Forge map modding

Discussion about modding Halo 3.
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Tomblaser





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Post by Tomblaser »

Yeah i've seen a few modded maps by you guys and you can't give a little advice? I am only intrested in map modding and i want to start doing it so how exactly do you mod things? :?: :?: :?:
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Post by Patrickssj6 »

miinaturvat wrote: If you change that, in theory, you could change how many of these onjects you can spawn
Depends.

First barrier you can already see is that the maximum is at 255. I'm pretty sure that there is a barrier hard coded somewhere else for it as well that brings the number down even lower.
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Post by Eaton »

Tomblaser wrote:Yeah i've seen a few modded maps by you guys and you can't give a little advice? I am only intrested in map modding and i want to start doing it so how exactly do you mod things? :?: :?: :?:
Well, map modding can only be done on a Devkit. Those cost $800 or more. And you would still need to get your hands on a modified Halo 3 xex to disable the security checks on the maps. The people that mod have the right equipment. Modifications to Halo 3 cannot be done on an Xbox 360 you just buy at a store yet. There need to be some kind of kernel/homebrew software that can let us run unsigned code so we can do it on a retail 360.
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Post by Tomblaser »

Well how come i've seen modded halo 3 maps for Xbox 360 and i actually need the link for the mod software...
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Post by LuxuriousMeat »

Tomblaser wrote:Well how come i've seen modded halo 3 maps for Xbox 360 and i actually need the link for the mod software...
You've seen modified Forge maps, they are not actual .map's. Also, Eaton, you don't need a modified Halo 3 .xex to mod Halo 3 on a dev kit.
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Post by Tomblaser »

So how do you guys mod things? What do you need? Because I've been told there is a website that you simply use mods on...
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Post by unknownv2 »

Tomblaser wrote:So how do you guys mod things? What do you need? Because I've been told there is a website that you simply use mods on...
There is no website "use mods on".
http://forums.halomods.com/viewtopic.php?t=76529
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Post by Tomblaser »

What I don't like about mods is that all my friends on live that have it tell me to go to a certain site and these sites give no info at all! And that thing that veegie said about releasing mods to the public being "pointless" is just stupid...I don't understand why people keep mods so private!
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Post by unknownv2 »

Tomblaser wrote:What I don't like about mods is that all my friends on live that have it tell me to go to a certain site and these sites give no info at all! And that thing that veegie said about releasing mods to the public being "pointless" is just stupid...I don't understand why people keep mods so private!
They respect Bungie's wishes to keep them private. Bungie doesn't like the mods being released all over xbox live and since Anthony talks to Bungie, he respects them.
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Post by Veegie »

Tomblaser wrote:What I don't like about mods is that all my friends on live that have it tell me to go to a certain site and these sites give no info at all! And that thing that veegie said about releasing mods to the public being "pointless" is just stupid...I don't understand why people keep mods so private!
Great job not reading the sticky.
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Post by shade45 »

LuxuriousMeat just pointed out I forgot to include the Map ID enum in my white paper. I don't feel like making writing an enum for it right now so I'll just give you guys the switch statement I use in my program.

Code: Select all

        public static string GetMapNameFromMapID(int MapID)
        {
            switch (MapID)
            {
                case 30: return "zanzibar.map";
                case 300: return "construct.map";
                case 310: return "deadlock.map";
                case 320: return "gaurdian.map";
                case 330: return "isolation.map";
                case 340: return "riverworld.map";
                case 350: return "salvation.map";
                case 360: return "snowbound.map";
                case 380: return "chill.map";
                case 390: return "cyberdyne.map";
                case 400: return "shrine.map";
                case 410: return "bunkerworld.map";
                case 480: return "warehouse.map";
                case 580: return "armory.map";
            }

            return null;
        }
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Post by Sonoske »

If your saying that bungie dosent want the modded maps out on live and that ther are only a number of peaple that can modd what about all the peaple from halo 2 that did alot of modding im sure in the futer ther will be mods on b.net by a new person and that person could care less what bungie thinks.
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Post by Tural »

Good for them.
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Post by LuxuriousMeat »

Thanks. I'll make an enum for you.

Code: Select all

       public enum MapID : int {
        	Zanzibar    = 30,
        	Construct   = 300,
        	Deadlock    = 310,
        	Gaurdian    = 320,
        	Isolation   = 330,
        	Riverworld  = 340,
        	Salvation   = 350,
        	Snowbound   = 360,
        	Chill       = 380,
        	Cyberdyne   = 390,
        	Shrine      = 400,
        	Bunkerworld = 410, 
        	Warehouse   = 480,
        	Armory      = 580
		 }
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Post by shade45 »

Awsome :)
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Post by Mr N »

unknownv2 wrote:
Tomblaser wrote:What I don't like about mods is that all my friends on live that have it tell me to go to a certain site and these sites give no info at all! And that thing that veegie said about releasing mods to the public being "pointless" is just stupid...I don't understand why people keep mods so private!
They respect Bungie's wishes to keep them private. Bungie doesn't like the mods being released all over xbox live and since Anthony talks to Bungie, he respects them.
What about Bungie's wishes to not have their software reverse engineered?
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Post by ares-erus »

Sonoske wrote:If your saying that bungie dosent want the modded maps out on live and that ther are only a number of peaple that can modd what about all the peaple from halo 2 that did alot of modding im sure in the futer ther will be mods on b.net by a new person and that person could care less what bungie thinks.
How abou you think about how bungie spent 3 years working on a top notch video game was even kind enough to release a public beta for those of us who couldnt wait for the retail to be released.
and then think about how much of a slap to the face it would be if xbox live was crawling with cheaters, stand by'er and other vermin without the game even been out for a year.
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Post by Tural »

Mr N wrote:What about Bungie's wishes to not have their software reverse engineered?
It isn't a universal concept. You're taking logic about one specific situation and applying it to another.
ares-erus wrote:and then think about how much of a slap to the face it would be if xbox live was crawling with cheaters, stand by'er and other vermin without the game even been out for a year.
Because modding Forge maps means cheating and standbying, yup.
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Post by rocket360gs »

miinaturvat wrote:Yes you can:

public class Tag_Index_Entry : Chunk //12 Bytes * 256
{
[Ident(IdentType.ID)]
public TagReference Tag;
public byte Run_Time_Minimun;
public byte Run_Time_Maximun;
public byte Number_On_Map;
public byte Design_Time_Maximun;
public float Total_Cost;
}

If you change that, in theory, you could change how many of these onjects you can spawn :D

Plus, i still don't get how that could be the number of objects spawned...
In theory, yes, but it only seems to work on objects that you can't normally spawn in Forge. Someone correct me, please, because I want to be wrong!! (but so far that doesn't seem to be the case)

Also, while I'm thinking about it: I am not experienced enough to write a program for this, but if someone else is, that would make this stuff WAY easier to do. (It gets really complicated really fast when you are trying to change the coordinates and rotations on 30 objects at a time by hand.) Also it should be pretty easy since Shade was nice enough to map (almost) everything out for us. I'd be glad to help in any way possible (testing, maybe?).
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Post by Mr N »

Tural wrote:
Mr N wrote:What about Bungie's wishes to not have their software reverse engineered?
It isn't a universal concept. You're taking logic about one specific situation and applying it to another.
Well tell me then, why isn't it universal? Bungie has specifically stated that they do not want their software reverse engineered, yet respect for that wish is denied.

When it comes to Forge mods (which can't be used for cheating) not being released, they have respect.

Seems to me that the "logic" here is to respect their wishes, is it not?
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