Halo 3 Retail Game Research
D: Wish we had that back in the beta... Once the raws are found, I can help anyone read the ctx1 files. They are used for bumpmaps, like 3DC style compression, only in DXT1. It's pretty simple. And the rest of those are pretty self explanatory.shade45 wrote:Heres a list of DXT Compression types used in the bitmaps.
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I found some of the button codes for the locale tables today, heres what I got so far:
And no, the recalculate hash button doesn't really do anything.
*t = Start, I couldn't think of anything else lol.
Code: Select all
/*
* A Button: EE848020
* B Button: 20EE8481
* X Button: EE848220
* Y Button: 20EE8483
* Start: EE848C20
*/
And no, the recalculate hash button doesn't really do anything.
*t = Start, I couldn't think of anything else lol.
Last edited by LuxuriousMeat on Fri Nov 09, 2007 1:21 pm, edited 1 time in total.
Hehe cool... np thenkornman00 wrote:thanks shade, you may not know it, but you just helped me out, but not in terms of bitmaps, but something else.shade45 wrote:Heres a list of DXT Compression types used in the bitmaps. I found them listed in the string table. This will be useful once the raw pointers are actually found.
Can you return the favor and tell me how strings are referenced in the meta(I know the answer probably simple but I haven't been able to figure it out).
C'mon guys, don't let this thread die out..
Protip: Press ALT + [Print Screen] to take a still shot of just the focused windowill3galpr0gram wrote:um I tried turning on the program and it gave me this.
http://i8.photobucket.com/albums/a11/th ... ed-1-5.jpg
Looks good. Done any further research?Digital Marine wrote:Might of found something about raw data...
[etc]
Keep upAumaan Anubis wrote:By downloading Johnson [...]
Looks good!shade45 wrote:Heres a list of DXT Compression types used in the bitmaps. I found them listed in the string table. This will be useful once the raw pointers are actually found.
[etc]
Cool. Found anymore mbmb?LuxuriousMeat wrote:I found some of the button codes for the locale tables today, heres what I got so far:
[etc]
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Halo 3 Research Thread - Contribute to the research into Halo 3.
Halo 3 Research Thread - Contribute to the research into Halo 3.
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making my own app to try and help/aid in the halo 3 research. Im goinf on a cuple know values + one I find a long the way. Just wanted to say grate job keep it up, im gunna start heplin in the H3 Research.
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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
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Anyone know how to convert the bik (Bink) files in the game? Without using Bink and Smacker. That takes to long and fails 62% of the time
Halo Funnies: CodeBrain: Is autoshoot a aimbot?
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I found the chunk palette in the scenery placement reflexive, it should be the same thing for all the others placemen reflexives(idk how to find the ohters placement/palettes reflexives, if you could give me an example)
Code: Select all
public H3Reflexive<SceneryPlacement> sceneryPlacement;
[Size(180)]
public class SceneryPlacement : Chunk
{
public short SceneryPaletteChunk;
public short Unknown2;
public int Unknown4;
public float PosX;
public float PosY;
public float PosZ;
public float Yaw;
public float Pitch;
public float Roll;
Sounds good.LuxuriousMeat wrote:I just did those, but I might do the rest tonight.
Not likely that you will find one, seeing as the people that made the .bik format also made Bink and Smacker.. If you really can't get it to work then make a new topic in this forum, as this question doesn't really belong here.KIWIDOGGIE wrote:Anyone know how to convert the bik (Bink) files in the game? Without using Bink and Smacker. That takes to long and fails 62% of the time
[quote="M
Halo 2 Prophet - Skin with ease with the simple 3D point and click interface.
Halo 3 Research Thread - Contribute to the research into Halo 3.
Halo 3 Research Thread - Contribute to the research into Halo 3.
Here's some Halo3 scripting information
All the information is found in the scnr tag. These 3 reflexives should be all you need to compile the scripts.
Script Table
Scripts
ScriptSyntax
For a good explanation of how to decompile the scripts read SoldierOfLights Halo 2 Scripting Tutorial. Its not much different than it was for H2!
http://forums.halomods.com/viewtopic.php?t=44102
Engineer V1.0 Coming Soon!
All the information is found in the scnr tag. These 3 reflexives should be all you need to compile the scripts.
Script Table
Code: Select all
public int tablesize; //offset 992;
public int tableoffset; //offset 1000
Code: Select all
public H3Reflexive<Scripts> scripts //Offset 1012
[Size(52)]
public class Scripts : Chunk
{
#region Layout
public string Name;
public ScriptType scriptType;
public ReturnType returnType;
public short ExpIndex;
public short ChunkNum;
[Size(12)]
public byte[] Unused;
#endregion
}
Code: Select all
public H3Reflexive<ScriptSyntax> scriptSyntax; //Offset 1188
[Size(24)]
public class ScriptSyntax : Chunk
{
#region Layout
public short ExpressionID;
public short Indentity;
public short ValueType;
public short ExpressionType;
public short SiblingPointer;
public short SiblingIndex;
public int ScriptStringOffset;
[Size(4)]
public byte[] Value;
public short unknown20;
public short unknown22;
#endregion
}
http://forums.halomods.com/viewtopic.php?t=44102
Engineer V1.0 Coming Soon!
Last edited by shade45 on Wed Nov 21, 2007 8:45 am, edited 2 times in total.
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i like that we cant even play a mod but we can already look at scripts >_> lol
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if you are talking about that glitch vid where it showed long distance weapon pickup and instant eploading rockets it was just a forge and save film glitch.
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