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Modding Forge (Game Varients)

Posted: Mon Oct 01, 2007 11:52 am
by grimdoomer
Im guessing this is not agenst rules because you cant go on xbox live matchmaking with these any way. Can we post these cause you cant get any info from them nor is it a map file its more of a sppf patch that gets apllyed into memery when you play the map?

Ok i have uploaded the file forge creates when you make a map also know as a game varient. I have also found a map file in there to its for high ground but it doesent seem to contain any .map info as would others.I used XSATA its all i got with no modded 360 and its dosent give a specific file extension. So i used hex workshop to hex edit it and i found some interesting stuff. First off it refrences to a map called sandbox.map i dont know if that is the real .map or if it is the editor im guessing the editor. im trying to change like the description of the patch or map file and see what the results are. well you can load the map after edit but you need to resign or mabey clear cach to have the changes to apear.

Posted: Mon Oct 01, 2007 12:01 pm
by INSANEdrive

Posted: Mon Oct 01, 2007 12:07 pm
by Prey
He's talking about modding them Insane. Anyway I took a look through them the other day, the header is for the most part piss easy to read. But I didn't go far seeing as the forge variant files are locked up in the 360's generic containers, which have that yet-to-be-figured-out hash...

The only people that would be able to play would be those with debug xboxes. What's that, like 0.1% of halomods?..

Posted: Mon Oct 01, 2007 12:19 pm
by INSANEdrive
Prey wrote:He's talking about modding them Insane.
Didn't read the entire post. Doh.

Posted: Mon Oct 01, 2007 12:28 pm
by grimdoomer
well ill try to clear my chach although that shouldent matter at all and by th way how do you read the header? i did once or twice like 3-4 years ago but never needed it and forgot

Posted: Mon Oct 01, 2007 12:50 pm
by Prey
grimdoomer wrote:well ill try to clear my chach
Cache? What has that got to do with anything?
grimdoomer wrote:by th way how do you read the header? i did once or twice like 3-4 years ago but never needed it and forgot
What? A header exists in all files, it is the very start of the file.. you know, the 'top bit'...

Posted: Mon Oct 01, 2007 4:04 pm
by DJ_Gnomey
I really hope that .1% of HaloMods dev members have them, not stupid no-lifes who don't create anything! :D

Posted: Mon Oct 01, 2007 5:17 pm
by grimdoomer
well i know the header is the top bit but i forgot how to decode it ill have to dig up my tut on it

EDIT got it now ill see what i can find.

Posted: Mon Oct 01, 2007 9:39 pm
by Supermodder911
you dont decode a header you read a header by finding certain offsets that mean something about the file its self like a .map file has a header and thats how we find out where all the tags are etc

Posted: Mon Oct 01, 2007 10:06 pm
by Anthony
Prey wrote:He's talking about modding them Insane. Anyway I took a look through them the other day, the header is for the most part piss easy to read. But I didn't go far seeing as the forge variant files are locked up in the 360's generic containers, which have that yet-to-be-figured-out hash...

The only people that would be able to play would be those with debug xboxes. What's that, like 0.1% of halomods?..
its not locked in teh container. i can extract them pretty easy... inject too.


also ive modded the custom gametype before so i wouldent say the hash is "yet-to-be-figured-out"

Posted: Tue Oct 02, 2007 1:20 pm
by Prey
Anthony wrote:
Prey wrote:He's talking about modding them Insane. Anyway I took a look through them the other day, the header is for the most part piss easy to read. But I didn't go far seeing as the forge variant files are locked up in the 360's generic containers, which have that yet-to-be-figured-out hash...

The only people that would be able to play would be those with debug xboxes. What's that, like 0.1% of halomods?..
its not locked in teh container. i can extract them pretty easy... inject too.


also ive modded the custom gametype before so i wouldent say the hash is "yet-to-be-figured-out"
Cool, that's what?..one more person? If your telling the truth that is.

Posted: Tue Oct 02, 2007 2:25 pm
by Anthony
Prey wrote:
Anthony wrote:
Prey wrote:He's talking about modding them Insane. Anyway I took a look through them the other day, the header is for the most part piss easy to read. But I didn't go far seeing as the forge variant files are locked up in the 360's generic containers, which have that yet-to-be-figured-out hash...

The only people that would be able to play would be those with debug xboxes. What's that, like 0.1% of halomods?..
its not locked in teh container. i can extract them pretty easy... inject too.


also ive modded the custom gametype before so i wouldent say the hash is "yet-to-be-figured-out"
Cool, that's what?..one more person? If your telling the truth that is.
i have no reason to lie in fact in a few days there might be some modded shit

Posted: Fri Oct 05, 2007 4:00 am
by turk645
im looking forward to gametype editing.