Halo 3 [Beta] Mod Discussion

Discussion about modding Halo 3.
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xbox7887




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Post by xbox7887 »

Yeah I'm assuming its an sha256...
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Post by kornman00 »

The XOR hash is still there, yes. However I don't think bungie would have put such an open hashing algorithm into halo3's cache if they kept the XOR. So its either a custom built hash algorithm based on a pre-existing one or a hash on a special partition (or multiple partitions) of the cache...
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Post by Anthony »

Prey wrote:
Anthony wrote:prey why don't you let Shalted know that its not your code that you posted...
What? Someone owns that simple looping code now??
nobody owns it but when Shalted thinks you made you should have corrected him... even if you are not using the exact code that pokecancer gave you he still did tell you how to do it and last time I checked it looked exactly like his with a few exceptions and he did say that he told you how and I recall him saying he supplied you with some code? so anyways you should at least credit him...
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Post by Trulife8342 »

taking a look at snowbound i can tell its AI is really really promising, and like me and kornman were talking a few days later AI in MP for halo 3 will be possible without editing the xbe, and if xbl coop is a feature that means AI will sync in MP also, so im looking forward to expanding onto Halo 3.
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Post by Trulife8342 »

you dont need it ENTIRELY. but think about it, just looking at the turrets AI its really amazing, so if a simple turrets AI system is great imagine the SP AI, but the whole xex* and syncing stuff can be seen in snowbound so I know they are possible.

GTAF Note: They're called .xex now, not .xbe ;p

Thanks for the little note GTAF
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Post by galvination »

does high grounds have any traces of the AI that the vidoc revealed left in it?
I believe they started with the idea of the AI gunners but they scrapped the whole idea all together.

So I would assume no.
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Post by darvolt »

@prey: I'm using your code to calculate the sizes, but the weap tag sizes are negativ
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Post by darvolt »

So, now I've made something, too.

It's not completed yet, but hey? I think, it's a good start^^

Image

(it's in german, but I think, it's easy to understand)

Download


Bugs:
  • negative MetaSizes of the weap tags. I don't know the reason...
    It always find 0 Reflexives. I also don't know the reason...
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Post by Shalted »

Bitmap extraction isn't exceptionally hard, the structures are pretty much identical to their halo 2 counterpart (A Few Exceptions, LODs, and Shared Offsets, a few others), there should be more than enough info and open source code for anyone to extract a Halo 3 bitmap, I'd provide a few more details, but I have more important things to work on.
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Post by Tural »

Shalted, how would one find the offset of the raw? (If that isn't too much work)
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Post by Shalted »

Can't fully specify the details, but a little research in a few different zones of the mapfile might help.
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Post by Prey »

I have already pretty much got bitm extraction working i believe.. as well as some other cool things :P
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Post by Anthony »

prey do you know how to locate the raw? If so how? because we figured it out already and its pretty simple and we have bitmap extraction working as well but I sitll need to code the part to preview it
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Post by shade45 »

Yeah prey how would we go about finding the bitmap raw?
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Post by StalkingGrunt911 »

Well I couldn't go outside or do anything today so I thought I would look through a Halo 3 map to find what each 4 word tag represents. After learning what each tag does I'm not confused with the editing now. If only we could play the maps... :(

Here is the link since it's a pretty long list. I found these in snowbound.map the unused list is just tags that weren't in the map but are most likely in others. I had to look at other maps to find out the tags. Hopefully you like it. If you would like to know where the information is located in the map just private message me.
http://www.savefile.com/files/749359

There are some I'm not sure of so if you find out what it means feel free to add on in this topic. Also some may be placed at the wrong tag but I'm pretty positive there all correct. I was gonna make a program with all the tags named so you could see them when your using a program to edit but decided why not just release it now so others can see. Once again hope it helps.
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Post by Shalted »

Anthony and I figured it out around the same time, don't know if he wants me to spill the beans yet, but it's not really a difficult thing to figure out. Wasn't really a priority, so I kind of ignored bitmap extraction, so I never finished the extraction code in my program (and moved on to more important things). So Anthony I figure you don't need the Bitm stuctures anymore then :)
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Post by darvolt »

I think, I've got the raw offsets and the size. BUT, where do I get the resolution and the value, that says where teh bitmap is stored?
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Post by pokecancer »

i know prey doesnt have bitmaps working for a fact. you can't say you "think" it's working. Either it does or it doesn't. You would have posted a pic if it was working at all. All I'm saying is don't make claim to something you can't prove.

darvolt, they will be in the bitm meta immediately following the word bitm
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Post by Geo »

Prey wrote:I have already pretty much got bitm extraction working i believe.. as well as some other cool things :P
You either have or you haven't... there's no in-between. You can't maybe successfully extract an image, you can or you cannot. So on that note, have you successfully extracted a bitmap from the Halo 3 beta?
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Post by Jefff »

Image

I guess it's a start...
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