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
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Everything posted by deadcanadian
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unfortunetly there is more to reach to get this to work than there is in halo 3 but i managed to figure it out, as well ill be updating my plugins in the released asc and making a tutorial for this so you guys can do it. however i still havent managed to find forge bounds(where you can grab) and if anyone has any info on that i would be very grateful.
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been awhile since i posted anything, so here's a cut vehicle from borderlands i've been redoing the files of in the game to get working.
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nice work, im surprised that due to how long model injection has been around in HO that i dont see more of it done. or even much of HO in general.
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main internet cable broke so I plugged in my powerline adapter. turns out the signal is weak enough that turning my lights on will turn off my internet.
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if i remember correctly the camera has a marker in the mode tag and in there you can assign to to one of the markers that represent the head rather than the first person camera location
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due to a lot of comments on my youtube video i have decided to make a tutorial for this, and yes it is very simple. first of what your going to do is go into the biped that you are playing as, scroll down to the flags and scroll down them until you see a bitmask with alot of unnamed options. scroll in it till you see able to dual wield, check this and poke/save. now for the final thing you need to do which is the exact same as halo 3, go to the weapon that you wish to dual wield and go to its flag and check the one that enables the weapon to be dual wielded. simple poke/save and your done. enjoy only few bugs i have had while doing this is i somehow managed to make it so i held the four weapons separately as well as my right arm fell off and ended up holding a weapon only in my left hand.
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if your doing it that way with aroura then it should go into the aroura/plugin/[gameid] folder on your harddrive if i recall.
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modded consoles can take pictures internally the same way you realtime edit so you dont need a capture card
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i am spooky jelly No I am Skeleton Jelly!
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if i recall there's a check box in the vehicle seat that specifies if its third person. uncheck that to make it into first person then go into mode of the vehicle and down to markers and find camera in the list and change that's position to where the players head would be
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resizing models http://www.xboxchaos.com/topic/240-how-to-resize-models-the-correct-way-in-halo-3odst/ and to set a wall to the green would be a little trickier. most of the time it will share its texture with something else and that would end up making other parts of the map turn green. but the walls shaders are stored in sbsp and you could change them to the same one the green object is currently using
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we use the SDK since it provided the plugins needed for creating content for the 360, without bundler it would of taken a lot longer to format items for use and unless we made our own code 100% accurate you would see glitches time to time. this image in this link was injected without use of bundler. it has mipmap issues, quality issues, and a few others (excluding the few caused by lack of information about the tag meta itself) http://i.imgur.com/pKyJrXS.jpg
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then making any kind of green screen would be really easy. i would start with taking a crate or some kind of box like object in the game, duplicating it, resizing it so that its whatever size you need. and then injecting a green texture and applying that directly over it. that would give you a good green box to work with for your green screen. it may even be possible by looking at some of the default shaders to see if theres any that dont get affected by light so you can get a clean scan all the time. http://www.xboxchaos.com/topic/4549-custom-bitmap-injection/
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it would be easy to make a green screen currently since we can inject bitmaps. however the question comes down to whether or not you have a modded console and would be able to play it. since I don't see any feasible way to do this without a modded console.
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while replacing all the idents should work so long as the format is the same you will run into certain issues since a usermap saves the location of all items even if you cant edit them directly yourself normally you would need to ensure that all items are injected into the game to begin with. after you've injected all the items into the game what i feel would be the best is to basicly generate taglists into a seperate file with all of their idents and names. this could be similar to the ones we used to need for reach since that would include the ident, what type of object, and its name. (or open the file directly since all the information is there and grab it without pre-exporting it) then what you would need to do is go into the halo online tags and create a tag list for all of its files (which unlike halo 3 from the console you would have to do every object manually by hand since there isn't tagnames in the files) and ensure that all of them were the exact same name as the ones you exported from the prior game. once you created all your tagname lists (one for each original halo 3 map and the one for the halo online tags) you could probably create a program to compare the files, and use the tag lists for reference to replace the idents accordingly from one game to the other. but even if that is all said and done to my understanding with the halo online tag files. any update we do has the chance of changing all the idents and making it so that you need to remake the entire list again and reconverting all the maps
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im not sure what programs were made for halo online since i havent touched it too much myself. but the general way to start would be getting a program to generate new plugins. this would give you a blank set of plugins that at least have tagblocks and etc somewhat lined up to how they should be in the file. then slowing changing thing by thing and testing in game to see what changed so you can line up the names that there was in the old tags with the new ones so you can name the plugins
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lots of trial and error. basically how most plugins are made to begin with.
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File Name: Waterless Forge World File Submitter: Forsaken Winter File Submitted: 06 Jan 2012 File Updated: 08 Dec 2013 File Category: .MAP Mods initially started out as this, just a water removal test. then i decided to make it entirally out of sand for the ground looks to barren so i made it grass to look more lively now im just removing material effects and those water falls. which will only leave finding the forge boundries so you can build litterally anywhere without items being deleted when far out Lastly a version 4.0 upload that includes the longsword so people dont need to look so hard to be able to find it. For this new one it is also using a asmp patch and the map needs to be called green_halo2.map when you patch it. Links are in the download section Click here to download this file
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File Name: Colored Hogs File Submitter: DeadCanadian File Submitted: 09 Sep 2015 File Category: .MAP Mods Valhalla with extra warthog color patterns added. Click here to download this file
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- halo 3
- bitmap injection
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- halo 3
- bitmap injection
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(and 2 more)
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