there, if you dare enough to go get them, edited effects, the scarabs will chase humans all around the map. First there will be two giant stalker brutes with red loud laser beams from their heads, then giant hunters, then scarabs, then giant brute chieftains with hammers, then the bonus round with everybody at once. Also imported the same scripts from the trench funrun mod, select+switch grenades for switching 50% and 100% gravity, and select+melee for toggling invincible players. thanks to gamecheat13 for the base map I worked from, and also lord zedd for various tutorials n stuff. I threw in my scripting notes to the folder as well if anyone is interested in understanding the scripts. It's a serious mess in there, it's not elegant at all, it just works, just for research/examples or whatever.
  8. Shits out of date and some parts are flat out wrong, you have been warned. Fantastic, you can now navigate expressions according to the script itself and hopefully will be able to see any "invisible" expressions that assembly does not show. Let's have a go at writing our first expressions, the classic low-gravity script. Good stuff, you can now write a basic script. All you really need to do now is read some example scripts or the single player scripts for examples on how to write certain values and expressions. Below will be some examples of logic and detecting player input.
  9. .MAP

    Couldn't have done it without referencing the truck in ai_generic - Thank you so much Gamecheat! I thought this mod would be significant enough to post here, after all, it did take some time to remake. There are a total of 12 trucks set up in Squads for scnr (feel free to add more) and you can mess around with different objects that are attached to the containers. Some things you should know: Trucks spawn at -860, 662, -48 (may need to do some flying around to find them) Original map to patch is g_cliffside.map (just obtain the original conversion off gamecheat's blamdepot) Convoy tends to slide around sometimes; had to continuously mess around with the bed_long's moving friction & mass to get the trucks moving. PATCH
  10. Gamecheat13 did this for one of his videos (can't remember which) so I did my best to recreate this experience. I simply set up the AI within the Squads from Lehvak's tutorial and went from there (we miss you Lehvak!) Team should spawn through easy, normal, legendary ect... Also. Be aware of the zombies when they die; they start walking around without a gun. Modifications: Injected Noble Team Lowered fog intensity Changed wraith's projectile to revenant bolt. PATCH
  11. Hey guys, I made a simple mod which basically allows you as well as your friend to play as ODSTs on The Ark. It is in 1st person, meaning that there is kind of no point to this mod, however, if you watch it in Theater mode it is pretty interesting to watch. Also, the gameplay feels like you are an ODST due to the tweaks I made to the health, melee, and speed. I have yet to provide images of the mod and will do so soon. Download link: http://www.mediafire.com/file/6j6bjbjzfg12b05/070_waste.map/file First player is ODST Captain (ODST with red markings) Second player is regular ODST (ODST with no markings) Melee is decreased to match the melee of a marine Walking speed is decreased to match a marine's Jump stays the same due to difficulty completing mission with small jump
  12. I have just started a project that i have always wanted for a very long time now and yes gamecheat13 (Inspired me to actually do this) did make the covenant and the storm forgeable i plan on expanding on that, i have started on floodgate which i have broken many times (i believe around 20x) just trying to convert it and make Ai. Floodgate is very gltichy at the moment as i used it to test stuff out. i have completed sierra 117 and i am now on crows nest. I planned to complete this by saturday but due to me wanted to add as much as possible that people want (i have gotten a few suggestions by GeneralKidd, Tuco (A good youtuber: TucoStudio) and a few other suggestions, it will be a week to a month long project (probably week long). If people like this i will try to do it with both odst and reach. Also feel free to suggest any other mods you would like me to do. And if anyone has any knowledge about maps or whatever you think would help me out that would be appreciated as well!
  13. Cambiar a español hello community, I'm a lover of halo but I'm bored of the campaign and my most precious desire is to have a map with the bots in halo reach that really works
  14. I saw this decade old mod of someone who took the teddy bear from the easter egg on jungle and made it into himself. I always thought it was funny so I remade it myself. Original vid. He can punch pretty hard, some weapon proj edits, third person, and ofc you are now a teddy bear. You WILL need to edit your halo3.campaign file and add 3011. DOWNLOAD a gif
  15. .MAP

    Edit 9/12/15 - Fixed grammar and fixed somethings. Things you will need - Assembly can be found here and how to compile here. - Campaign.map, shared.map, and mainmenu.map for the selected Halo game you want to do this in - Console that can play unsigned code - xex with checks removed, AI in multiplayer and the ability to spawn AI via effect tags. Halo Reach Halo 3 *Make sure you have "Show invisibles" on. Step 1: First open a campaign mission and extract any [char] tag(s) you want, I'll be doing the Brute [char]. Give Assembly a minute to extract the selected [char] tag(s). TIP: extracting the [char] tag brings the [bipd] tag as well, but some [char] tags are variants of the original and some may not contain the [bipd] tag it's always safe to just extract the main base [char] for what AI you want and if you have to have a different variant then change it in the [hlmt]. once you have the [char] tag(s) you extracted somewhere leave them and open the map you want the AI to be in. I'll be opening Sandbox. So now it's time to prepare a [effe] tag so we can have our AI spawn. You have 2 options to attack this, both methods require you to duplicate a [effe] tag the first one: Pick a random [effe] tag, duplicate it and add the "Parts" block with Assembly. or Find an [effe] tag that already has a parts block and fix it accordingly (look at the first way to see what I changed). Step 2: Do a search for objects\multi\spawning\respawn_point once you found it again right click it and click duplicate tag and make the name something you'll remember, something to do with your spawn, like "objects\multi\spawning\brute_respawn_point"; now you'll need to close the map and reopen it so the newly duplicated tag shows up. First go to "Multiplayer Object Properties" Change the "Type" to "Equipment" And in flags uncheck bit 3. save. Now go to the "Functions" block and click the "+" next to the chunk count to bring up the "Tag Block Reallocator" and add 1 new entry count. Once done, check always active in flags and change both "Export Name" and "Import Name" to either respawn_point, spawn, or active (they all should work). Save. Now go the the "Attachments" block and click the "+" next to the chunk count to bring up the "Tag Block Reallocator" and add 1 new entry count. At "Attachments" use the first drop down box to find [effe] class and use the second to find the edited [effe] tag I.e for me I'll find fx\spawn_effects\spawn\AI\brute_minor. Lastly, at "Marker" change the stringID to "spawn" Save. Once done, go to [scnr] and search for "Sandbox Goal Objects", and add the spawn point there. Save. Or add it to whatever sandbox palette you want. Halo Reach: In order to get the spawns to work in Halo Reach you'll need to change the spawn point hlmt to "objects\multi\models\mp_spawn_point\mp_spawn_point" in addition for Halo Reach go in the effect under the "parts" block make "Location index" 0 instead of -1 JJIJR had the idea, I just decided to figure it out myself and make a tutorial. Want the tutorial as a pdf? Download here: MEGA outdated tutorial Virus scan here: https://www.virustotal.com/en/file/a59e979ec0aac6d89ef2704d042f2b41be9550879667e752270cf28af8598110/analysis/1437356414/ Old tutorial here:
  16. .MAP

    ¿Dónde puedo descargar el creador de los parches que mencionan, llamado Ascensión?
  17. .MAP

    Forge World 2.0 (I know, unoriginal name) is a modified version of forge world that aims to restore some hidden/cut content back into the map. It is pretty bare-bones at the moment as there hasn't been much added to it yet. Features: Removed all barriers and able to forge outside of maps boundaries. Increased budget. Restored hidden vehicle variants: Shade Turrets Warthogs Falcons Will plan to add more things soon. To-do: Make the troop warthog's seats all usable. Find more hidden stuff to restore. Screenshots: forge_halo_v2.asmp
  18. .MAP

    Lockdown Revision. 1.4_3 Lockdown is a .map created from an injected bsp that was pulled from 110_hc, bsp 020. What has been accomplished so far: Important Initial Patch File Download: https://drive.google.com/file/d/0B_qQTvZFvb6OYmNTNHVkNXZJdlE (107 MB) Update. Patch to Rev. 1.4_3 patch file: https://drive.google.com/file/d/0B_qQTvZFvb6OeVFrd0k0NVl6LUU (5.80 MB) Notes: - Added invisibility ability to the list. - Added covenant crate to the list. - Added an invisible wall to the list. Things I plan to do in the next revision: - See how gametypes would work for this bsp. - Get suggestions from people. Game Variants: - Purge (Slayer) https://googledrive.com/host/0B_qQTvZFvb6OeWF2MT/usermap0000000053BE392A1 - Containment (Infection) https://googledrive.com/host/0B_qQTvZFvb6OMEp6bDZpVXNsWUU/usermap0000000053B89D5E1 Pictures: Camping spot
  19. .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
  20. .MAP

    i'm currently working on a new mod and here is some screenshots from it NOTE : this is my first mod
  21. .MAP

    Programs I will be using: Paint.netDXTBmpZmodeller2 (not necessary)examples of what can be dene with this: https://www.xboxchaos.com/blog/70/entry-177-the-gamenight-mod/ Step 1: After choosing the weapon(s) you wish to repaint, you must extract the corresponding “_diffuse” bitmap as a “.dds”. This is the primary bitmap and holds the colour and the detail. For this tutorial, I will be reskinning a sniper rifle and a shotgun to show different techniques and one of the things that cannot be done on most bitmaps. Step 2: Open the weapon dds with DXTBmp. You should see something like this: The first time you open this you will need to press the button under the alpha image (should be an ms paint logo) to select paint.net as your image editor. (Other programs will work, but the tutorial will be using paint.net). When the editor is set as paint.net, double-click the main image, which will be loaded into paint.net. You will want the “tools”, “layers” and “colors” boxes open while editing. From here I will show you how to do different things, for example making a rust effect, and provide useful links at the end. Saving: To save what you have done you can simply hit save in paint.net. Then go back to DXTBmp and (on the top toolbar) go to image – Reload after edit. Then (in DXTBmp) save as targa with alpha. If you have used layers in paint.net, you will need to “flatten” the image first. DO NOT close paint.net if you think you may tweak your image later. To preview a bitmap I prefer to use Stu’s tutorial (link below), although I personally use Zmodeler2. Painting colors: Say, for example, you want a sniper rifle with a red front barrel. It will be easy to just paint over it, but in doing that you WILL lose the detail. Create a new layer above the background and set the mode to “multiply” Now you can paint on the barrel (or any other part) and retain the detail from the diffuse map. On the model: You can also use the Xbox Chaos background instead of plain colours: Adding logos: Most of the time, this should be avoided, as the textures are mapped so that they are symmetrical, the logo will always be backwards on one side. One of the few exceptions to this is one part of the sniper rifle: This can have logos on it that work correctly, but most of the time asymmetrical logos should be avoided. Adding rust/weathering: Rust can add a nice effect to a weapon that is meant to look old and damaged and can be created with relative ease. First you need to select the colours you want in the rust, I generally use a brown (hex: 7F3300, Opacity: 255) and a clear (Hex: any, Opacity: 0) Then you want to go to effects > render > clouds. These are the kind of settings I usually use (note that I have used a multiply layer for the effect). If you have used a separate layer then the blend mode is unnecessary. The reseed just changes where the main spots are. Selecting an area before selecting the effect will only affect that area. This is a very rough version and not isolated to any specific area properly: Change the colours to get an effect that you like. This is a rust mask I made a while back, so here it is in .png format for you to use freely. This was generated by multiple layers of the rust effect I just showed you. Extra advice: Inject into a donor map, and then your mod, to save on space.Apply using the _rubber shaders to avoid the alpha making them shinier than most mirrorsDon’t drink and drive Useful links: DXTBmp homepage: http://www.mwgfx.co.uk/programs/dxtbmp.htm Paint.net homepage: http://www.getpaint.net/index.html Stu’s bitmap preview tut: http://www.xboxchaos.com/topic/4788-previewing-retextured-bitmaps-before-bitmap-injection/
  22. How To Change Master Chief's Armour In Campaign - Halo 3 About a month ago I replied to a thread on how to change Chief's armour for the campaign, it seems like people don't really know how to do it so I've decided to make this tutorial. It's going to take a lot of explaining on what to do, so get ready kids! I'm not the best at explaining how to do stuff, so if this gets difficult to follow, I will make a video on how to do it. I will not be showing you how to mod your Xbox, where to download Assembly or where to get a modified XeX for Halo 3, you will easily be able to find where to get those elsewhere on here. There's probably an easier method on how to do this, but my way works fine if done correctly. Also I spell "Color" with a u because I'm British mate. Please remember to save each tag after you edit it and also make a back up of the map just in case if you do something wrong. What you'll need to do this: A modded Xbox 360 Assembly Modified Halo 3 XeX (I'm assuming) Halo 3 .map files on a USB or other device that works Part 1 - Getting the required tags: In Assembly, you will need to extract the following tag from a multiplayer map "[BIPD] objects\characters\masterchief\mp_masterchief\mp_masterchief" to your desktop. You may close the multiplayer map as you will not need anything else from it. Once you have the extracted tag, open up any campaign mission and import "[BIPD] objects\characters\masterchief\mp_masterchief\mp_masterchief" into it. Your campaign mission should then look like this in the [BIPD] section. Part 2 - Changing Chief's Model Open up "objects\characters\masterchief\masterchief" in [BIPD] and change where it says model from "objects\characters\masterchief\masterchief" to "objects\characters\masterchief\mp_masterchief\mp_masterchief" Next you'll want to search the [HLMT] tag and select "objects\characters\masterchief\masterchief" and also change the model in that to "objects\characters\masterchief\mp_masterchief\mp_masterchief" Part 3 - Editing The Armour This is where it's going to get slightly more difficult, so prepare yourself... In [HLMT] open up "objects\characters\masterchief\mp_masterchief\mp_masterchief" and scroll down until you see "Regions" & "Permutations". Regions specifies which part of the body it will change, and Permutations is which armour it will be swapped to. The Regions section is where you'll be selecting the piece of armour you want changed. Make sure you change where is says "0-7 (8)" before you change the number in "Model Permutation Index". We will not be editing anything in the Regions section, only changing which part of the body you are selecting, which will be 0-7, 4-7, 5,7 and 6-7. The Permutations section is what we'll be editing. The number below will represent each armour. Insert that number into "Model Permutation Index" below where it says "Base". Make sure it always says "Base" above (Apart from Chest). Please remember to save after you edit each tag. Helmet 0-7 (8): 0 - Default 2 - Cobra 3 - Intruder 4 - Ninja 5 - Regulator 7 - Ryu 8 - Marathon 9 - Mark V 10 - Rogue 11 - Scout 12 - ODST Left Shoulder 4-7 (8): 0 - Default 1 - Cobra 2 - Intruder 3 - Ninja 4 - Regulator 5 - Ryu -1 - Bungie 6 - Marathon 7 - Scout Right Shoulder 5-7 (8): This one is the same as left shoulder. Chest 6-7 (8): -1 - Marathon 0 - Cobra 1 - Intruder 2 - Ninja 3 - Regulator 4 - Ryu 5 - Scout 6 - Katana 7 - Bungie Change Armour Colour: Go to the tag [BIPD] and select "objects\characters\masterchief\masterchief", once you are on this, scroll down to where it says "Change Colors". You will see boxes where you can change the colour in them, just click on the box and select which colour you want for your armour. Make sure to change the numbers on the side after you've finished changing the colour so you change every part of the armour. After you have done this, save the tags and test out the map you have chosen. If this was too difficult to follow, please do say so and in the future I will try my best to make a video on it. It was difficult to explain but I hope I managed. If you need help, just say so. I highly recommend playing in Third Person so you can actually see your character to know if it has worked. I don't know how to change first person arms, but I am working on it. Good luck guys, hope I helped. Feel free to show images of your game if it worked!
  23. i have a problem with anything relaited to campaign , when i load a map the game freezes in the loading screen.
  24. .MAP

    Patch Link: https://mega.nz/#!kx1QnTgQ!IP-noH-JjxPsL8qlFWOcKDxick8PilLRmaWG_4l5-QE
  25. Just wanted to make something clear for you guys. You need a JTAG or a Devkit to use any of the patches in this section, and if you have a JTAG or Devkit and are wondering how to use the patch then here's how you do it: 1. Get a .map file according to the map that the patch is on off of Halo Reach. (from HDD or wherever you have Halo Reach stored) 2. Download the patch you want to apply. 3. Open SnipeStyle's patcher or Ascension. 4. Click apply a patch. 5. Select the map file and the patch. 6. Once you have applied the patch move the .map file back on to your HDD or wherever you have Halo Reach stored. 7. Enjoy playing on your patched map. NOTES: 1. You can also just poke the patch with ascension if you have RTH. 2. If the mod you downloaded includes them you will need to move the .blf files into the map images folder and .mapinfo files to the info folder. I posted this because I've seen a lot of people asking "how do I use this patch" Hope this helped. NOTE: You need a patched XEX to play on your patched map or it will give you a error! Short tutorial program attached http://ipbpublic-xbchaos.netdna-ssl.com/public/style_emoticons/#EMO_DIR#/wink.png Virus scan Applying patches to maps tutorial.zip