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First off thanks a ton to everyone, the whole scene, and a supernova ton to Xephycraft aka weighta (here) for a jet pack boost in the right direction, without seeing his vid on his channel after all these years, and getting the new spark to Ignite the Fire of the Forges once again!! !!ALWAYS save a backup(s) of the original untouched/unmodded map(s) as the Very Final Step is to just put em right back on the ol Xbax/PC or the players will get booted/maps crash when going back online to systemlink (only mod/edit/assembilize the duplicate extra version of the .maps) - once you've done each .map and saved them you're set up to just transfer them to the ol Xbax/PC and Forge away any ol time!! The main goal in this Tutorial is to Finally get "100% Truly PHASED Forge Objects/Items/Weapons (maybe vehicles one day) along with an "Increased amount/Nearly Unlimited "kinda" Forge Budget" in ALL of the other maps BESIDES FORGE WORLD! The "Unlimited Forge Budget" for Forge Worlds been around for ages (and also the steps for ALL the other maps though really), but I personally had the hardest time finding all the info, mainly in pieces, and most of it came out of trial and error as the info was pretty sparse. This pushed me to hopefully make this tutorial easy enough to read and friendly enough anyone can use it We'll use Assembly to get all the "Extra Extended Number of Forge Object" in maps like Sword Base, Boneyard, Boardwalk, Power House, Reflection, ect.. You could ever want and we'll be using the "Small Crate Closed" in most of the following examples (actually the bigger one of crates as it is best for walls/floor/new walkways/inclines) it has most surface area. [Increase amount of Objects/Scenery/Budget Editing] (aka "Entry Count") Per each .map in Assembly go to: 1. sncr > Sandbox Palette -(scroll way down to it or keyword search "sandbox" it is fastest)- 2. Far right of >"Sandbox Palette"< scroll through the groups/numbers (can use up down arrows after a click too) 6-7 (8) out of the "(8)" groups is: "ff_scenery" -(it has the Small Crate in the forge "Scenery" section for certain maps like Sword Base)- 3. >"Entries"< section: scroll down through the groups/numbers again (can use up down arrows again) 3-6 (7) out of the "(7)" group is: "ff_scn_crates" -(to give us all the crates here in the 3rd final section)- 4. >"Entry Variants"< section: already has the "Small Closed Crate" aka "ff_scn_crate_small_closed" "ff_scn_crate_small_closed" -( at 0-7 (8) )- 5. Increase the allotted amount of like 10 Crates to 50 or 300 or whatevs in the "Entry Count" 6. Drop each items cost down to to like $10/$5/$0 a piece not impact the overall budget, so all/more can be placed without exceeding the budget ceiling while forging we use the: "Entry Price" !!!There is always of course going to be a magical limit to the amount of total Objects/Scenery you can forge onto a map and especially for my intentions of making them playable online systemlink style, with too many Objects/Scenery/Gadgets/!!LIGHTS ESPECIALLY!! placed either the maps going to: 1. Not play at all online 2. Have too many visual, audible, or other artifacts 3. Be so sluggish it's virtually unplayable scum biscuits, so yeah, might want to attempt to not got too hard yo, but hard enough for some exciting variations!! (I've placed nearly 300 crates map seem fine idk each .map has its limits though) !!! [Making Objects/Scenery Phased] (aka "Non-Physical in Map Editor") or (aka "Rigid Bodies" "physics_model" change) For making the Forge Objects "Non-Physical in Map Editor", aka truly in the "PHASED" editing physics state, so in Forge Mode you can smash em into the Walls/Them Selves/Make Forging Faster/Easier in these built in/non forge world maps: Per - Each .map ...then... Each forge Object/Item inside each .map... go to: - ("Small Crate Closed" - object/item for example)- again here as is best/largest for new floors/inclines/walls: 1. bloc > objects\props\human\unsc\container_unsc_small_closed\container_unsc_small_closed (^^^is the actual Small Close Crate^^^) 2. (first >"Flags"< section scroll down) Check aka [X] out the check box for: " Non-Physical in Map Editor" !!!3. Select the "Phased" Physics state while forging to experience FAST/Instant phased objects (BOUNS for faster Forging Per each Object/Forge Item - You can also check aka X out the check box "Phased Physics in Forge" in the "Multiplayer Object Properties" > "Flags" section. This simply just makes the item already in the "Phased" physics state when forging and the whole point of the guide here so yeah no need to scroll through "normal" > "fixed> then to phased in the Forge editor, might as well hit this check box while here for each item yo)!!! (different tag now>>>) 4. phmo > (Per Each object/item/weapon/health pack) > "physics_model" tag in the " phmo " 5. >"Rigid Bodies"< (section change) > "Motion Type" to> "FIXED" !--!!!MAJOR SIDE NOTE SCUM!!!--! The ["Larger">] "Jersey Barrier", "Dumpster", and "Land Mine" ..These 3 Objects NEED EXTRA LOVE to actually become "PHASED" and even then also have some more caveats/oddities as well....so...yeah....took me a bit to get these right...couldn't find info anywhere....and they're just and only kinda right... [Jersey_Barrier] -- ("Larger/Square Edged one" as the "Jersey_Barrier_Short" is easily phased steps above) -- 1. bloc to > "Non-Physical in Map Editor" (different tag >>>) 2. hlmt >"Damage Info"< (section near far bottom) -- "Inderect Damage Section Index" -- from -1 to> 0 (different tag >>>) 3. phmo > Motion Type to> "Fixed" !!Note: Have to "tap", "hit", "bump" the Jersey Barrier with another Object/Barrier/Item !!Just until it chips a piece of the corner of the jersey barrier!! Then grab the "Chipped Barrier" (before it's 100% damaged/broken and cannot be grabbed anymore). It will remain "Phased" until it is released/placed!! [Dumpster {has hinged lid}] -(not "Dumpster_Tall" as for "Dumpster_Tall" easily "Phased" steps above)- 1. bloc to > "Non-Physical in Map Editor" (different tag >>>) 2. phmo > Motion Type to> "Fixed" (different tag >>>) 3. >"Rigid Bodies<" (section go to block>) -NODE EDGES- > [click the italic [i] for info dropdown] - then set COUNT to> 0 (it will wipe out/erase itself when set to 0) NODE to> 0 (additionally as well) !!!Note: When forging with the Dumpster NOT in "Phased" physics state> ("Normal" or "Fixed" physics selected) the Dumpster will do multiple crazy things "jump around", "fall through ground and hinge on lid", "rotate/lose lid" ... just use "Phased" as needed. You can go back to non-modded map ...then place in "Normal"/Fixed" as needed there/later don't forget!!! [Land Mine] 1. bloc to > "Non-Physical in Map Editor" (different tag >>>) 2. phmo > Motion Type to> "Fixed" >"Phantom Types"< (section block) > [click the italic [i] for info dropdown] - then set COUNT to> 0 (it will wipe out/erase itself when set to 0) --(Don't think you can Poke these changes and have to save, then migrated .map over to the ol Xbax scum)-- [Removing All Barriers/Boundaries simply for placing the Initial Load Out Camera/Forge Anywhere] (aka "Soft Kill/Insta Kill/Invisible/Out of Bounds Barriers/Boundaries") !!!(Will also be able to !!!Forge ANYWHERE!!!...but.....alas cannot play any other custom games online with anyone as there "Barrier/Boundaries" will be ON on there console....they all use the UN-Modded original .maps just as you should/and only can to play multiplayer when online/systemlink.....sux biscuits though.....don't know if a work around will ever come...sad...infinite sad days... First and Second even Third off... Lord Zedd is the main mf man yo, and this is just my noobish saibot shadow breakdown of these/his almighty steps, where as the man himself has it all and more in his tutorial post titled " .map Modding - Getting Started " -There's >3< sections >(5 total block items)(3 on one tag/page...2 on the utter tag/page)< you "most likely" will want to "Remove Barriers/Boundaries" for ALL (5)....it's just the same process of -'zeroing'- out the >"Counter"< in the info [italic [i] ] info drop down dialogue for each section/block: [TRIGGERS] (kills or safe barrier boundaries) 1. scrn > "Scenario Kill Triggers" and "Scenario Safe Triggers" (fastest way to find them is search the key words top of the -scrn- page "scenario" or "triggers" ect... as they're near the bottom section of the -scrn- page) 2. To the far right of each section for "Scenario Kill Triggers" and "Scenario Safe Triggers" hit the italic "i"/[i] (symbol/box) to get the information drop down (than can be opened and closed with this button as needed) 3. Set the >"Count"< number to "0" here for both > "Scenario Kill Triggers" and "Scenario Safe Triggers" < [MOPP Trigger] ("suspected to be softkills") 1. scrn > "Scenario MOPP Triggers" (can continue using the fast search at top "scenario" or "triggers" ect...) 2. hit the italic "i"/[i] (again) 3. Set the >"Count"< number to "0" (again here) [Design] (physical invisible walls) (different tag >>>) 1. sddt > "Design MOPP Codes" and "Design Shapes 2" (same quick search "design" now) 2. hit the italic "i "/[i] (each/both again) 3. Set the >"Count"< number to "0" (each/both again here) !!!To even be able to place a forge item(s) such as the Initial Loadout Camera outside the maps "normal" forging area, the BSPs MULTIPLE Flags -Per .map- have to be disabled as well (or it'll keep yanking you back into the "normal" forging areas of the maps when an items selected outside the "normal" area) luckily this too is pretty easy: [ BSPs Flags] (enables forging outside "normal" forging areas)(let's us place our initial/other loadout cameras) (different tag >>>) 1. scrn > "Structure BSPs" (near top of scrn tag/page) 2. Far right across from "Structure BSPs" scroll down through the groups/numbers (can use up down arrows after a click too) 0-2 (3) (3tabs) <<or how ever many or whatever may they be as it changes per map, But SCROLL through EACH one and ensure ALL have: "Prevents Forging" unchecked/cleared check box in the Flags section (some are unchecked already usually) [[[Camera/General Tips]]] 1. In Forge select "delete all" for the other "Initial Load out Camera(s)" and or use the main one to start 2. Go crazy outside the normal map boundaries/walls/glass/ceiling if and when possible like on Sword Base use a sender/receiver/two way teleporter to go WAY out into the map to place your loadout camera 3. lots of things you can do with loadout camera(s) for teams/color/spawning times ect.... search around online for more in depth info tutorials ( !! If cameras pushed TOO far out on the .map it can cause cause BLUE/BLACK screens aka no eye candy for your map when loading unless you're looking for that, but some you can place it mega far out!!! Also always remember how many cameras or if you need to again delete all because once placed outside "normal" forging areas the camera is sometimes either very very hard to find again and or its normally visible camera icon for forging is now invisible !!! ...Additionally...Sadly...Again..... No real sense in forging "out of bounds" here for systemlink play unless someone else has your same map + boundaries removed EXACT same way, and or is impossible all together if the items placed out here disappear, yanked back into "normal boundaries" (can sometimes turn off/flash/glitch in and out of existence) , or another actual useable reason is found/needed ) [Make Forge Monitor - Clip/Phase Through EVERYTHING] !!! This is sometimes good for objects get pressed too far into walls/scenery and turn off/flash/glitch in and out of existence. Sometimes though they're in the "Goldie Locks Zone" and even though you can fly through Objects/Walls/Everything and view the placed Object/Item at nearly every angle...it still will NOT let you grab it to delete it....only option then is delete all or revert to older save of a FORGE save if one had been made!!! --Per Each .map-- 1. "bipd" (select the forge monitor\object)>> "...monitor\monitor_editor" 2. (section/block)> "Physics" > "Mass" = [1E+20] 3. "hlmt" (select the forge monitor\object)>> "...monitor\monitor_editor" 4. (section/block)> "Damage Info" > check the box for > ["Cannot die from damage [x]"] -(Don't think you can Poke these and has to be saved then migrated over to the ol Xbax scum again (or with ALL the changes all together in one Ultra Omega Kill shot now)- [[[!!!Finished???]]] !!! Always save a "backup" of the original map when using Assembly!!! This is where we need it!!! A "good" original "clean" version, only make/save changes to the duplicated/modded one to save yo self !!! So once you've forged a crazy assparagus map.... ( I always save 3 "final versions when Actual Forging is going on as they sometimes can "overwrite" themselves EVEN if they're from say Forge World to a new Sword Base creation or vise versa [I don't remember exactly why this happens, simple reason, totally forgot whatevs] because of manipulating items sometimes the 1st and 3rd get jacked so 3 saves is good as the second may be clean and what ya need...ya... .....So....again.........once You've made a masterpiece (which mine are far from that generally) ...... 1. Save yo masterpiece.... 2. Put your original "backup" of the "good" "clean" "unedited" version of the map itself back onto your ol xbax scum so you can go murderlize me online!!! These are basically the only things I have been trying to accomplish with my RGH lately as I had seen it done a little in the past but currently, I personally prefer the ol RGH Scum Systemlink over the PC MCC actually and it's supper easy to get the "Unlimited Forge World" action going and have been doing so for years now, this, opens it ALL up in a way! So these are some fairly basic things probably all over the site here for years ( now again explained probably poorly by me), and elsewhere that I for some reason had a very hard time finding/figuring out how to do as so many of us are still systemlinking. I did this to not only remind myself of the steps if I forget again, but hopefully help some other Systemlinkers make it slightly easier to make some crazier, different, and more compelling custom maps/games outside of the ol Forge World Scum...even if it is with a more limited but not nearly as so palette! Cheers to all hope to see you online sharing and creating scum, go hard!
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How would I do it? It really triggers the shit out of me if something is indestructible in a game (even more so when it can shoot back at you) Spirit dropships possibly triggered me since halo CE.
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Hey guys, I've downloaded Gamecheat13's Ai playground 1.1 map and I have followed everything to the letter with lord zedds executable to run the ai and the map itself but whenever I try to spawn certain ai and vehicles such as pelicans/phantoms or brutes/marines, it freezes and I have to turn off my jtag. Any ideas on how to fix? Haven't found anyone else with this problem! Also, every file for the map to run is in it's proper folder. Any ideas on fix?
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I'm trying to use patch mods and i keep getting this darn error, and when i click continue it doesn't do anything! any explanation and how to fix? https://gyazo.com/5bee10cbc433b1521b49cdec62645263 System.UnauthorizedAccessException: Access to the path 'C:\Users\Gaming\Documents\Snow Slayer Mod\Info\snowslayer_halo.map' is denied. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share) at Assembly.Metro.Controls.PageTemplates.PatchControl.btnApplyPatch_Click(Object sender, RoutedEventArgs e)
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Version BETA v1.5
119 downloads
I've been working on this editor for a while now, and I finally have a releasable version. This is basically a UI for ksoft, that you can use to code your own gametypes in Halo 4 and Halo Reach. Features: ScintillaNet text editor. Custom Themes through XML. Your editor can look how you want it to. Auto resigner. The only thing you need to make a gametype is this program and a usb explorer. ksoft integration. No need to use a CMD to export/import the gametypes. Z-Scriptor does this for you. Markers. Use CTRL + M to make a marker, then use View->Go To Marker to automatically go to whatever line of code you want. Tabs, you can open as many files as you wish. -
I have the Destiny (Beta, Jul 02 2014) version on my rgh and I was wondering if anyone has heard of and or discovered a way to play destiny on xbox360/rgh offline/solo. even if its just the tower it would be satisfying.
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just wanna know if you can or not before I end up wasting time in case you can't
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I tried to enable energy swords/rockets/hunters in all sections of the level The Covenant and it works fine until I get to the section with the first tower. It sort of works until I click on the elevator and when I ride it the game crashes and sends me back to the main menu. Any ideas what is causing this? Out of memory? edit: its sort of working but the game slows down to 1-5 FPS(its like you activated slow mode a la FEAR) but how is it possible? It cant be because of 2-3 extra tags? Ive seen gamecheats MP map spawn everything and no lag. Is it somehow possible to "reduce" the workload? Ive tried removing all "equipment" all "weapons on the ground", removed all barriers, changed most crates to plasma battries(which i then explode) but still mass lag. Is it possible to cut corners soemwhere? remove some "useless" tag that takes up CPU?
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nvm figured it out i took someone's map with it and injected the br into my maps /e mods can delete this thread
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Hi guys, I got around to spending some time in Assembly and I've been having a total blast modifying the various parameters of the tags and poking the changes to my rgh. I'm a big CE campaign fan and one of the things I liked to do was experiment with different game speeds by doing game_speed 0.5 in the console. I've searched through many tags where I thought this could be found, like globals for instance but I'm convinced a script needs to be written. I don't know what language Halo scripts are in but I've written programs before in other languages so I can follow along just fine. Where should I be looking to modify this parameter? Best regards, GruntyGunner
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Are there resources to learn about interpreting map file raw data? I have only found older resources which give me the jist such as daeh, version num, file size but I am absolutely stumped on index header offset. It's stated to be a 32 bit number on most available resources however it appears to be a 64 bit number when comparing raw hex values to Assembly output. This has been absolutely infuriating for the last week. I have a map file(modified beachhead map with AI enabled) I have managed to put together with a few older guides -- the `index header offset` I am seeing is 00000001`CA4A174C when properly interpreted. This matches assembly's output; Problem is this address is out of range for the map file, using the process base address in debugger it points to junk or non accessible memory. My understanding is I am supposed to use this offset to find a magic that would help me translate all further ptrs in the map. I'm trying to write more complex scripts that could be quickly edited & also learn about lexing/parsing in the process. Does anyone have some knowledge on the back end of modding GUIs?
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I recently started modding halo 3 mcc. Came from reach. I want to try injecting a custom vehicle that I had permission to use in my current halo 3 mod project. I was told to just import the vehicle from what the mod owner told me. It gets injected just fine. I added it to the halo 3 forge menu. When I try to spawn it in game, I instantly just crash. Same goes for a pelican or phantom or any other vehicle/weapon that I try to inject. Is there more to it than just tag injecting?? I am new to Halo 3 modding.
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I saw a guy on youtube make Customizable Marines but he never released the mod, now I want to try and figure out how he did so I can add Customizable marines to the armor change in halo 3.
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https://mega.nz/file/qOoTABKb#WhBk8aSA4B9Qe4Xtsm7dniZAFIai6bzsHk5ygOQw-a8 These xexs are for each of the 3 builds. Keynote goes into the build with only the campaign level, wargames goes into the build with wargames, and SPOPs goes into the build with SPOPs. These xexs unlock the actual menus; the builds would usually boot to a locked screen with no way out. I also changed where the SPOPS "select chapter" button takes you; it now takes you to the offline SPOPs menu that allows you to play 2 early SPOPs missions, E2:M2 and M4:M5, as well as the regular mission, CHAPTER 5 CORE. To skip the annoying intro video that plays after clicking spartan ops, press the guide button. Enjoy! Wargames xex showcase:
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Hello I'm trying to rebuild the Halo 2 Phantom in Halo Reach, but I encountered a problem : The rate of fire of the AI is limited by the difficulty of the game. And even if I try to increase the rate of fire of the phantom_chin_gun, this one always shoots at the same speed. The increase in the rate of fire only applies when I am a gunner. But when I add an ia in the turret, these are clamped. Anyone have any ideas to remove this bridle? I mod on Assembly. Thank you for your collaboration (Sorry for my language i'm too bad ^^)
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Now im fairly new in the modding scene and im wondering how to import custom bitmaps into .map files for halo 4.
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I’m not sure of the process. I’ve heard different things but not seeing a clear way. Arguments box, how does that work exactly? What would it take to create solid black values? Thank you!
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Hi, So I've been trying to get some imported campaign vehicles to work correctly for multiplayer on the Xbox 360 and have found out that many of them are either indestructible or simply despawn you as soon as they reach 0 health. This is a problem for multiplayer matches since it doesn't count as a kill. So if anyone knows how to make vehicles such as the Pelican and the human anti-air turret destructible and kill the players inside could they post a tutorial or if it's simple could they reply with the instructions in this thread? Thanks so much.
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Hi, I was making a map in forge on my modded forgeworld .map file. After placing about 400 items, the game no longer let me place any items. When I go to the item menu and select an item, it doesn't spawn at all and nothing happens. I looked through the file to see if there was some limit for all possible items that could be spawned and I didn't find anything. Just wondering if anyone else has an idea of what's going on. I did put a huge budget that I haven't yet reached and I also put a higher maximum amount of items I could place on the things I've been using, which I also haven't reached. Thanks for the help.
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Is it possible? I’m not sure what to null/whatever to achieve this.
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Ok I know things like random assault rifles( from dead preset npcs), dead preset bodies (that serve no other function than decoration) take up precious and limited xbox CPU but what is the proper way of removing these completely? Is putting -1 enough or does it still load up? How can i competely "delete" them? Id rather paste another extra weapon that is not present on that map into the weapons palette so it can use CPU than have 40+ random brute spikers(which no one will ever use) in my campaign map that also happen to eat the memory.
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Here is a video of a WIP mod i am working on that makes spawned AI use the maps pathfinding automaticly.
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Hey maties, Just wanted to know if anyone had managed to find a way to force the crosshair to be the point where a shot is initially facing. My dilemma is that I am trying to implement a weapon balance system that is focussed around linear recoil with absolutely no error or bloom. So far so good? Well, no. When you start playing around with a weapons' csdt file, you might notice if you set the rotation high enough that the weapon always shoots to the default crosshair position, even if the camera rotation has moved the crosshair above the default crosshair position. From this experiment, it is clear that the recoil in Reach is purely cosmetic, which is rather annoying when you compare Reach to Halo 2, where recoil works as one would expect. Has anyone found a solution for this (some sort of Boolean that changes the behaviour maybe), or was recoil in Reach never properly implemented?
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Hello, I have imported the "bfg" (big AA guns on Tip of the Spear) weapon from campaign into forge and am able to successfully spawn it without the game crashing. I was also successful at making it usable, complete with adequate wide camera. However, I cannot seem to get sound working, at all. The core alarm, weapon charge, destruction sounds, nothing works. I of course have the correct sound in the weap entry for the bfg weapon, and it is set to play on charge. I thought for a while that I had messed something up but it will actually play sound...some sounds. It will play most entries from the snd! tag, but will not play anything from lsnd, which is where most of what I need is. I've gone into the charging sound entry in lsnd and made it so the "loop" entry has that sound, but nothing happens. I have since tried just about any combination of settings on that page you can think of to no avail. Any assistance or suggestions would be greatly appreciated.