Halo 3 Retail Game Research

Discussion about modding Halo 3.
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Anthony




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Post by Anthony »

Digital Marine wrote:Yeah, I know what the shared is for. But it doesn't need a magic for anything? I would assume there is something in there that needs a magic. Hrm, oh wells...

But, we should be able to at least extract local images from the maps...
good luck finding the raw though
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Post by Tanasoo »

Yeah, I was talking about the RAW data for bitmaps and models... ah wantz meh sum modelz!
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Post by Shadow LAG »

We have no leads, We cannot even figure out the location of the signatures, We have more theory then solid ground. The community is at its smallest. Not much is going anywhere. I'm beginning to doubt the power of moding when it comes to halo 3. I hope someone can show me otherwise. :cry:
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Post by xbox7887 »

Reverse psychology isn't going to get you the tools any faster :P
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Post by Anthony »

xbox7887 wrote:Reverse psychology isn't going to get you the tools any faster :P
heh thats exactly what I was about to say... or was it? :lol:
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Post by Prey »

0x14 - HeaderMagic: Points to after the FileTableIndex, I don't know what this is though, possibly raw?..

And I researched Locale Tables as well today, heres the txt I made on'em. I'll update first post some other time..

Code: Select all

Locale Tables
---------------
int BaseAddress at 0x478

Layout (Starting From Matg MetaOffset + 0x1C4)
-------
int Count
int Size
int Table Index Offset + Base Address
int Table Offset + Base Address
byte[] Unk_Len52
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Post by Prey »

Heh alright found how to calc. the map magic, 'tis 0x2E8 - (0x470 + 0x488), which is similar-ish to how the beta maps did it, so thanks poke for findin' that one out =P ..also 0x2E8 seems to be part of some sort of table, not really sure yet but there seems to be other 'magic' there, and the other two values were next to the Locale Table's base address, so perhaps more addresses around there? IDK. Anyway, enjoy.
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Post by shade45 »

Awsome :D
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Post by LuxuriousMeat »

Mucho secksy.
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Post by StephenMalone »

LuxuriousMeat wrote:Mucho secksy.
Yes, I agree. Good observation. :)
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Post by fritz_da_monkey »

That is dripping with smexy sauce.
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Post by Prey »

Alright first post has been updated.. alot =P ..one thing you may have noticed is that I've started adding Tag Meta structures in, so if people could find the one's I'm missing that would be appreciated. I only added in the one's I've seen so far, but StringID's should be in there somewhere, and all the bitmasks/flags, enums etc.. and also datum indices as well?..

Oh, and finding where the pointers to the assets are is also an area of interest remember ;p
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Post by shade45 »

Heres some of info i think its pretty accurate so far. I still haven't found the actual pointer to the raw data yet :(

RawID: A Raw ID helps us find the location of the tags raw information within the raw table.

Code: Select all

public struct RawID
{
    short Raw_Indent
    short Raw_Table_Index
}
The location in the raw table can be found either by scanning the table for the Raw Indent or simply going to the Index within the table.

Raw Table: Is a list or information about the raw data for tags within the map. To reach, you must first go to the "zone - there they are all standing in a row" tag meta offset then take the reflex at 0x58 - map_magic

Code: Select all

public struct Raw Table
{
    tagref Tag;
    int Raw Ident
    int Unknown;
    int Unknown;
    int Unknown;
    int Unknown;
    int Unknown;
    reflex Unknown; //size 8
    int unused;
    reflex Unknown; //size 8
    int unused;
}
On a side note I've also noticed reflexives seem to always have a 4byte block of unused data following them.

Code: Select all

public struct Reflexive
    {
        int ChunkCount;
        int Pointer;    // Address  
        int unused; 
    }
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Post by xzodia »

I've already said this but maybe you missed it the 0's between the tag class and id will either be for longer tag classes or half for longer tag classes and half as part of the id, most likely the latter, therefore

TagRef: A reference to another tag.

Code: Select all

    public struct TagRef
    {
        string Class;   // Len8
        int64 Identifier;
    }
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Post by Digital Marine »

Shade, I've hit about the same spot you have too. I can't figure out where any raw data is located, yet. Still searching...
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Post by Prey »

xzodia wrote:I've already said this but maybe you missed it the 0's between the tag class and id will either be for longer tag classes or half for longer tag classes and half as part of the id, most likely the latter, therefore
[...]
If the Tag Classes had changed size then this would be reflected in the TagClassIndex, which it isn't. And if the Ident's had as well, it would be reflected in the TagInfo.. which again it isn't. No, the space is there for memory purposes, meaning it's only used once it's loaded into memory, as is the purpose of all the other "space" too ^_^
Edit: Oops, had in the first post IDs being ints, fixed now..

@Shade: Nice, I'll look into that too when I get the time tomorrow.
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Post by skatekr0oked »

Ok i know this is probarbly totally pointless and irrelivant, but just incase its not


Image

Image

Image


sorry if they are pointless, posted just incase :)
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Post by xbox7887 »

lol.
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Post by Tanasoo »

I'm pretty sure they have figured out the tag structure. You would be better off getting engineer and writing some plug-ins for the tags.

Speaking of that: I, with help from Digital Marine (Who Helped me get up to speed with plug-in writing :O) Have managed to pound one out for the mode tag. I think I'll post it soon, but what forum should I put it in?
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Post by xzodia »

Tanasoo wrote:I think I'll post it soon, but what forum should I put it in?
Mine.







Once I start it :P
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