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What IS Modding? HOW is Halo created from BUNGi?

Posted: Mon May 24, 2004 8:16 am
by PressAlt+F4
Hi. I wonna ask, what modding is. Sure. You answer: Edeting Maps/features for Halo (of other personal shooter). But HOW dous it work? I thought a game is made by a 3D Modeler( 3DMax, Milkshape), C/C++ languarde and some Win XP network features. Code got compiled, files are cryptic.
So WHAT dou you do finaly whean modding? HOW fare can you go? I mean, can you implement New cars, new looking weapons, bots or just only youse things that are in the game. I have seen levels, that looks compleateky new. Can I play with this maps on the net? Is it possible to let look halo 1 like halo 2? Like the area from the E3 trailer. How long dous a mood take (hours, days, weeks...)?

Hopefully some one is willing to answer... :roll:

Posted: Mon May 24, 2004 1:19 pm
by jimmsta
the map format was decrypted by PfhorSlayer a year ago. (May 20th, 2003). Since then, we've been able to decrypt the maps, and all the tags that make up the maps. luckily, Bungie 'told' us that the game had these things called tags, so we actually kinda knew what to look for. In August of last year, the project gained speed, and we were able to get more than 4 tanks into bloodgulch. PfhorSlayer announced in the IRC chat room on August 7th, 2003
"Holy mother of god.... I have 8 tanks in bloodgulch" (as far as I can remember that's what he said). No one believe him. We demanded a screenshot, or rather, a picture. Sure enough, after a few minutes, Pfhor had put up a digital camera picture of the eight tanks in BG. A day later, we had uncovered the flamethrower, and gravity rifle hidden in the map files. As time went on, we went through several different programs.

First, there was HaloMapExpander. This app led the way to finding the offsets of all the tags, and allowing us to 'see' into a map file, and view what the maps contained. The first version of HME only figured out small bits of information, and allowed us to decompress the maps from the halo dvd. (As the maps are compressed using zlib, a very popular compression scheme). The next few versions allowed recompression of edited maps, as well as extraction of all tag information, and other info. (Of which was the driving force behind future programs). Eventually, HME ended its life with a version that allowed model and texture extracting. AFAIK, the project was cancelled around the release of the next program, HaloMapTools.

HaloMapTools was originally created to hear the sound files and view the bitmaps inside the maps.

WinHME was/is a gui that I created for use with both HaloMapExpander, and the next program listed.

Around this time, KornKob released his revolutionary BanshInject program. The program allowed people to inject files into the maps, and by inject, I mean put in brand new files over old files.

Over time, HMT evolved into a universal map editing program. v2 was the most revolutionary version of its time, as it allowed bitmap editing, and injecting. Model injection was still a dream.

In november 2003, we managed to recieve the best version of HMT ever. v3. The app allowed "batch extract" and map rebuilding. From November untill (February?) March '04, we used v3 to modify the tags and bitmaps, and models in the map files, as well as extract all the tags from the map files, and swap parts of one map into other maps.

In March, v3.5 came out, and is still the best editor for xbox Halo map editing. What we need now is a modified tool.exe, which ships with the HEK, for use with xbox maps. If we can make such a tool, (pun not intended), we would be able to use the HEK for building our own xbox maps.

Until the next wave of programs for editing xbox maps comes out, I don't know what is in the future for us xbox users.

I hope this has educated you in the editing of maps, and how it all came to be.

;) jimmsta

Posted: Mon May 24, 2004 1:33 pm
by PressAlt+F4
Wow. Everythig is very new :o . Thx for that answer. I will download a few maps and the modeler and try to model.
But there is a question left:
If I have moded a map, like Blood Gulch very heavy, in fact everything that my possibil without loosing the ability to play, can I still play on the net and connect to game spy? Dous not the other gamer need my mooded version?

Posted: Mon May 24, 2004 1:56 pm
by jimmsta
Both the server and client have to have the same files. You have to have the same files so the game can synchronize movements, and disallow cheating.

Posted: Mon May 24, 2004 4:47 pm
by dazed_and_confused40k
I think the first step towards HALO modding for you would be learning how to put a f*cking coherent sentece together you damn stupid son of a b*tch bastard.
If I have moded a map, like Blood Gulch very heavy, in fact everything that my possibil without loosing the ability to play, can I still play on the net and connect to game spy? Dous not the other gamer need my mooded version?
What in the hell is that shit?
Very informative post jimmsta.
And of course you'll need a mod chip before you do any of this.

Posted: Mon May 24, 2004 7:25 pm
by jimmsta
keep in mind that I only interpreted as much as I could until I wrote that extensive post... Please, please try to type in coherent sentences from now on....

Posted: Tue May 25, 2004 3:16 am
by PressAlt+F4
Dont get it? :? Will try to formulate different.
When you have moded a level like bloodgulch, you have to change the

Posted: Tue May 25, 2004 9:27 am
by Spammy
First of all, it sounds as if your talking about HALOPC. This is the xbox forum. Neway, the only mod you can do without the other players having the same mod is texture mods(as far as I know). Things like flying hogsand stuff has to be on both players games.