Section Rules - Halo 3 Modding Q&A

Discussion about modding Halo 3.
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uralllame




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Post by uralllame »

Has anyone got anywhere with profile mods? Such as unlocking all armor, or custom names and service tags? I tried to look in to it. I created a new Xbox 360 profile, signed in to halo, changed some settings, then I extraced a container from the profile's content folder. Inside that container was a file called 4somethingE6.gdp (the 4 something represents Halo 3). I then signed back in to Halo, and changed my armour, extracted the file again to compare the 2. Just signing on seems to have completely ruined everything. All the text from achievments and that has been moved in to seemingly random places within the file. I signed on again, changed back to the original armour, ectracted the file again, but even that was different to the first one. Ideas?
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Post by TheEazyB »

im pretty sure its a useless effort to mod those saves, my theory is that because they are not present when you havent saved a game in campaign, they are not used to store your armor/service tag etc. As for modding your campaign saves, i believe they are a savestate and non modifiable.
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turk645




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Post by turk645 »

i already modified the gamer profile. I was playing around just recently and modified my service tag and equiped armor. :P i forced multiplayer achievments on my offline profile. Im trying to find the values to force the unlocking of campaign maps and skulls. I wouldnt recommend it though. :P i modified enough to the point of breaking what a few achievments said.
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Post by Veegie »

Eaton wrote:Really? I was going to try those huge trees in one of my mods. :cry: Why can't some objects be spawned via Forge?
Because they're instance geometry...
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turk645




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Post by turk645 »

why are some of the forge objects that get spawned only visible to the host?
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ScottyGee wrote:Smokers suck >_< (to avoid someone saying it later, both literally and in the derogatory way)
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Post by Veegie »

turk645 wrote:why are some of the forge objects that get spawned only visible to the host?
Because they're intended to be used to populate the map, and be stored via the scenario tag.
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Post by turk645 »

not sure if i understand.
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ScottyGee wrote:Smokers suck >_< (to avoid someone saying it later, both literally and in the derogatory way)
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mxrider108




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Post by mxrider108 »

turk645 wrote:i already modified the gamer profile. I was playing around just recently and modified my service tag and equiped armor. :P i forced multiplayer achievments on my offline profile. Im trying to find the values to force the unlocking of campaign maps and skulls. I wouldnt recommend it though. :P i modified enough to the point of breaking what a few achievments said.
Cool. I would ask you to share your research, but maybe that wouldn't be such a good idea...
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Post by turk645 »

mxrider108 wrote: Cool. I would ask you to share your research, but maybe that wouldn't be such a good idea...
:P yeah, bad for a few reasons, mainly GS cheating. Its funny because i have screenshots of what i did, i broke a few things.
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ScottyGee wrote:Smokers suck >_< (to avoid someone saying it later, both literally and in the derogatory way)
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Post by Veegie »

turk645 wrote:not sure if i understand.
Those tags are meant to be saved via a mapv. They're meant to be stored in the scenario tag, when environment finishing artists populate the map.
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Post by Eaton »

Makes sense now. :) Thank you for clarifying, Veegie.
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Post by unknownv2 »

Hehe, I just noticed, shouldn't the first post be update now?

You cannot resign container files
(DLC maps [LIVE], Forge variants [CON], gametypes [CON], Screenshots [CON], and Saved Films [CON]).

The resigner is only accessible by a handful of members and will not go public for many reasons.


This is over with.
"Why won't the CON resigner go public? You're all greedy! This is why the community is dying!"

This too.

You cannot discuss leaked modified usermaps(all).




Don't crucify me, just pointing it out...
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Post by Tural »

That was already pointed out. I'm just really lazy.

me 2
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Post by JRCougar17 »

I have Xport now, and I know a lot about whats possible and not possible in usermap modding, but what if I replace the identifyer for the elephant on sandtrap, with a grenade on foundry?
Tural will delete this.
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uralllame




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Post by uralllame »

TheEazyB wrote:im pretty sure its a useless effort to mod those saves, my theory is that because they are not present when you havent saved a game in campaign, they are not used to store your armor/service tag etc. As for modding your campaign saves, i believe they are a savestate and non modifiable.
I'm not talking about that file. Turk knows what I'm on about. Can you modify your service tag to contain some of the medal icons? I really want an "Incineration" medal.
Last edited by uralllame on Thu Jul 10, 2008 6:00 am, edited 1 time in total.
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Tural




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Post by Tural »

It would either not load at all, not load that object, or load a different object in the off chance that the identifier is in Foundry, but for a different object. You cannot place an object from a map into a another map. You can't. The models, textures, everything about the object, is not in the destination map. The game can't magically generate that content. It's not possible to do without map modding.
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turk645




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Post by turk645 »

uralllame wrote:
TheEazyB wrote:im pretty sure its a useless effort to mod those saves, my theory is that because they are not present when you havent saved a game in campaign, they are not used to store your armor/service tag etc. As for modding your campaign saves, i believe they are a savestate and non modifiable.
I'm not talking about that file. Turk knows what I'm on about. Can you modify your service tag to contain some of the medal icons? I really want an "Incineration" medal.
:P maybe, just some trial and error to find what hex value would equal the medal.
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grimdoomer




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Post by grimdoomer »

If you could find it in unicode first then it would be a lot easyer.
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Post by LuxuriousMeat »

grimdoomer wrote:If you could find it in unicode first then it would be a lot easyer.
I tried that with the identifiers I found in the locale tables for the controller buttons in a gametype name, to no avail :(. But I only tried it once.
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Post by DEEhunter »

The icons may be part of the font then.
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