Search found 21 matches

by Nuklear
Thu Jul 17, 2008 10:07 pm
Forum: Downloads
Topic: Timberland
Replies: 22
Views: 12306

Doesn't really look like timberland, unless of course that's just the maps name. If so, good job! It's called timberland cuz it's a forest. I don't wanna call it Jungle or Forest lol. I see to many of these... Too many of what? This map? This is pretty much the ONLY playable forest Valhalla map. :)
by Nuklear
Thu Jul 17, 2008 7:40 pm
Forum: Downloads
Topic: Timberland
Replies: 22
Views: 12306

Not really a remake. It's just that I wanted to see a foresty map, but there weren't so I decided to make my own.
by Nuklear
Thu Jul 17, 2008 7:03 pm
Forum: Downloads
Topic: Timberland
Replies: 22
Views: 12306

Timberland

Timberland Made by Nuklear Features: - Trees - 4 Battle Rifles - 2 Brute Spikers - 2 Plasma Pistols - 4 SMG - 1 Rocket Launcher - 1 Sniper Rifle - 2 Assault Rifles - 8 Frag Grenades - 4 Plasma Grenades - 2 Brute Shots - 2 Needlers - 1 Shotgun - 2 Sentinel Beam - 2 Mongooses Supported Gametypes: - T...
by Nuklear
Wed Jul 16, 2008 7:03 pm
Forum: Modding Discussion
Topic: Behemoth and Leviathan
Replies: 6
Views: 1620

Behemoth and Leviathan

I noticed that there are only one object of the Elephant in shrine.map. How would you be able to spawn Leviathan? (the red base)

Is it based on spawn blocks, if so, what offset?
by Nuklear
Sun Jul 13, 2008 11:23 am
Forum: Modding Discussion
Topic: Changing Bipeds in a campaign saved film
Replies: 28
Views: 3403

I've tried swapping hornets to elephants and I've even tried swapping mongooses into elephants, it just errors.

I don't know about campaign films, but I assume it'll be the same. I could be wrong since all characters basically have the same bone structure.
by Nuklear
Sun Jul 06, 2008 2:50 pm
Forum: Modding Discussion
Topic: A pretty cool way to go about modding
Replies: 27
Views: 2948

Im currently working on getting Multiple cameras to work. Uh huh. How do you plan on doing that? It might be a channels system. (Like teleporters) It might be possible if you edit the teleporter's channel for both camera and monitor. What happens when you point the camera at the screen? I thought a...
by Nuklear
Sun Jul 06, 2008 10:56 am
Forum: Downloads
Topic: Snipers with Beam Rifle as Secondary
Replies: 4
Views: 4445

If we're not allowed to post game variants mods, then I apologize.

And, you can't have certain weapon starts in Halo 3 like beam rifle, spiker, mauler, missle pod, machine gun turret, and flame thrower. There are gametype mods for those. ^.^
by Nuklear
Sun Jul 06, 2008 10:20 am
Forum: Downloads
Topic: Snipers with Beam Rifle as Secondary
Replies: 4
Views: 4445

Snipers with Beam Rifle as Secondary

SNIPERS MODDED http://img372.imageshack.us/img372/4880/slayerqk6.gif This is a modded snipers game variant with beam rifle as secondary weapon. If you play this game variants on maps that does not support beam rifles, you'll get an assault rifle or no weapon! Use a profile/device ID changer to chan...
by Nuklear
Mon Jun 30, 2008 6:18 pm
Forum: Modding Discussion
Topic: An open discussion.
Replies: 116
Views: 10068

Well, my website archives all released Halo 3 forge variants and offers them as a download. People will have to use XSS or a similar tool to change profile/device ID's. I was thinking about creating an application that converts usermaps into a custom file format for everyone to share. To use it, you...
by Nuklear
Wed Jun 18, 2008 2:41 pm
Forum: Modding Discussion
Topic: Getting maximum and current budgets properly
Replies: 12
Views: 1670

shade45 wrote:Yeah,

Maximum Budget is 0x268 and Current Budget is 0x26C.
Thank you very much. I finally got it right this time!
by Nuklear
Wed Jun 18, 2008 1:32 pm
Forum: Modding Discussion
Topic: Getting maximum and current budgets properly
Replies: 12
Views: 1670

So, can you tell me the offsets for budget from the beginning of _blf please?
by Nuklear
Wed Jun 18, 2008 12:53 pm
Forum: Modding Discussion
Topic: Getting maximum and current budgets properly
Replies: 12
Views: 1670

Are you reading it in Big Endian because it seems to be correct in every usermap I've seen?? I am reading it in Big Endian yes. Here's my code: PlacementBlock.Block.Maximum_Budget = io.In.ReadSingle(EndianType.BigEndian); PlacementBlock.Block.Current_Budget = io.In.ReadSingle(EndianType.BigEndian);...
by Nuklear
Tue Jun 17, 2008 6:23 pm
Forum: Modding Discussion
Topic: Getting maximum and current budgets properly
Replies: 12
Views: 1670

I'll try looking at sandbox source again.

Edit, I didn't know there was a ReadSingle method. =P

But, it doesn't get the budgets correctly, just the coordinates.

Why would budget need to be a floating point number when it never have decimal numbers.
by Nuklear
Tue Jun 17, 2008 5:53 pm
Forum: Modding Discussion
Topic: Getting maximum and current budgets properly
Replies: 12
Views: 1670

Getting maximum and current budgets properly

I've been having problems getting the correct budget value from an usermap. Shade45's usermap says it's a floating point number, so I tried to read it, but it's wrong. The numbers are too big to be a budget. I've tried changing it to integer too and same problem. Does anyone know how to correctly ge...
by Nuklear
Mon Jun 09, 2008 6:49 pm
Forum: Modding Discussion
Topic: Some questions about usermaps...
Replies: 20
Views: 2500

Hello. I would like people to confirm the following offsets (all are in decimal): map_id_1 - 53802 spawned_object_count - 53831 map_boundary_x_min - 53836 max_budget - 53864 cur_budget - 53868 Are the offsets correct? I've opened several usermaps and it seems like it's right. But, I want to know it...
by Nuklear
Mon Jun 09, 2008 2:11 pm
Forum: Modding Discussion
Topic: Some questions about usermaps...
Replies: 20
Views: 2500

How come it's right in 3 usermaps I've opened. And isn't CON always A000 like haxalot says.

And, I know that whitepaper. I'm studying it.

If not, how would I be able to find the location inside the CON file?
by Nuklear
Mon Jun 09, 2008 12:56 pm
Forum: Modding Discussion
Topic: Some questions about usermaps...
Replies: 20
Views: 2500

Hello. I would like people to confirm the following offsets (all are in decimal): map_id_1 - 53802 spawned_object_count - 53831 map_boundary_x_min - 53836 max_budget - 53864 cur_budget - 53868 Are the offsets correct? I've opened several usermaps and it seems like it's right. But, I want to know it'...
by Nuklear
Sun Jun 08, 2008 11:41 am
Forum: Modding Discussion
Topic: Some questions about usermaps...
Replies: 20
Views: 2500

Really? How come one time I've looked it was wrong. I think it must be my mind because it was late last night maybe been seeing numbers wrong or wasn't thinking. xD

Thanks for your answers.
by Nuklear
Sun Jun 08, 2008 9:15 am
Forum: Modding Discussion
Topic: Some questions about usermaps...
Replies: 20
Views: 2500

Thank you for the answers. Shade, I've noticed that you use Hex Workshop. I've found out that you count 2 bytes as 1 byte because Hex workshops groups 2 bytes from other bytes. So, for this reason I have to divide your length by half in structures because I use another hex editor that does not do th...
by Nuklear
Sat Jun 07, 2008 4:49 pm
Forum: Modding Discussion
Topic: Some questions about usermaps...
Replies: 20
Views: 2500

Thank you very much. Can someone answer the other questions please?