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Lord Zedd

Modding
Campaign.map In Multiplayer

274 posts in this topic

There's already a prophet chair in halo 3. It's local I believe though. Hm lemme re check on that..

Its a mix of local model with some/most textures out of campaign.map

I tried it a few days ago and when I was going through fixing the page's cache indexes I noticed a 2 already there, so I said "welp" and deleted the map.

Zone likes this

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i can drive the hologram chair on sp :P it auto cloaks my guy so its nice i like it just it has no propulsion at all im stuck in the spot i spawn it :/ has no weapon at all either :( 

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sir that is not possible there is one in h3 its a hologram vehicle :tongue: it aint the real deal lol it only shows them on cut scenes at are fake ones :/ dang bungie :(

Cut scenes happen in real time in Halo 3. Idk where im going with this..

Edited by The404Spartan
Zone likes this

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i saw people play halo 3 like walk around well cut scene was going :P do that on the covenant level where the chair is and maybe we can kill prophet for it lolzs dang nub sucks at using chair 

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i saw people play halo 3 like walk around well cut scene was going :tongue: do that on the covenant level where the chair is and maybe we can kill prophet for it lolzs dang nub sucks at using chair 

What does that have to do with campaign.map in multiplayer?

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Last time I checked riverworld.map has it some where.

 

Edit: or was that in the beta? Can't remember now.

Edited by Akarias

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Last time I checked riverworld.map has it some where.

 

Edit: or was that in the beta? Can't remember now.

if you mean the old mod by wearingjok3r thats just a ghost

 

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The Covenant AA Gun. Too bad I can't seem to get the base of it in yet. Oh and it likes to spin on the ground. Edit: Updated the shaders a little bit.

uuR7Ft5.jpg
Edited by The404Spartan
Kojuku and JJIJR like this

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So after some researching, the cause behind a good chunk of the current failure/glitch rate for tags like bipd and phmo has been found.

 

Before I detail anything I want to point out that there is still more work needing to be done on just what needs the extra care. Furthermore, this should not be considered a cure-all; there are only specific places where this is applicable.

 

Anyway, the reason injected bipeds stand above ground and have glitchy/crashy phmo is because blocks defining shapes have to be aligned on a 16 byte boundary, that is, the block's address must end in 0.

 

Upon relocating these blocks via hex improvements were easily seen in bipd. Though I should say I haven't had the patience to align the phmo shapes and see if that actually prevents common crashing, but I assume it will.

 

How would you go about doing this yourself? Try here: http://www.xboxchaos.com/topic/3543-duplicating-reflexives/

 

The following is a list I've compiled so-far of Reach blocks that I've found to always have addresses ending in 0. (Read: not guaranteed to need alignment) This is by no means a complete list, or an optimized one.

 

Please refrain from asking if a certain unlisted block(s) might need it, as I'd have no idea. Check against tons other tags and find out yourself.

 

mode:

block x24C

bipd:
block x648
block x654
block x660

crea:
block x1B0
block x1BC
block x1C8

phmo:
unknown 12
phmo parts
unknwon 4
spherical
uknown 6
unknown 7
parallel phys
parallel
unknown 10
unknown 11
unknwon 12
unknown 13
unknown data (mopp data)
unknown 14
unknown 18

 

This is just another thing that should one day find its way to automation via Assembly, but the key is patience.

JJIJR, Zone, The404Spartan and 2 others like this

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Don't forget just because other people have not posted does not mean other people are not injecting said tag.

 

For instance, I'm working on a seraph atm. Completed GTA V now so I'll upload a video soon, just sorting out the strange ass collision model.

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Don't forget just because other people have not posted does not mean other people are not injecting said tag.

 

For instance, I'm working on a seraph atm. Completed GTA V now so I'll upload a video soon, just sorting out the strange ass collision model.

I'm guessing you local injected the bitmaps? Or the model?

Akarias likes this

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So after some researching, the cause behind a good chunk of the current failure/glitch rate for tags like bipd and phmo has been found.

 

Before I detail anything I want to point out that there is still more work needing to be done on just what needs the extra care. Furthermore, this should not be considered a cure-all; there are only specific places where this is applicable.

 

Anyway, the reason injected bipeds stand above ground and have glitchy/crashy phmo is because blocks defining shapes have to be aligned on a 16 byte boundary, that is, the block's address must end in 0.

 

Upon relocating these blocks via hex improvements were easily seen in bipd. Though I should say I haven't had the patience to align the phmo shapes and see if that actually prevents common crashing, but I assume it will.

 

How would you go about doing this yourself? Try here: http://www.xboxchaos.com/topic/3543-duplicating-reflexives/

 

The following is a list I've compiled so-far of Reach blocks that I've found to always have addresses ending in 0. (Read: not guaranteed to need alignment) This is by no means a complete list, or an optimized one.

 

Please refrain from asking if a certain unlisted block(s) might need it, as I'd have no idea. Check against tons other tags and find out yourself.

 

mode:

block x24C

bipd:

block x648

block x654

block x660

crea:

block x1B0

block x1BC

block x1C8

phmo:

unknown 12

phmo parts

unknwon 4

spherical

uknown 6

unknown 7

parallel phys

parallel

unknown 10

unknown 11

unknwon 12

unknown 13

unknown data (mopp data)

unknown 14

unknown 18

 

This is just another thing that should one day find its way to automation via Assembly, but the key is patience.

Just letting you guys know if you need to relocate a dataref, you need to create a separate line in the plugin (a raw field) with the size "0x4" (add 0xC to dataref offset) since you can't change the offsets of datarefs directly. 

 

Example:

If the dataref is:             <dataRef name="Unknown" offset="0x104" visible="false" />

Then the address is:      <raw name="Unknown datref address" offset="0x110" size="0x4" visible="false"/>

 

Thanks Zedd for helping me out.

Edited by JJIJR
Zone and Lord Zedd like this

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can bsp be injected into other maps?

presumably you could since to my understanding there is the same location markers in the bsp itself that you could setup and reference although you would need to go through the local map in order to load it. but also keep in mind if your having issues with smaller models that the bsp is a very large model with a lot of shaders and parts attached to it so it could prove really difficult to manage to get it to load on another map. let alone load in a way that you would be able to see it and the other map at the same time or else youll just be on the other map no different than you would normally

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A cruiser found itself in Forge World...

 

niiiiiiiice, been wanting to do that, just no time :/

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This topic has been awfully quiet for a while; anyone got any recent innovations? 

 

Sitrep.

Here's a list of released mods that have campaign injection (These are only the released ones, people are working on other patches that have yet to be released):

Halo 3:

Halo: Reach:

Note that playing multiplayer maps with campaign assets in Reach requires you to pop into the campaign or firefight lobby before loading the map, or else it will crash at the loading screen. This is not true in Halo 3, however, since campaign.map is loaded when the game is launched

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