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About forerunner569
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Rank
A modder of games.
- Birthday 02/10/1999
Profile Information
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Gender
Male
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Location
Forge World
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Interests
HALO
Recent Profile Visitors
18,148 profile views
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forerunner569 changed their profile photo
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ReteroX liked a post in a topic: Help with custom bitmaps on halo 4
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@gunguinha yes, see the post above showing a custom painted weapon - that is done with a custom texture
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GruntyGunner liked a post in a topic: Help with custom bitmaps on halo 4
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forerunner569 started following Is there a way to extract tags from title update maps?
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Assembly is written in C# as far as I am aware. I've had to use C# to make small custom things for modding before, for example to make Halo 4 custom bitmaps easier.
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Yes, that is a custom bitmap. From my experience, there is no color channel differences - the raw was arranged differently but thats about it. My original post:
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Are you sure @weighta, did this a while ago: (posted images of these ages ago)
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Reach is pretty much the same as Halo 3 when it comes to what you need to do for custom bitmap injection. Halo 4 is the odd one.
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forerunner569 liked a file: Reach Unlock
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Wysters started following forerunner569
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forerunner569 liked a post in a topic: Official Videos/Screenshots Of Your Mods
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forerunner569 liked a post in a topic: Official Videos/Screenshots Of Your Mods
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brushtool liked a post in a topic: Official Videos/Screenshots Of Your Mods
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MythicalRewards liked a post in a topic: Help with custom bitmaps on halo 4
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I have done it: In order to do this, i found a [BITM] that used a 1 main raw and 1 mipmap raw (most use 2 mipmap), used the tool from the tutorial to get the raw files for my bitmaps, then used a good 'ol hex editor to inject them into the tagc (and change the tag name) and then inject it into my map. I can look at doing a more detailed step by step guide soon if needed (and if i have the time, it may be a while)
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forerunner569 started following Help with custom bitmaps on halo 4
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Wally12 liked a post in a topic: Official Videos/Screenshots Of Your Mods
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Wally12 liked a post in a topic: Official Videos/Screenshots Of Your Mods
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forerunner569 liked a post in a topic: Thunderdome
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Sorted the issue I was having with the custom bitmaps. So made some more weapons, I am re-making my mod in Halo 4.
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Halo 4 Custom Bitmap Injection !!! Xbox was refusing to connect to my pc so couldn't capture a proper image so used a phone, I'll get some others later. It also still needs some more work but it IS possible. Image of the texture being 'test-fitted' in 3ds Max (it's based off the Destiny 'Trials of Osiris' weapons): Got XBDM working, so: These 2 show the only issue with it (which I am working to fix)
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@Lord Zedd - Clean XEXs worked fine. However I could only do 1v1 (1 per console) as I only have 2 controllers that work (this didn't work reliably with modded XEXs, and would sometimes crash). I am going to try with the XEX patch V2.6 as the dates are similar to those for the original tag injection, which worked at a community gamenight over LiNK so I understand.
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Great work. Appreciate it!
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forerunner569 started following Update For September 14, 2016
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I will give it a go and post how it goes here.
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forerunner569 started following System Link issue
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The issue: System link play does not work correctly. I am trying to use 2 local consoles, both RGH, to play modded maps with friends locally, NOT XBL. The games will work for a while but then 1 console will crash. Over multiple tests I can say that it is not a certain action/event that is causing the crash. The map being played: The map is a modified forge_halo.map with some injected items, including Jorge's biped; which has been made a player through MATG. On local play this map works fine with no issues, however over system link it will work fine but then randomly crash, even in games without use of injected assets; A 15 minute round of an infection gametype was played utilising Jorge's biped and gun including its death, without crashing. The issue is also present on unmodded maps. both are being played on TU0, both using Zedd's XEX patch. No duplicated tags are being used. All shared cache files (mainmenu etc) are either retail or exact copies. The consoles: Both RGH Glitch 2, using the same nand version (neither modded by myself, both sent off to be modified btw). One (the host console in most attempts), is a Slim 250gb Corona. The other is a Phat Jasper (non-elite) using a 60gb hard drive for storage. Both are on Kernal: 2.0.16756.0. Games tried were 6 player with 4 on the host console and 2 on the other, link directly via Ethernet cable. In dashlaunch under network, the only ones enabled are Pingpatch, liveblock, and nonetstore. I have tried with pingpatch disabled to no avail. After the first test I noticed XBDM was enabled, so I disabled it but made no difference. Is there anything in particular that I need to do to the map or anything I may have overlooked with the consoles etc. Thank you in advance for you help.
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Thanks to @Lord Zedd for helping get the forward movement sorted.
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@Lord Zedd they are on the same page for me. I assume there are some hidden posts that only staff can see. (I moderated another IPB forum so I have experienced it.)