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Everything posted by iBotPeaches
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The myspace is random, try and get it to flow. Seems like just a bunch of random themes tossed together. I know alittle in every field of computers, more in some less in others. Not advance in anything, but understand the basics of them all.
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615 downloads
Serenity 3.3 Made by: Iron Forge (This patches .serenity patches) I stumbled upon a mod that wouldn't work with Serenity, despite looking like it should...Turns out it created more than 16M of patch data for a single block...I guess I never really thought this would happen, so I added support for it...Looking at the map, it turned out the large patch block was caused by a poorly built map, rather than actually changing 16M worth of data...Had this patch been built differently, it would have cut around 26M (pre-compression) off the patch...Thought I'd explain somewhat how and why this happens... Patches are done by a byte by byte comparison without any sync. So if you take the data abcdefgh, and change it to abcxefgh, the patch will store offset 4, change 1 byte to x...Now, if you take the same data, abcdefgh, and change it to abcdefghx, the patch will store offset 9, change 1 byte to x, or add 1 byte x to end of data, depending on the patch format...Now, because patches do not have sync, if you take the data abcdefgh, and change it to xabcdefgh, the patch is forced to store offset 1, change 9 bytes to xabcdefgh...Because the data is shifted, when creating the patch it will compare x to a, a to b, b to c, and so on, finding that every byte has changed...This is the same for all patch formats, ppf, sppf, or serenity... Now, where these formats differ, is blocking...Blocking involves breaking data up into set blocks, which minimizes the effects of shifting to a single block...PPF is the base patch format, and because it is not file format specific, only has one block...What this means is, if a single byte is added to the beginning of the file, the shifting effect is seen throughout the entire file...SPPF steps this up a notch, by splitting halo 2 map files into 4 blocks...So any shifting done in any block, will be localized to that block...For example, if a single byte is added to the sound data, ppf would see the effects of shifting well into the meta block, making for extremely large patches...SPPF however, would only see shifting till shortly after the BSP data...So none of the bitmap data, or meta data would have to be included in the patch due to shifting...The major downfall with SPPF, is that the block sizes vary greatly, because their start/end points must be found within the map file header to maximize compatibility... Now for Serenity...In compliant mode, Serenity will break the map into approximately 35 blocks, plus a separate block for every tag in the map...Thus any changes made to any tag, will be localized, and not effect other tags after it in the map...To have this kind of precision however, the map file must be nearly flawless, so that Serenity has access to all the proper data, and can find correct starting and ending points...Serenity in compliant mode will actually allow holes, as long as they are contained on either side with correct data...So a hole in the center of the bitmap data will be acceptable...Then there is non-compliant mode...This mode treats the entire meta as a single block...It is also much less strict on out of order data and holes, though the lowest offset for data must be in the correct order relative to the rest of the map...What this means, is that sound data can be injected anywhere in the map, as long as sound data exists at offset 2048 where the sound data should start...And model data can be anywhere in the map, as long as the first bit of model data exists after sound data, and before other data...It's fairly easy to get a map to work with non-compliant mode if attempted... New in Serenity v3.30 is NFG Mode...This will basically use the same 4 points as an sppf patch for those of you who are poor excuses for modders, don't care about the size of mod you're forcing people to get, and in general horrible human beings...This will allow you to take full advantage of the features Serenity provides, though it will mean for larger patches than the other 2 Serenity modes, which will usually prevent from halomods hosting, and thus additions to the serenity repository...It also means SPPF can be phased out the same way PPF has been, and we can all sleep easier at night... Pictures -
Your asking us to write you 10000 lines of tutorials. You need to learn this. Making a mod FTPing a Mod resigning a Mod patching a mod softmoding my xbox using a 360 to mod halo 2 buy xsata Go buy xSATA or xPort then I'll help the rest.
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598 downloads
FCE V.3.1 Released! Made by:JacksonCougAr Thanks Eternal for testing this for me. Version 3.1! Added an experimental "Auto-save" feature; post any bugs here. Added icons to some controls and the menus. Added a "filter" that removes any shaders that do not have functions from the tag tree until you re-open the map. Fixed some UI stuff. Added a resign option! Version 3.0! Search function now works! Colour-picker window added! Click the preview box under the RGB values to open it. Version 2.0! Colour previews are updated as you edit now. The search function does NOT work -- yet. What it does: Edits colour values of "Shader Effects". Some examples of this would be: HUD Colour, Warthog dash (The animated radar, the speedometer), overshield colour, illumination colour of the plasma rifle meter (the meter you see on the model, in-game), and many more! Credits: Supermodder911 - For all his Hard Work, Help, Blood and Sweat shared with the Development of this application. DeToX - For being a friend, helping me learn C#, putting up with my constant questioning, and helping Develop this application. Xzodia - For help with my code, and for letting me use his awesome libraries, they made my life easier once I got used to em! To Argon and DS for helping with the research I needed to make this application happen. To anybody else I may have forgotten who had any small or larger part in the creation of this application. -
884 downloads
Sav3r Made by: Jefff Sav3r is a Halo 2 gametype/profile editor. Here is a beta release. It cannot edit names yet and it cannot open profiles. Please post any comments/suggestions/errors/flames. It doesn't support and will never support the auto-reload hack, so don't suggest it. Thanks mostly to wyvez for taking time to find the offsets so I don't have to. Thanks also to Aequitas for the hex codes for the name. BTW, You need to open something before you can change anything. You cannot fill in the values and select save gametype and make a gametype from scratch. The blocked out values are gametype specific and will become selectable one you open a gametype that uses them. UPDATE: It can view names, it can't change them. Check out the format of codes.ini and see if you want to convert Aequitas' codes to that format. UPDATE: It can view names, and change them. It can't view a list of the ones in codes.ini though. If you want to have, say, a winking face put "[Wink Face]" in your name. A full list can be found here. It can also open profiles now http://forums.halomods.com/images/smiles/icon_cool.gif UPDATE: No need to follow that table, it now has a list (yey!). I finally got the time converter fully working, or should I say, I finally worked on the time converter http://forums.halomods.com/images/smiles/icon_smile.gif . The picture is also updated. UPDATE: Preview support! The file should be /images/hexcode.bmp. There is only one there and it is simple a black box that says example. If you make any, please post them. Also, this comes with the latest codes.ini file (thanks Aequitas). UPDATE: A few bug fixes. Will recognize if you open up a zip file or you try to save without opening something first. Also includes latest codes.ini (thanks Aequitas) and images (thanks Aequitas and RadisHASii). UPDATE: It signs the files! w00t! Thanks to roofus for the dll calls. This also includes the latest images (thanks RadisHASii) UPDATE: The sign bug is fixed. The problem was, if you tried to sign a file with a space in its path name it wouldn't work. UPDATE: Sav3r can now preview the emblem as long as you have an active internet connection. Please report error messages as the ocx I used, wininet, will be used more in an upcoming version. If you are having problems with wininet download it here and put it in your system32 directory. Then click start > run and type in "regsvr32 (system32 path)msinet.ocx". For example, if your system32 directory is c:windowssystem32 (WinXP default) you would type "regsvr32 c:windowssystem32msinet.ocx" -
628 downloads
Encryptomatic Signature Made by: MonoxideC While it remains TF6's policy not to release any of our tools, we considered this one an exception. TF6's very own Iron_Forge has determined the algorithm used to calculate the Encryptomatic Signature that prevents all Halo 2 maps from being modified. MonoxideC has used this information to create this wonderful tool for the public, allowing anyone and everyone to work on maps. Pictures -
Use a macro and click random keys in word for 1 minute, then set it to 5x speed and put it in macro for 1 day, if the keylogger is transfering via FTP it will crash, if email its too big and wont send if via any other way over time it will crash.
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608 downloads
Visual Scenery Mover Made by:Prey Purpose: Loads the bsp of a map using directx so it can be visually edited Defining Feature: Allows you to select and move bsp scenery Unfinished: The bsp scenery coll is not re-calculated.. also it is a real *** source code IMO, just copied and pasted loads out of entity until it worked Pictures -
614 downloads
Menu Menu Menu By: Prey Thanks Goes Out To: My Beta Testers. Shade45 for doing the 'extras' menu first and me only being able to follow by studying his output maps ..the Ch2r Source for having such a great bitmap library, and finally Talin for inadvertly leading me to previewing P8 bumps correctly Relink BITM --> Hopefully you will find the app self-explanatory enough, there are a few things i would like to quickly go over though: Bitmap Relinker Every map slot holds an Ident which points to a bitmap tag, it is this bitmap tag that is the map slots preview image. The Bitmap Relinker will simply let you change the Bitmap the map slot is linked to. Create New Raw For Bitmap Every bitmap tag is linked to raw within the map, the raw is where the actual image is stored. All of the map slots in the mainmenu that are null, may have different bitmap tags, but those tags are all linked to the same raw. So change one and they all change. This function will generate new raw for the selected slot so it has its own individual image http://forums.halomods.com/images/smiles/icon_smile.gif Export/Import While the Ch2r Source does have a great bitmap library, it comes with many flaws in the extract/inject region. So i fiddled and twiddled with it for a little while until i got most of it working http://forums.halomods.com/images/smiles/icon_razz.gif , here is a quick table which lists what extracts properly: The empty cells mean i couldnt test for one reason or another, buts its probably safe to say that they dont extract proper either.. Duplicate/Delete Allows you to add or take away map slots! Woo! Sadly it doesnt work though, ugh crap right? Not my fault though, the app dups/dels perfectly fine, but the default.xbe holds it back and makes you freeze at 100%.. oh well, ill leave the option their incase anyone ever finds a fix... With Update5 these options have been hidden as it has been figured out how to add more slots, and it had nothing to do with the xbe...thus my code is what's wrong. Oh well that's work for another day ;> Save All Once the app has listed the SP Map slots, they are all stored in memory. Meaning you can edit everything about every listed slot before finally clicking the Save All button. The only way you will lose your changes, is if you dont save and click to view the MP Maps. Whenever you switch between SP and MP slots, the app clears its memory and loads the new slots. Just so you know. Net Framework 2.0 ..is needed, you can get it HERE. On Closing... Hope you enjoy the application, or at least find use for it http://forums.halomods.com/images/smiles/icon_razz.gif Update1: (1.0) 'Create New Raw For Bitmap' option added. Update2: (1.0) Small bug fix and unnoticeable improvement. Update3: (1.0) Small bug fix. Update4: (1.0) Can now Import smaller images, rest of original image is nulled out. Update5: (1.1) Status label at the bottom will now tell you if selected slot's raw is being used by another slot. Major bug with raw adding and bitmap injecting fixed. Overall coding improved. [*] -
698 downloads
*click* So many of you saw this in the Pictures thread, and again many of you contributed lots of ideas towards this application. So before you get your hopes up, I better get this out of the way now: Pretty much none of those ideas have been implemented. My reason being I have just been too busy with other things >_> Anyways moving on to what this application can do This application is the single most powerful skinning tool currently out for Halo2. All you do is load up the map, click a wall, tree, ceiling, whatever, and then every piece of geometry using that shader will become highlighted in red. More interestingly and more importantly though, the shader editing panel will come up Here you can, as you can see in the above picture, change the shader being used, change the bitmap(s) that the shader is linked to, and import/export/internalise the currently focused bitmap. Note that any changes made will be saved to the map file immediately, and will also be viewable just as quickly in the viewer. The Import button is probably one of the best features in this tool, and really sets it apart from other skinning applications. Firstly, it allows for bitmaps that are of different dimensions that the original to be injected (512x512 over a 256x256? No problem ), and secondly it actually allows you to fix the other LOD's of the bitmap tag, if there are any. Theres more to it as well, so I would definitely consider reading my tutorial on Skinning with Prophet first before using it. Otherwise you might receive some unexpected results Visually speaking there has not been much improvement over what past BSP Viewers have given you. Sorry about that but I'm no pro at DirectX...and I didn't have the time to research the shad, stem, etc. That also means that this application does still rely on tag paths to tell one texture from another...not as much as other viewers do though, but still enough that if you mess them up enough Prophet will read in and display the wrong textures >_< ...but you can go upside down with the camera! What a good trade off eh? You might also encounter some other weird errors from time to time, for example the viewer goes a bit awry when viewed without shaders loaded. Just take it in you're stride Control Scheme Code: W - Forward S - Backward A - Strafe Left D - Strafe Right Q - Up E - Down +/- - Increase/Decrease Camera Speed Left Mouse Click - Select Shader Right Mouse Click + Hold - Rotate Camera FAQ I'll get the most obvious stuff out of the way here, and also add any questions that are posted in this topic to the list if I deem necessary. Q. I can't see the download. A. If you can't see the download at the bottom of this post, then you may not be signed in. If you are signed in...I have no clue http://forums.halomods.com/images/smiles/icon_eek.gif Q. I'm getting errors about .net framework when I try to open/during the course of the application. A. You will need to have .net framework 2.0 or higher installed to be able to use this application properly. You can get the latest HERE. Q. I'm getting DirectX(graphic) related/"system.io.filenotfoundexception" errors when I try to open/during the course of the application. A. You will need to have the DirectX9 August 2007 runtime or higher installed to be able to use this application properly. You can get the latest HERE. Q. I'm getting "Media cannot be found" errors when I try to open/during the course of the application. A. make sure the "Media" folder is located right next to the the application, in the same folder. Q. I'm getting some weird errors with textures being null (completely white..or blue, sometimes). A. Go into Preferences -> External Maps, and make sure all three map paths are valid. The camera seems to be acting very sluggish, as does everything else that requires keyboard/mouse input. A. Other applications may be interfering with the MsgProc of the app. I got the same thing when I had a MSN convo. open in the background, minimizing it solved the problem. I'm using vista and am encountering lots of errors (and none of the above solutions work either). The application was not designed for use on vista, sorry. This is the only possible solutions I have found on the matter thus far: Zone 117 wrote: HPDarkness1 wrote: In closing, there is more that can be added to this application, such as spawn viewing, but that will have to be left for future releases, if there ever are any. We will have to see what happens, what with Halo3 soon to be released an' all. Specials thanks goes out to Brok3n Halo, and also my Beta testers: Matt, dec123, xzodia, xheadshotmastax, Supermodder911, Dootuz, tftman, -Detox-, kibito87, and whoever else I forgot. Enjoy, Prey -
1368 downloads
Entity 1.3.9 Hello everyone! You're probably asking youself, "Why Entity 1.3.9?" The reason why I posted Entity 1.3.9 is because Entity 1.3.9 is the latest version of Entity that you'll not experience errors with after you rebuild a map using H2C. For example, if you rebuild a map using H2C then try cloning chunks using another version of Entity, you'll experience tons of errors and end up corrupting your whole map and will have to start modding it all over again. I've also pre-installed all the latest plugins to this very date to save you tons of time! Here is WastingBody's original release post. Entity Members: pokecancer TheTyckoMan P8ntballer Shade45 Trulife Shalted Xbox7887 Soldier Of Light TfAv2890 Kornman KillingforFun WastingBody Anthony Entity Authors: pokecancer - Programmer, Researcher TheTyckoMan - Programmer, Researcher Xbox7887 - Researcher, Debugger Shalted - Researcher, Programmer P8ntballer-Fluffer, Idea Guy WastingBody/Prodigy/Punk - Programmers, Come along guys Beta Testers: Dec1234, AntMan, Trulife, DoorMan, Trepedime, Trigger, HeadShot, whoever else... Features: -Opens Halo 1, Halo CE, and Halo 2 -Real Time Halo(RTH) Xbox7887 and Shalted -Sexy Meta Editor The Tycko Man -Model Injector/Extractor Pokecancer -Library support Pokecancer -Inject/Extract Bitmaps Pokecancer -BSP Mesh Extract Pokecancer -BSP Collision Extraction/Injection Pokecancer -BSP Viewer Pokecancer AI spawns by Punk -External mainmenu, shared, SP shared, and bitmaps maps WastingBody -Tag recursive duplication and regular duplication Pokecancer/A few modifications by WastingBody -Proper Chunk Adder Pokecancer -PRTM Viewer/Extractor/Injector Pokecancer -Tag Building Pokecancer -Bitmap Internalization Anthony/WastingBody Updated By WastingBody On November 28, 2006: -Updated the GUI more -Added a startup map option -Added Prodigy's go to tag code Pictures I do not take any credit for Entity 1.3.9 or the latest plugins! I only take credit for pre-installing all the latest plugins to save you time! I hope you enjoy! -
1253 downloads
Well its been a long time since i posted anything here. In fact ,as of yesterday, its been 2 years so i thought its about time i made a return to modding with a real blast from the past mod. For those of you who remember halo 1 and the original Nightwinder and enjoyed i would like to say you're in for a real treat. Nightwinder 2 was started last year just before christmas and as i was playing some serious catch-up on the mod scene, but thanks to a handful of modders who i believe are the embodyment of the phrase "Modding Community" i found my feet. (you know who you are and in case you dont, check the credits) Because of this constant learning curve the mod was re-done, improved, changed ,as i was able to do more (blame them ok) So here is the result. For the full vehicle and turret compliment set your vehicle and turret spawns to random that way you get 2 light vehicles and 2 heavy at each base. Additional information the mod will be updated soon with the final weapons models and skins added and if any issues are brought up feedback wise i will be more than happy to implement them if they are in keeping with the mod. Ok, so enough ranting on, what's in it? BSP: Containment Weapons: Human Sniper Rifle > RIPPA Rifle:This is a seriously upgraded version to the one included in Northy's fantastic Hang em Higher. 4 round clip of razor sharp energy disc's which buzzsaw their way into your opponent's. Head shots with this are fatal. Covie Sniper Rifle > Photon Rifle: Again a much more powerful and better looking version of the one included in Hang em Higher. Fire's a concentrated burst of super heated plasma which detonates on any surface. head shots with this are deadly. Battle Rifle > Pulse Rifle: 4 round burst of depleted uranium hyper magnetised shell's. These pass through human or vehicle target's at great velocity causing moderate damage to what or who ever they tear through. Covie Carbine > Viral Cannon MK3: A 4 round hi speed burst of viritol acid able to burn target's over distance make the VCannon a match for the pulse rifle. Magnum's > Magnum's: The Magnum's fire a smaller calibre uranium round like the pulse rifle. The range is less but the rate of fire make these a deadly dual combination and worthy of the title 'The Magnum's Of Justice'. Plasma Rifle > Static Rifle: The Static rifle fires burst's of static energy stored in its power cell. With a moderate rate of fire and firing 4 projectiles a shot this weapon is devastating at close range. Brute Plasma Rifle > Particle Beam Rifle: The PBR fire's twin shots of accelerated plasma, the velocity of which can cause it to bounce of certain surfaces and set up deadly ricochette's in the tighter spaces of some of the larger vehicle's causing multipule hits of a single shot. Headshots reward the keen eyed with greater damage. SMG > RLG: The Experimental Fusion generator in the RLG makes this weapon a solid basic secondary weapon to carry. The generator re-loads the weapon over time meaning the weapon can fire a full clip of 50 round's and within a 30 second period re-load itself. The projectiles will pass through human/alien targets with ease but its damage is low against the heavier vehicles. Needler > Decayer: This is one of the first Flood infection based weapons to have been discovered on this facility. The weapon fires in a similar way to a shotgun but in a double burst. The icor filled crystals contain a potent flood based virus which if enough crystals hit cause the target to violently explode. The damage is low on impact but the explosion is much higher. Shotgun > D.B.M90: This is an upgraded version of the M90 standard issue marine shotgun. Firing a much bigger payload than its little brother and a much tighter spread, it makes the D.B.M90 worth picking up and keeping to hand for close encounters. BruteShot > Plasma caster: The PCaster is a hybrid weapon from the covenant and brute technologies. The standard grenade rounds have been replaced with a ball of compressed energy which detonates on impact rather than after bounce. The energy balls have a moderate amount of force behind them and up close the damage can be devastating. Rocket Launcher > M.A.C.H Cannon: The M.A.C.H Cannon is based on the Cario's own MACH guns in portable form. The Projectile is a mass of super heated metal condensed into a tight sphere and then charged with energy before being released. The projectile also has heat seeking on vehicle's and is a serious contender against anything it hit's. Fuel Rod Gun > Holocaust Cannon: The Holocaust cannon is a forerunner experiment in combined elemental fusion. The weapon produce's 3 separate energy types and in the gun chamber combines them to create a devastating projectile. Fire, Ice and super heated plasma combine to make this weapon a force to be reckoned with. The Holocaust cannon also seems to mimic the human M.A.C.H cannon homing ability and with the 3 round burst against vehicle's its not to be messed with. Sentinal Beam > Spartan Spiker: The early version's of this weapon resembled the mill's cannon weapon of the early 20th century. With the discovery of the covenant technology's the evolution of the mill's cannon was pushed forward to this The Spartan Spiker. The backpack contain's a huge store of metal spike's belt fed into the main gun. here they are superheated and fired through the tri-barrel set up to devastating effect. Fantastic at close range and highly effective at long this weapon is a match for what ever it face's. Time to let ole painless out the bag! Plasma Grenade > Ignus Greande: Information on these Strange item's is sparse, all that's known, is they look like a skull. Question's like where did they come from and who or even what made them remain a mystery. The only piece of information we do have is based on a fragment of a report found on one of the other Halo installation's. It describes a grenade similar to this that was nick-named 'the screamer'. The rest is based on myth it is said that the spirit of a long dead sorcerer is entombed on the plane of fire and that the grenade's offer him a window into our realm with which he can vent his unending wrath on his unsuspecting victim's. Fragmentation Grenade > EMP grenade: These are a human based grenade designed to combat the sentinal and forerunner threat. The electromagnetic charge within the polymer shell is incredibly effective against any robot or cybernetic opponent,s Unfortunatly they are also pretty good against the spartan energy shielding, so watch where you throw them. They, unlike the frag, detonate when they stop moving as it takes a second to generate the charge needed. Vampyre Chaingun + Chaingun turret: The Turret on the Vampyre has been upgraded to fire the rail gun round. These projectile act exactly like the pulse rifle and magnum projectile but at an increased damage and rate of fire. The impact damage is massive and it also has a small explosion damage, so be warned! Vampyre Gauss turret: The Vampyre Gauss has been improved and given a much bigger detonation than it's predecessor. The projectile is now a shaped charge of solid superheated metal. Just as deadly as the gauss round but, now due to the solid nature of the projectile and its velocity, it will bounce off certain materials, but not before delivering its full payload of damage to the target .The ricochette will deliver the full damage quota on each subsequent bounce until it hits something it doesn't bounce off. Covenant turret: The Turret's rate of fire has been increased in a bid to contend with the human counterpart. It fire's 3 projectile's in a spread pattern that at close range, is devastating to human and vehicle targets alike. The projectile speed is much faster and this gives the turret greater offensive capabilities. Banshee: The banshee has been altered to re-enable the secondary fire in exchange for the boost option. The basic speed of the vehicle however, has been increased to balance it out against the other weapons and vehicle's. The main guns have been upgraded to an improved version of the phantom turret and have an explosive impact. The secondary fire is a single shot holocaust projectile give the banshee greater offensive abilities against the other vehicle's. Spectre Turret: The projectile on the previous spectre was in contention with the human chaingun. However, with the progress made in the covenant technology's and their research into forrunner weaponry, they have brought the spectre back into contention with it's human counterparts. The projectile is shaped plasma cone designed to penetrate most armour types and deliver a moderate amount of sustained damage to whatever it hit's . The weapon is also incredibly effective against ground troop's. Ghost: The Ghost's twin guns have been replaced with a much improved beam weapon with incredible accuracy. The damage is devastating against ground target's but slightly less against the other vehicles. However its manouverability more than make's up for that and it still remains a potent vehicle. Scorpian Main Gun + Chain gun: The main shell has been improved to give a much more powerful detonation. The explosion is massive and will disorientate its target in the unlikely event they survive. The chain gun has been left standard, the scorp is a tough ole boy as it is. Wraith Tank > SCARAB Tank: The SCARAB tank was created to give the Scorp a run for its money. Not only has the huge maingun from the SCARAB been added to this alien behemoth, but its also been givin a mini gun to take on ground based targets more effectively. The main gun projectile is also able to bounce, so if fired in to a tight area, the devastation is massive. Be warned! Due to the incredible destructive power of this main gun, the fire effect can obscure the view, so make damn sure you have your target in your sights before you unleash the beam! The Easter Egg:Somewhere on the level, rumour has it, is a weapon of devastating power. For those sharp eyed among you, finding it will be fun. The only information you have, is a fragment of information in a log found in the base's at each end of the level. Something about prototype and orbital weapon platform were the only translatable words that could be taken from it. The Map has the following modifications. Weather added. Lightmap darkened. 4 extra working machs (containment gates at each base). ctrl's linked to the gate's to open. 15 extra full collision scenery piece's. 16 non collision scenery piece's 8 shields and 8 teleporter base's. 6 extra teleporter pair's. 3 weapon models (should have been all weapons but havent been able to get them uv mapped as yet update to follow). 26 modded weapons and projectiles. Load's of effects, shader's and bitmap's. 9 added projectile's the rest modded and built from scratch. Credits: Shelley my wife and my children ben, josh and louise for their patience and help letting me pick up the modding where i left off and letting me take over the Lounge for the regular lan night's for some serious testing. Ben (9) and Josh (5) for their help in testing the weapon's out at various stage's in the mod's development. and little louise (shes only 2 bless her) for shouting "slayer" and "ave it" at the right moment and providing me with some inspiration for my easter egg!!! My Thanks to my "Head of being shot while testing weapon's and key beta tester" Chanko Nabe. With out him these weapons would be nothing more than smg shoot's tank shell type mods. Having him stand there while i shoot the crap out of him checking the look, damage and feel of each weapon, must have given him nightmares! He still flinch's at the phrase "hmmmm i need to check it again, one sec!" On top of that his input on level layout and ideas has been invaluable. Chanko Nabe is living proof that you can get a Northener capable of multi tasking lol!!!! These weapons have been perfected on his corpse and as Chanko himself would say "Time for some Chanky Panky". Pokecancer For putting up with my constant demand's for help and his groundbreaking app's and knowledge. Thanks man. The Tyko man For looking up obscure tags and references in a bid to make my projectile ideas work. Without his extensive knowledge, I couldn't have made some of my stuff work. Northy For his encouragement in picking up the modding gauntlet again after all this time and keeping my mod on track and moving. With being "pnowned" and "you are great" video's, he's certainly kept me sane. Thanks man, now its your turn to pick up the gauntlet. Its post up or shut up time man. Hizlo For being the man on www.halomaps.com and his encouragment in the form of constant insult's and putdown's. Thanks bro. Say my name ****!!!! HuMpY For all his hard work on the mod in it's infancy and giving his uncut view's on what stay's and what goes in the development stage's. This one's for the HuMpStEr!!!! iGeo The master of skin's for my warthog and scorp skin's the high res screens and pics and the main menu image. Previous to meeting iGeo my head skinner was PJ Sweesy. Filling his shoes was no easy task, but he's managed to do it and it's giving me some serious thoughts about learning to do this myself. eV DoorM4n For his advice on the mach issue's the mod first presented and his help with random question's. He also helped with sorting out the crash issue's in the early days of the mod's life. Headtrama For his help with all things MACH and the encouragement to keep trying when the mod did'nt go well or simply crashed for no apparent reason. As he quite rightly said, "halo 2 hates good mod's". Sneezethedog, Pyroman and VbNoob For their help in getting me back up to speed when i started back and for the relentless demand for knowledge. And to anyone else i forgot thanks for getting me back on track. Thats what the modding community is all about. Please post feedback. That's what keeps my mods moving forward and i can hopefully make better one's in the future. Anything you think about the mod, good or bad, is welcome. Thanks For Your Time! MrMurderThe Magnums Of Justice. -
565 downloads
UberScreenshotTool Made by Aequitas This is used for downloading screenshots from Yelo. If you do not know what that means please seach "Yelo" on the forums. It is a game trainer that is used with Halo 2 so you may get direct game screenshots. So here's my PC companion to go with the trainers.. I try to keep everything in my apps self-explanatory. So just download it and give it a try with the trainers. You'll like it. It was tested with XBMC, UnleashX, and EvolutionX and works fine with them.. If you use some other dashboard and UberScreenshotTool� can't grab the raw dumps off your xbox, first verify that the raw dumps are actually there, and then post something and I'll try to get it compatible with that dash's FTP server. Version 2.0 Everything from above still applies.. Lots of internal upgrades, but not much that you'll actually see when you use it. This version requires the .NET 2.0 framework! Threaded FTP (reduce hanging and increase overall performance) Increased dashboard compatibility Precise timestamps Lots of other minor changes.. -
563 downloads
UberBitmapTool Made by Aequitas I've seen some complaints about "bitmap internalizers" recently and figured I'd post this to relieve some woes. I made it as a private tool about a year ago to help a few select skinners. I never made it public since I assumed there were decent alternatives available (it's a very simple task as far as map editing goes), but apparently not. I've never downloaded any of them to see for myself but I hear bad things about them. Anyways.. Instructions: The first time you run it, you'll need to find your shared map files by clicking the "..."s at the bottom. Then go to File >> Open Map and find the map in which you want to "internalize" raw bitmap data. It'll only show the tags that have external raw. Find the tag you want and double click on it. It'll do its thing then remove the tag from the list. Tada! EDIT: I guess I should specify that you need the 2.0 .NET Framework to run it. -
523 downloads
Cloned Reflexive Fixer Version 1.0.0 Used to fix cloned spawning reflexives in the scenario tag (Scenery, biped, machine, control, crate, ect). Designed to solve problems with SLC of cloned placements. Made by JacksonCougAr Version 1.0.0 Press the "Create new UIDs" button to re-generate values in the scenario meta. Options to select particular reflexives to fix are not enabled in this release. All reflexives are fixed in this release by default. Credits: Thanks to Neodos, I would not have made this without you Thanks to Prey, who tried to help fix my bug, and helped explain some things to me. Taking time out of his schedule to lend a hand. Thanks to Xzodia for his plugin witch caused the bug to occur in the first place, but on a more serious note I couldn't have made this without your plugin, or your libraries http://forums.halomods.com/images/smiles/icon_smile.gif Thanks to Supermodder911, who as usual found the time to help answer my questions, and fixed the afore-mentioned bug http://forums.halomods.com/images/smiles/icon_smile.gif Thanks to all others as well! -
559 downloads
Made by DarkShallFall & Detox This application was made for locating coordinates on a screen for HUD placement. I want to give a special thanks to Detox for all his help and support. He's the best person I've met here so far. Thanks Bro. I would also like to thank Darkmetal and SuperModder for helping me figure out some things. Thanks guys. Here is a screen shot and I hope you guys enjoy. Screenshot HUD Placement notes for those of you who may want to make a program like this someday: Crosshair: Right X 270 Left X -338 Top Y -298 Bottom Y 150 Health and shield: Right X 0 Left X -608 Top Y -50 ybot: 396 Motion Sensor: Right X 545 Left X -65 Top Y -460 Bottom Y -10 Scoreboard: Right X o Left X -608 Top Y -460 Bottom Y -12 Weapon Hud: Right X 543 Left X -65 Top Y -52 Bottom Y 396 Im going to be making a tutorial now and release it to night for those of you that are amateur at HUD and those of you who don't know anything at all about HUD. Thx, DarkShallFall -
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If you never take chances you'll never get anywhere. I was nervous when I clicked "Install SoftMod" on my first xbox, but it worked. Point being to get somewhere you need to do something.
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1282 downloads
When darkness falls upon the city of Old Mombasa, a new breed of SPARTAN Super Soldiers have been sent to bring light back to this abandon city. Author: __.T Beezie Preview: --.Early Beta Vid Base map: -.Containment Map Information: [ YES ] __System Link [ YES ] __Skins [ YES ] __Injected Models [ YES ] __Weapon Mods [ YES ] __Active Scenery [ YES ] __Biped Mods [ YES ] __AI Added [ YES ] __AI Zones [ YES ] __Injected Scripts [ YES ] __Lighting Mods [ YES ] __Injected Sounds [ YES ] __Weather Added [ YES ] __Working Gametypes [ YES ] __BSP Mods Must be running the Yelo Trainer to enable AI Map mods: - BSP conversion of [03a_oldmombasaearthcity_1] - All [scen] and [bloc] have been restored to match original - New sky with edited bloom/ blur - Edited ltmp - Added custom fog - Added light rain - Lots of new bitmaps - A few new bumpmaps - Custom illumination maps (for the MC) - New flickering streetlights (feat. real time shadows) - Dead ragdoll MCs - Active scenery (cool crashing Banshees) - Edited unicode strings - Proper team-spawns - All gametypes are 100% playable - Secret sniper spot (see if you can find it) =P Weapons: - Pistol [M6D]: Has a proper hud w/ zoom, new sound, new model, and added shot delay so its similar to h1. Non dual wieldable otherwise you could kill someone too quickly. It only takes about 8 shots to the head to kill. - Assualt Rifle [MA5B]: Shoots slower than normal, but, the damage has been adjusted so its stronger than the SMG. Flashlight attached, slightly modified HUD, with new sound and new model. - Shotgun: Shoots a few more projectiles to remove any host advantage and made it slightly stronger for the same reason. New contrail added which looks awesome...You'll know when someone wants to kill you. - SMG: Higher ROF than normal and is also slightly more powerful. It is stronger but weaker than AR because of its firing speed and the fact that it remains dual wieldable. - Sniper Rifle: H1 Sniper model w/ "nightvision". - Plasma Pistol: The little shot is now more powerful so if for some strange reason your running around with it, your not some worthless piece of poo with a pea shooter in your hands. YOU CAN ACTUALLY KILL SOMEONE WITH IT! [/quote ScottyGee] -Any weaps not listed remain stock- (All weaps have enhanced muzzle flashes and explosion effects lighting) A.I. Mods: - 8 vs. 8 / Spartans vs. Elites - Squad of 5 Buggers spawn approximatly every 20 seconds - Spartans=Yellow Team - Elites=Green Team - Buggers=Purple Team - A.I. bipeds have fully working "zones" and "A.I. orders index" - A.I. is 100% SLC (All A.I. have independant respawns and spawn with a wide variety of weaps.) -Pics- -Credits- Aequitas for his Uber-Lightmap Tool & his Uber Screencap Tool Kornman he found the key to AI in MP in the xbe Soldier of Lite for his awesome script tools TfAv1228 for H2IB tjc2k4 for Insolence -DeToX- for his Real Time Shadow Tool Iron Forge for Serenity Trulife for bringing the community together to achieve the once thought impossible dream WastingBody for all his A.I. help when I was still a A.I. n00b =x ScottyGee for weapon tweaking and sound injection dec1234 for the orsm H1 models Woovie for helping me skin some stuff farklem for DotHalo xbox7887 for Yelo xheadshotmastax for his Meta Faking Tut Pyroman for his Team Spawns Tut iGeo & foxfanatic2317 for their l33t photoshopping skills Anthony & Poke for H2G & H2C & all who have participated in the development of Entity And a special thanks goes out to everyone who helped me beta test. _____foxfanatic2317 ____StalkingGrunt911 _______-DeToX- ______ScottyGee ______S3any Boy _______woovie ______Trulife8342 Much thanks to everyone that helped. Enjoy! http://forums.halomods.com/images/smiles/icon_biggrin.gif -
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If you have 120GB drive, xport software is the only one that works. However I'm not sure if the data cable would work. Does it connect xsata to USB?
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Thy midship/gemini merged map finally will live. Thats what it is.
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Finally I can rip some of those great ICON images. I had another way, but that took too long, this is faster. Thanks.
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