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About Jmichaels
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Jordanpizza started following Jmichaels
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tony33300000 started following Jmichaels
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I’m sure it’s quite possible because hayden made a release on github that is compatible for halo online.
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Jmichaels liked a post in a topic: Xenia and Assembly
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No problem! That is what I am here for, glad I could help! Sorry for the late reply, if you ever want to get ahold of me, get ahold of me in skype and discord! The only thing I ask in return is be sure to check out my videos on youtube and subscribe to my channel lol. Thanks! Skype: Jmichaelss Discord: Jmichaels#8491 YouTube: Jmichaels
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Jmichaels liked a post in a topic: How to Play as Other Characters
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1. Make a folder 2. Make sure it has these .maps 3. Copy the location 4. Go here in Assembly to paste that location
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No problem. I will help you.
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Jmichaels liked a post in a topic: How to Play as Other Characters
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Jmichaels started following How to Play as Other Characters
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Hey there! Thanks for the reply, first and foremost, do you have everything set up correctly? You need to make sure that you have your resource cache file location set up in your assembly. Do you have this set up?
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FederalGOKU liked a post in a topic: How to Play as Other Characters
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NOTE: This WILL NOT work for those who do not have a modded Xbox 360 console. Sorry! There are two parts to this tutorial; part one will teach you how to extract .tag files such as [bipd] which will be what we are using for this and is crucial for part two, part two will teach you how to import the extracted [bipd] Part One - Extracting your [bipd] 1. Open up a .map file of your choosing 2. Choose any campaign .map that you want (preferably citadel because it has the most bipds and char) 3. Once opened, go to the bipd taglist and choose any bipd you want for this tutorial, I will be choosing the grunt.bipd 4. Highlight and right click on the grunt bipd tag and Extract... (With Raw) 5. Now, you will need to drag your .map file over to your neighborhood map folder Part Two - Importing your [bipd] and playing as your character 6. After that, you will go to the .map you're wanting to mod 7. Import the extracted bipd you chose 8. Find the taglist [matg] 9. Search for, "Player Representation" 10. Choose whichever player you are, elite or masterchief I am player masterchief 11. In the red box is what bipd you will be changing and you can change it whatever you want I chose the grunt.bipd once again 12. As you can see, i chose the grunt bipd, once you've chose your bipd, click poke and respawn After I’ve poked, here’s my grunt after respawning Be sure to check out my YouTube channel!
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Jmichaels liked a post in a topic: Flaming Skull Head Tutorial [UPDATED]
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MythicalRewards liked a post in a topic: Flaming Skull Head Tutorial [UPDATED]
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blackdimund liked a post in a topic: Flaming Skull Head Tutorial [UPDATED]
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NOTE: This WILL NOT work for those who do not have a modded Xbox 360 console. Sorry! Also, before anything be sure to have Bungie armor on for this tutorial! _______________________________________________________________________________________ Hey there! This is literally my first tutorial EVER, but not to worry, I got you covered! _______________________________________________________________________________________ Here, I will walk you through a simple easy quick 15 step-by-step tutorial on how to get the flaming skull as your helmet/head. Alright, so let's get on with it! To start with, your character should look like this 1. Open up assembly with your .map of your liking 2. In the search box, type in "masterchief" 3. Go to the [hlmt] taglist 4. select, "objects\characters\masterchief\mp_masterchief\mp_masterchief" 5. Scroll down to where you see, "Objects" 6. Click on the, "+" sign and add 1 chunk to "Objects" 7. ● Type in "head" in the "Parent Marker" box ● In "Child Object", select the [weap] taglist - "objects\weapons\multiplayer\ball\ball" 8. This is what you should have thus far -Click save- P.S. the reason the name of my ball is different than "objects\weapons\multiplayer\ball\ball" is because i made duplication's which are ball weap, hlmt, and mode strictly for the helmet/head so the original multiplayer ball weap would not be affected. IT IS CRITICAL TO READ THIS BEFORE MOVING ON TO THE NEXT STEP! In order for this to work without crashing/freezing, you must now must save and copy/drag the map over into your neighborhood's Halo 3 map folder The reason having to do this is because each time that you add a chunk, it is changing the data byte of the .map, therefore isn't being rendered real time to your xbox .map file hence being the reason having to drag/copy the modified .map over to your maps folder. Once you've dragged the.map folder over, you can successfully null out the skull or add it anytime you want via poking around. Back to assembly... 9. Go to [mode] taglist and expand it 10. Select this, "objects\characters\masterchief\mp_masterchief\mp_masterchief" 11. Scroll down to where you see, "Materials". Here is where you will null out your helmet and visor of your player. A. Select it to your players' helmet and visor B. Null them both -Click save or poke- If you have done the steps above correctly, this is what your character should look like... a headless spartan We are almost done, hang in there! 12. Now, go to the [mode] tag and select this, "objects\characters\masterchief\mp_masterchief\mp_masterchief" 13. Scroll down till you see this, then make sure that you're on number 11 in the "Marker Groups" which you should see head as the "Name" and copy everything here in the red box to your "Markers" -Click save or poke- LASTLY... 14. Go to [mode] and select "objects\weapons\multiplayer\ball\ball" 15. Scroll down to here, and copy everything in the red box to yours and then!!! -Click save or poke- Now you can either drag your .map file over to your maps folder in neighborhood, re-spawn, and/or change teams, and you shall see the flaming skull mod! Here is the flaming skull head! NOTE: Sometimes for an unbeknownst reason, it will glitch and won't work. Just let me know in the comment section below if this worked for you! If not, shoot me a PM and we’ll figure it out!
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Jmichaels started following Flaming Skull Head Tutorial [UPDATED]
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Jmichaels liked a post in a topic: ZanzieHunter.
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Jmichaels liked a post in a topic: ZanzieHunter.
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Jmichaels started following scarab cannon not compatible with corona ? lol
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Jmichaels started following HELP with modding .maps in Assembly
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Lehvak, is there any way I can reach you outside of this? I feel like this isn’t really working out man
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Jmichaels started following Halo 5 Exuberant Modding tool wont work
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Hey, is there a working halo 5 mod tool for the xbox one?
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Jmichaels started following Modded Xbox One like 360's?
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Hey so somewhere I've seen that some people actually have modded xbox one consoles like the xbox 360's do and i was wondering if anyone has one, information on them, and where i could get one? Thanks!
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I’ve done everything you’ve said and it isn’t working. I’ve transferred my modded .map file to my Xbox, went to scnr, went to the vehicle selection on there, but there is no place where it has string ID. It’s different than reach.
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Jmichaels liked a post in a topic: HELP with modding .maps in Assembly
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Thank you man, I appreciate it. What about adding items to the forge palette?
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is that for halo 3 and dude, believe me, I have looked. If you know, then you could help me man.
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Okay, so I'm trying to inject tags into assembly and nothing is working. I am not quite sure what I've done wrong, i've been looking everywhere on how to do this, but there is nothing for halo 3. Here is what I have set in my assembly settings, -resource cache is in the folder where it has the shared, mainmenu, and campaign.map -selected the halo 3 game -opened up a campaign.map file like the citadel map -opened up the vehi/char.taglist and would either extract the hunter char or phantom.tagc RAW into a tag folder -opened up sandbox map -imported those tags -weap then I would make my magnum shoot out and it would freeze when choose those, but it wont freeze when I choose what is defaulted in the bipd or vehi.taglist And when I try to edit the forge menu, it wont work. I go to scnr.taglist and even when I try changing the budget limit from 1500 to 3000, wont work. I don't know if its because I'm not on the original sandbox map because I deleted everything off of there and I already have the budget to 1500? I was using another map called, sandbox canvas whereas everything is deleted and I have $1500, but I even tried all of this on the regular default sandbox map and nothing works. Please guys, help