Section Rules - Halo 3 Modding Q&A

Discussion about modding Halo 3.
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LuxuriousMeat





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Post by LuxuriousMeat »

I tested a few of the weapons (the energy sword, flag, and the oddball to be exact) and they all came up as those little squares :(.
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XxPTLegitxX





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Post by XxPTLegitxX »

LuxuriousMeat wrote:I tested a few of the weapons (the energy sword, flag, and the oddball to be exact) and they all came up as those little squares :(.
Yeah same too.
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Post by xI_V3n93ance_Ix »

turk645 wrote:
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.
That Informations are in the Profile saved ... as far as I know ...
I doesnt changed them now, but the Profile-file (^^) is just a CON like the Maps and everything ...
And I think that when you sign into live, you will gettin banned ;)



@grimdoomer
So, when I put these Values into the Description (via HEX), there will be this icon ?
Like Sav3r ?
Great work DEEhunter, grimdoomer and LuxuriousMeat but why you dont post this in the Research thread ?
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Eaton




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Post by Eaton »

I have a question. You know the .dll files on the Halo 3 disk? What exactly are the used for?
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Post by TheEazyB »

Eaton wrote:I have a question. You know the .dll files on the Halo 3 disk? What exactly are the used for?
good question. i know they are essential for the .xex to work correctly though.
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Eaton




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Post by Eaton »

TheEazyB wrote:
Eaton wrote:I have a question. You know the .dll files on the Halo 3 disk? What exactly are the used for?
good question. i know they are essential for the .xex to work correctly though.
Maybe somewhere here can provide the answer.
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Post by TheEazyB »

Eaton wrote:
TheEazyB wrote:
Eaton wrote:I have a question. You know the .dll files on the Halo 3 disk? What exactly are the used for?
good question. i know they are essential for the .xex to work correctly though.
Maybe somewhere here can provide the answer.
its probably similar to programs that use them on a PC, resources or something.
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Post by kornman00 »

They're for the 'Waves' library which they use for some dynamic sound effects in game.

http://www.waves.com/
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Eaton




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Post by Eaton »

kornman00 wrote:They're for the 'Waves' library which they use for some dynamic sound effects in game.

http://www.waves.com/
Ah, ok. :)
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DHalo





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Post by DHalo »

With the introduction of copying 360 games to the hard drive, would map modification be any more plausible?
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Tural




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Post by Tural »

No.
The console still doesn't run unsigned code, and it's still impossible to crack the map signature.
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uralllame




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Post by uralllame »

I have another question... I'll stop soon, I promise. In Sandbox, what are the Yaw, Pitch and Roll values measured in? Degrees, Radians, somewhere between 0 and 1 or something else?
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Post by mxrider108 »

uralllame wrote:I have another question... I'll stop soon, I promise. In Sandbox, what are the Yaw, Pitch and Roll values measured in? Degrees, Radians, somewhere between 0 and 1 or something else?
Radians displayed as floating point hex values and converted to decimal in Sandbox (I'm pretty sure).

EDIT: If you are planning on changing rotations by hand, hear this word of warning. The three unknown floats that follow the y, p, and r values DO affect rotation for some objects.

Code: Select all

public float Yaw; //28
public float Pitch; //32
public float Roll; //36
public float Unknown_Rot_1; //40
public float Unknown_Rot_2; //44
public float Unknown_Rot_3; //48
For example, if you change the y, p, and r of a man cannon, but don't change the unknown rotations to match up, then when you play the map in-game the mancannon will default back to sitting completely flat. It's best to get the desired rotations in hex from another object and copy the unknown floats as well.

I've found the unknown rotations are necessary for mancannons and teleporters, but not for trees or invisible walls. Not sure why this is.
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jordanimal




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Post by jordanimal »

Tural wrote:No.
The console still doesn't run unsigned code, and it's still impossible to crack the map signature.
Why is it considered impossible ?
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Post by grimdoomer »

jordanimal wrote:
Tural wrote:No.
The console still doesn't run unsigned code, and it's still impossible to crack the map signature.
Why is it considered impossible ?
It has a RSA signature on it which is impossible to crack. And only bungie has the private key used to sign the maps.
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jordanimal




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Post by jordanimal »

grimdoomer wrote:
jordanimal wrote:
Tural wrote:No.
The console still doesn't run unsigned code, and it's still impossible to crack the map signature.
Why is it considered impossible ?
It has a RSA signature on it which is impossible to crack. And only bungie has the private key used to sign the maps.
Wow. RSA ? Really ? A bit overkill IMO for map signing.. So until we can get a console to run unsigned code, it is, theoretically, impossible. Although I don't think anyone will ever be able to get the private nor public key.
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Post by grimdoomer »

jordanimal wrote:Wow. RSA ? Really ? A bit overkill IMO for map signing.. So until we can get a console to run unsigned code, it is, theoretically, impossible. Although I don't think anyone will ever be able to get the private nor public key.
The public key has to be there or there would be no way to verify if its a valid signature or not. We can get the public key but doesent help in any way. But we will never get the private key. I think it was a just action, bungie should have to worry about people editing maps on live.
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Tural




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Post by Tural »

That's what everyone has been saying since the game came out. Why even ask when we just answered that?
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Post by shade45 »

mxrider108 wrote: I've found the unknown rotations are necessary for mancannons and teleporters, but not for trees or invisible walls. Not sure why this is.
I havent been able to figure that out either. Ive never seen anything that used 6 axis rotation before :S
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Post by Cryticfarm »

shade45 wrote:
mxrider108 wrote: I've found the unknown rotations are necessary for mancannons and teleporters, but not for trees or invisible walls. Not sure why this is.
I havent been able to figure that out either. Ive never seen anything that used 6 axis rotation before :S
I;m stupid at this, but, could it be XY, YZ and ZX rotation somehow?
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