xboxscene.org forums

Author Topic: Bolls Pack  (Read 135 times)

crazyj0202

  • Archived User
  • Jr. Member
  • *
  • Posts: 51
Bolls Pack
« on: November 27, 2003, 09:22:00 AM »

In Bolls PPF pack he includes a patch that would allow vehicles to speed.  There is one for hangem high after I applied it, there were no vehicles in the map.  How do you get them in the map?

Thanks.
Logged

crazyj0202

  • Archived User
  • Jr. Member
  • *
  • Posts: 51
Bolls Pack
« Reply #1 on: November 27, 2003, 10:37:00 AM »

Is it possible?
Logged

crazyj0202

  • Archived User
  • Jr. Member
  • *
  • Posts: 51
Bolls Pack
« Reply #2 on: November 27, 2003, 06:38:00 PM »

Bump
Logged

onlyme

  • Archived User
  • Sr. Member
  • *
  • Posts: 336
Bolls Pack
« Reply #3 on: November 28, 2003, 10:23:00 AM »

pal or ntsc ?
Logged

crazyj0202

  • Archived User
  • Jr. Member
  • *
  • Posts: 51
Bolls Pack
« Reply #4 on: November 28, 2003, 10:43:00 AM »

ntsc
Logged

onlyme

  • Archived User
  • Sr. Member
  • *
  • Posts: 336
Bolls Pack
« Reply #5 on: November 29, 2003, 12:11:00 AM »

CODE
Step 1: First, you will need to look in the appropriate output file for the level you want. In it, find a piece of scenery that you wish to change into a vehicle. (You can do this by searching for 'scen'.) After finding an appropriate piece, look at the identifier for that object. For example, on Hang 'em High, we'll use the flag bases. The flag base's identifier is:

0xE18A0016


Step 2: Now, we take the values after the 0x and reverse them in pairs, seperating every second character. This will give you this new value:

16 00 8A E1

This is the new identifier for the scenery, in editor-friendly format.


Step 3: Now, search the map file for the above value. When you locate it, it should be the rightmost set of values. This should be the complete line:

025BE810: 6E 65 63 73 | D0 35 3B 80 | 00 00 00 00 | 16 00 8A E1

Now, we'll term the first set of values after the colon as the "class", and the rightmost values the "identifier".


Step 4: Okay, we'll be changing the value of the identifier to the identifier of the vehicle you want.

So, we look up ghosts in the output file and find that it's identifier is:

0xE6FA0586

Now, reversing this value in pairs, we get:

86 05 FA E6


Step 5: Now, we change the identifier in the line to the new identifier of the ghost. This will give us this complete line:

025BE810: 6E 65 63 73 | D0 35 3B 80 | 00 00 00 00 | 86 05 FA E6


Step 6: Finally, we need to change 'scen' (for scenery) to 'vehi' (for vehicles). Unfortunately, they're written backwards and written in hex. So, I'll just give you the new value straight out...

6E 65 63 73 becomes 69 68 65 76


Step 7: Now, save the map and transfer it to your Xbox and load it up. Great, now using this method, you can have vehicles on all multiplayer levels.


thanx to Valdek for the tutorial smile.gif
Logged

?~_^!@WaNtAbEhAcKeR$

  • Archived User
  • Newbie
  • *
  • Posts: 17
Bolls Pack
« Reply #6 on: November 29, 2003, 08:43:00 PM »

smile.gif thanks
Logged

onlyme

  • Archived User
  • Sr. Member
  • *
  • Posts: 336
Bolls Pack
« Reply #7 on: November 29, 2003, 11:38:00 PM »

the tute was posted here long time ago and offsets/outputs can be downloaded from Halo skins when its back or iron forge's site
Logged

?~_^!@WaNtAbEhAcKeR$

  • Archived User
  • Newbie
  • *
  • Posts: 17
Bolls Pack
« Reply #8 on: November 30, 2003, 10:09:00 AM »

jester.gif  ph34r.gif
Logged

Valdek

  • Archived User
  • Newbie
  • *
  • Posts: 12
Bolls Pack
« Reply #9 on: November 30, 2003, 01:44:00 PM »

It's always nice to know my tutorial is still helpful to everyone.

Good luck with the hacking.
Logged