Halo Demo Tutorials
Moderator: Halo Moderators
wouldnt you just have to use an unused spawn point and make it a log, then just move it where you want?
i think i could do this.
anyone know why the island, forest mod or b30.map wont open in HMT... i swapped the header for the full header and even tried that thing 1cmax said about just changing the first byte or so. but they wont open in HMT.
i think i could do this.
anyone know why the island, forest mod or b30.map wont open in HMT... i swapped the header for the full header and even tried that thing 1cmax said about just changing the first byte or so. but they wont open in HMT.
- Syperium
- Ranger
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Once a file of any-kind is imported to the map, something in the header is edited at "5e8, 5EC, and 2C4."
Here's a tutorial on how to open a edited map like The Forest Mod, and The Island...
- Open the specified map in HexEdit.
- Then go to the according offset by pressing "Apple + J": "5E8".
- Copy those four bytes. ex. "00 00 00 00".
And in TextEditor or some word processing document, make something like this:
008 ->
010 ->
014 ->
- Once made, paste the four bytes that you got from "5E8" in front of the "008".
This will just help you know which bytes go to which offset. (The offsets being the numbers on the left).
- Now, go to the next specified offset, which is: "5EC".
- Copy those four bytes, and paste them in front of the "010" in TextEdit.
- Then, go to the last offset, which is "2C4", copy those four bytes, and paste them in front of "014".
Then, apply the full header to the demo map, and where those offsets are listed: "008, 010 & 014", past the numbers you copied accordingly.
Hope that help. If you have further questions, feel free to PM me about it.
-Syp.
Here's a tutorial on how to open a edited map like The Forest Mod, and The Island...
- Open the specified map in HexEdit.
- Then go to the according offset by pressing "Apple + J": "5E8".
- Copy those four bytes. ex. "00 00 00 00".
And in TextEditor or some word processing document, make something like this:
008 ->
010 ->
014 ->
- Once made, paste the four bytes that you got from "5E8" in front of the "008".
This will just help you know which bytes go to which offset. (The offsets being the numbers on the left).
- Now, go to the next specified offset, which is: "5EC".
- Copy those four bytes, and paste them in front of the "010" in TextEdit.
- Then, go to the last offset, which is "2C4", copy those four bytes, and paste them in front of "014".
Then, apply the full header to the demo map, and where those offsets are listed: "008, 010 & 014", past the numbers you copied accordingly.
Hope that help. If you have further questions, feel free to PM me about it.
-Syp.
Ok, so you'll have to understand at least the basics of hex. This is for someone who is thinking of maybe writing an application for the Demo and for those who might wonder how the Sparkify patches work and what they do.
Halo Demo Mapfile header:
0x2C0 begins the "Demo Mapfile Header" or the important parts. In ASCII it reads "dehE" and in hexidecimal it is 64 65 68 45.
0x2C4 is the byte count of all the metadata. In an original, unmodified demo bloodgulch map there are 57 89 F4 bytes worth of metadata in the map.
0x2C8 begins the build number which goes on for 0x1C bytes it seems, though that section of data isnt really needed.
0x588 has the short 06 which most likely represents the map version number. In the full version it is 07, in xbox its 05 and in halo CE its something else. Halo Demo will not accept maps unless there is 06 there.
0x58C begins the name of the map, in this case bloodgulch, and goes on for about 20 bytes. Though there is one byte at the end of the 00's there, it has no effect on the map.
0x5E8 is the overall size of the map file in bytes. Nothing amazing there.
0x5EC is the offset to index. VERY IMPORTANT. This gives the exact offset of where the index header begins and immediately afterwards the index itself. Remember, the offset to index is necessary to calculate the magic. Magic = (index magic - (offset to index + 40 ))
0x5F0 This is pretty much the end of the Halo Demo header. tofG in ASCII, it is the equivalent of toof in Halo Full. It is necessary in the halo demo mapfile, otherwise Halo Demo will not read the map and throw a file not found error.
At this point all the data can just equal 00 until 0x800. Its just random, meaningless data that was probably used to confuse modders or people who are reverse engineering the files. Overall there are 0x7B8 meaningless bytes in the file.
Finally, here is the entire Halo Demo mapfile header stripped of all the meaningless data:
Organization format is 0x10 bytes across, 16 bytes across in decimal. The overall chunk of data is 800 bytes long, the entire Halo Demo mapfile header.
Halo Demo Mapfile header:
0x2C0 begins the "Demo Mapfile Header" or the important parts. In ASCII it reads "dehE" and in hexidecimal it is 64 65 68 45.
0x2C4 is the byte count of all the metadata. In an original, unmodified demo bloodgulch map there are 57 89 F4 bytes worth of metadata in the map.
0x2C8 begins the build number which goes on for 0x1C bytes it seems, though that section of data isnt really needed.
0x588 has the short 06 which most likely represents the map version number. In the full version it is 07, in xbox its 05 and in halo CE its something else. Halo Demo will not accept maps unless there is 06 there.
0x58C begins the name of the map, in this case bloodgulch, and goes on for about 20 bytes. Though there is one byte at the end of the 00's there, it has no effect on the map.
0x5E8 is the overall size of the map file in bytes. Nothing amazing there.
0x5EC is the offset to index. VERY IMPORTANT. This gives the exact offset of where the index header begins and immediately afterwards the index itself. Remember, the offset to index is necessary to calculate the magic. Magic = (index magic - (offset to index + 40 ))
0x5F0 This is pretty much the end of the Halo Demo header. tofG in ASCII, it is the equivalent of toof in Halo Full. It is necessary in the halo demo mapfile, otherwise Halo Demo will not read the map and throw a file not found error.
At this point all the data can just equal 00 until 0x800. Its just random, meaningless data that was probably used to confuse modders or people who are reverse engineering the files. Overall there are 0x7B8 meaningless bytes in the file.
Finally, here is the entire Halo Demo mapfile header stripped of all the meaningless data:
Code: Select all
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
64 65 68 45 F4 89 57 00 30 31 2E 30 30 2E 30 30
2E 30 35 37 36 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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00 00 00 00 00 00 00 00 06 00 00 00 62 6C 6F 6F
64 67 75 6C 63 68 00 00 00 00 00 00 00 00 00 00
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00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 68 A3 DC 00 74 19 85 00
74 6F 66 47 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
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00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
The sword.


genade sniper
Is it possible to make the sniper shoot frag grenades that are less powerful, and they explode before they hit the target?
Kinda like a limited life span on it.
= is the sniper
-'s are the sniper contrails
Ø is the explosion (where the frag grenade is when it explodes
_'s are where the contrail would have gone if the sniper wasnt modded.
| is the wall
> is the little bullet whole on an unmodded sniper
Kinda like a limited life span on it.
Code: Select all
=-----------Ø___________________|>
-'s are the sniper contrails
Ø is the explosion (where the frag grenade is when it explodes
_'s are where the contrail would have gone if the sniper wasnt modded.
| is the wall
> is the little bullet whole on an unmodded sniper
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