CSS proj, how the fuck?

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TaxiService

CSS proj, how the fuck?

Post by TaxiService » Thu May 03, 2007 5:19 am

CSS Projectile Changes - «Beast»

------------Enabling CSS Projectiles for a weapon-------------

1. Open bloodgulch.map in HexEdit and change the header to the full version header if you have not already done so.
2. Leave HexEdit open for now. Open bloodgulch.map in HMT.
3. Scroll down to the weap tag. Click on the little triangle to expand the section.
4. For this tutorial, I will use the Sniper Rifle as an example. Highlight weapons\sniper rifle\sniper rifle.
5. In the top right corner of the HMT window, highlight the text in the Meta box. Copy it with ? + C (Apple + C). The text should read 00BE45C4.
6. In the top menu of HMT, go to Window and then to Hex Calculator, or simply hit ? + H (Apple + H). A new window will open.
7. In the very first box of the new window that came up, paste the text we copied earlier with ? + V (Apple + V).
8. In the second box, type 4FC. Now, click the button with the plus symbol.
9. In the box below that, the text BE4AC0 should appear. Copy that text.
10. Leave HMT open, and return back to HexEdit. With the map open, go to Find and then to Go To Address or hit ? + J (Apple + J). In the box that appears, paste the last thing we copied and click Go.
11. This will take you to a new location in the file. Your cursor should now be in front of the text 01000000 6C352A4C. Copy the 6C352A4C.
12. Back to HMT and the Hex Calculator window. In the fourth box down, paste 6C352A4C (what we just copied) and click Swap Endian. Make sure there are no spaces when you paste it in there.
13. Now, 4C13D234 should appear in the box below. Paste this value in the very first box of the Calculator.
14. In the second box, enter 4B6BE68C (the map magic) and click the button with the - sign. BE4EE0 should appear in the third box. Now back to HexEdit.
15. Go To Address again. This time enter BE4EE0 (the last value we got) and click Go.
16. Again, you will be taken to a new location. Your cursor should now be in front of the text 08240000. This is where we will make the edit to allow CSS projectiles for this weapon.
17. Go to the second byte. In this case, that would be where you see 24. Highlight 24 and now comes the magic part. Take the value and subtract 20 from it. In this case, take 24 and subtract 20. You get 4. So, with 24 highlighted, type 04. Now, say that byte had been 20, you would again subtract 20 and get 00, and instead of typing 04, you would type 00.
18. Save bloodgulch.map. You can now quit HexEdit, we won't need it any more. Time to go back to HMT and make the projectile change.

------------Changing the Projectile-----------

19. You will have to reload bloodgulch.map because we have changed the file in HexEdit. Open bloodgulch.map in HMT again. Now open the Dependancy Swapper from Window > Dependancy Swapper, or by hitting ? + D (Apple + D). Scroll down to weap. Click it.
20. Click on weapons\sniper rifle\sniper rifle. Find the sniper rifles projectile. It will say proj weapons\sniper rifle\sniper bullet. Click that.
21. Below, click on the drop down menu and the new projectile you want. Quit HMT.
22. The final step is to play your map. All you have to do is change the map header back to the original demo header. Use HexEdit to do so, save the map, and fire up Halo with your new map. Anyone who joins your server will be able to see the change in projectile for the weapon you edited. Enjoy.
I've tried it with the AR, and that makes my poor iBook crash...
there are other ways to do css projectiles?
thanks in advance :D

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Post by >Shadow< » Thu May 03, 2007 2:53 pm

No, there are no other ways to do this.
Are you sure you followed the instructions precisely?
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TaxiService

Post by TaxiService » Fri May 04, 2007 8:28 pm

yes, the only difference is that i havent do it with the sniper rifile bytes, but with the assault rifile bytes! (sorry for my wrong english :? ) so..?

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Post by ?mike? » Sat May 05, 2007 5:54 pm

umm no offense but what did that sentence mean?

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Post by «Beast» » Sun May 06, 2007 7:26 pm

He means that instead of doing it on the sniper rifle, he tried it on the assault rifle. Hmm.. well, make sure you are following the steps precisely. Sorry, I know it's a lot of steps. It might help if you practice it with the sniper rifle first, to get a feel for the process.

TaxiService

Post by TaxiService » Mon May 07, 2007 10:34 am

yes, what beast said.

i'll try with the snipa... thanks and au revoir! :mrgreen:

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Post by Trinity. » Mon May 14, 2007 7:34 am

I still haven't tried CSS projectiles yet, lol.

I haven't had time to.
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Post by zapconquest » Mon May 14, 2007 10:50 am

Me neither

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Post by draconic74 » Mon May 14, 2007 5:37 pm

I dont know why I would bother. My mods center around effects/modded weapons. CSS Projs wouldnt do much if you didnt know that it traveled in a steep arc... Or that it had a 30ft range of instant death.
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Post by «Beast» » Mon May 14, 2007 10:04 pm

Did I mention CSS projectiles also makes those effects carry over to clients as well? :)

Tested with homing rockets, and confirmed, visible to clients when rocket projectile is made CSS.

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Post by ?Demon 2.0? » Tue May 22, 2007 6:11 pm

The homing part of rockets will be CSS? o_O I thought that the only additional part of the weapon meta that was sent to the client with the bit change was the projectile. Hmm.
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