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OG Xbox Forums => Game Hacking => Xbox Game Forums => Halo => Topic started by: Generallee02 on August 18, 2003, 10:40:00 PM

Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: Generallee02 on August 18, 2003, 10:40:00 PM
Bump.

Why does BG always get stuff done first. Like programs like halo cache program for use on xbox only had BG at first. This has BG first. Doesn't anyone like Sidewinder?

It's not as wise open or straightforward as BG. And many more places to drive/goto. Just for fun for me on that map.
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: blaze_1ne on August 18, 2003, 10:47:00 PM
because bloodgulch is fucking awesome...
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: jedi745 on August 19, 2003, 04:02:00 AM
QUOTE

Here's what you have all been waiting for. The tutorial for making vehicles fly, in any level, multiplayer or singleplayer. Here's what you are going to do:

1-Explanation) Decide which vehicles you want to fly. If you want the WartHog or Scorpion to fly, you have to swap their physics with the Ghost's physics.

1-Offsets) For Bloodgulch
Warthog: 02340658 (Replace with 407F8F80)
Scorpion: 023414D8 (Replace with 407F8F80)

For other levels you will have to look up the raw offset of the Ghost's physics, and replace it with the raw offset for WartHog and Scorpion using that level's index as your offset guide.

2-Explanation) Now you have add some code to the vehicles' metadata which was stolen from the Banshee. At the bottom there are two sets of code to splice in. One of them lets you hover without falling when you are not moving. The No Hover code is more like the Banshee because you actually fall if you are not moving or pressing backwards. Take your pick. This will replace some metadata for the vehicles you have chosen to make fly.

2-Offsets) For Bloodgulch
Ghost: 02885894 (Replace with one of the sets of code at the bottom)
WartHog: 0283465C (Replace with one of the sets of code at the bottom)
Scorpion: 0286729C (Replace with one of the sets of code at the bottom)

3) Now you can fly the vehicles. I did find a small side effect; if a vehicle gets flipped, it is much harder to get it flipped over the right way, but is possible if you just keep trying, or if you throw grenades at it. I haven't been able to try this hack out in all the levels, but I did get to play a four player game with all flying vehicles in Bloodgulch, and it is so much fun. There's nothing quite like an airborne tank-dogfight. Can't wait to try flying to the top of the Hang 'Em High building. Thanks for waiting, and enjoy!

-David Mauro

A big thanks to Pfhorslayer for hacking the map files!

Also I am trying to get MC flying. I have had some mild successes, but not the time to perfect it. If someone wants to take this and run with it to get MC flying, that would be great!

Hover:
05 00 00 00 AE 47 61 3E 00 00 00 00 6F 12 03 3C
6F 12 83 3C F9 0F C9 3F 00 00 00 00 00 00 00 00
CD CC 4C 3E

No Hover:
05 00 00 00 AE 47 61 3E 8F C2 F5 3C 6F 12 03 3C
6F 12 83 3C F9 0F C9 3F 00 00 00 00 00 00 00 00
CD CC 4C 3E


there u go i edit it to make it more understandable. biggrin.gif  if u still dont understand then tell what part u dont understand.
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: dmauro on August 19, 2003, 05:14:00 AM
I included directions for getting flying in other levels with my tutorial, so please don't complain that it doesn't work in anything but Bloodgulch.  Just follow the directions that it gives for applying the hack to other levels.
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: skeen on August 19, 2003, 09:45:00 PM
Damn I'm confused! I'm trying to get the vehicles flying in Sindwinder.
I got the metadata for the physics in Sindwinder

Ghost (26d2ab8) 10 14 8F 80
Scorpion (26d1e58) 48 86 8D 80
Warthog (26d0fd8) 14 9F 8A 80

So I made it past step 1 in the tutorial. What I don't understand is how you find the offsets for step 2.
I think my problem is I don't understand is this; (offset to metadata + 2F4) - (offset to metadata + 318)
And how this equals these offsets.
Ghost: 02885894 - 028858B8
WartHog: 0283465C - 02834680
Scorpion: 0286729C - 028672C0
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: rg8182 on August 19, 2003, 10:35:00 PM
QUOTE (skeen @ Aug 19 2003, 09:45 PM)
Damn I'm confused! I'm trying to get the vehicles flying in Sindwinder.
I got the metadata for the physics in Sindwinder

Ghost (26d2ab8) 10 14 8F 80
Scorpion (26d1e58) 48 86 8D 80
Warthog (26d0fd8) 14 9F 8A 80

So I made it past step 1 in the tutorial. What I don't understand is how you find the offsets for step 2.
I think my problem is I don't understand is this; (offset to metadata + 2F4) - (offset to metadata + 318)
And how this equals these offsets.
Ghost: 02885894 - 028858B8
WartHog: 0283465C - 02834680
Scorpion: 0286729C - 028672C0

Okay, first off, the physics for the ghost you don't need to change, rather you take the raw offset of the ghost physics, split them in pairs, reverse their order and you come up with (10 14 8F 80).  Remember those values.  Then you need to place these values into the Scorpions and Warthogs physics so that they'll have the ghost's physics.  So, the offsets you have for the Scorpion and Warthog are correct. (you don't need to change the ghost physics).  What you do is go to the offset you have for the scorpion tank, and starting from there, replace it with 10 14 8F 80.  Do the same for the hog.  That takes care of step 1.

For step two, you're looking at the wrong values, those are for Bloodgulch.  For sidewinder, search for the metadata for the 'Vehicle' (not the physics, not the collision, or any of that other stuff).  Once you find that entry, look for the line that says
  Offset: 46201456 2C0FA70  (this is the ghost's offsets)
Take the second value 2C0FA70 and then add 2F4, that becomes your new starting offset.  Search for that offset in the map file, and starting from that offset enter in one of the code sets for either hover or no hover.  Repeat that for the warthog and scorpion.  To save you some time, the offset for the Warthog is 2BBEB2C and the Scorpion is 2BF176C.

Hope it helps.

Great work dmauro with the flying hack  beerchug.gif
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: cexe on August 19, 2003, 11:25:00 PM
QUOTE
search for the metadata for the 'Vehicle' (not the physics, not the collision, or any of that other stuff).


what i dont understand is "metadata for vehicle",  

pleaze quote  the index item so i can see which index item your looking at and getting the offsets from.

i am trying to make ghost fly in damnation.  if successful, i will post a ppf at elite-modz.com
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: rg8182 on August 19, 2003, 11:27:00 PM
QUOTE (cexe @ Aug 19 2003, 11:25 PM)
QUOTE
search for the metadata for the 'Vehicle' (not the physics, not the collision, or any of that other stuff).


what i dont understand is "metadata for vehicle",  

pleaze quote  the index item so i can see which index item your looking at and getting the offsets from.

i am trying to make ghost fly in damnation.  if successful, i will post a ppf at elite-modz.com

=== INDEX ITEM 1473 ===  (0x26E3044)
Tag class 0: 'vehi' Vehicle
Tag class 1: 'unit' Unit
Tag class 2: 'obje' Object
Identifier: 0xE73505C1
Filename Offset: 40844996 26F3EC4
Offset: 47674836 2D775D4
Raw Offset: 80A45DD4
Filename: vehiclesghostghost_mp

Basically, look for the Tag class 0: 'vehi' Vehicle
then look at the line Offset: 47674836 2D775D4
use the second value 2D775D4 and add 2F4, start the hover/no hover code there.

I've only done this for Sidewinder and Hang em' Hight, they work, let me know how it goes on damnation.
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: cexe on August 19, 2003, 11:44:00 PM
ahhh figured out damnation, got the ghost flying.  now i'll put the warthog in, and post a ppf tommorw on elite-modz.com, or hit me up on msn [email protected] to get the patch and play on xbc
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: Generallee02 on August 19, 2003, 11:57:00 PM
just to be sure, is the ghost's starting point for part 2: 2c0fd64?

I got that by entering in the number you gave in post and added 2f4. Will test shortly to see if it is correct.
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: Generallee02 on August 20, 2003, 12:32:00 AM
rg8182, how do you see this info below:

=== INDEX ITEM 1473 === (0x26E3044)
Tag class 0: 'vehi' Vehicle
Tag class 1: 'unit' Unit
Tag class 2: 'obje' Object
Identifier: 0xE73505C1
Filename Offset: 40844996 26F3EC4
Offset: 47674836 2D775D4
Raw Offset: 80A45DD4
Filename: vehiclesghostghost_mp


I'm using HHD hex editor. And how'd you get to the index 26E3044? This number is posted for the ghost vehicle: 26d2878. Or did you post that example from a diff. map? I'm talking about sidewinder.

BTW, the offset you posted for the warthog on sidewinder, 2BBEB2C, doesn't seem to work right. I entered it right. You sure that is the area? I used no hover code. And the warthog is 6-8 feet in the air not moving. And when i get in, it won't move or anything. Ghost works fine. Can't try scorpian as i have warthogs taking their places in my maps.
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: Generallee02 on August 20, 2003, 12:35:00 AM
oh, wait. I'm betting your just giving the starting numbers. Without the 2f4 added on, correct? Gonna try it again adding 2f4 to the warthog number.
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: Videogamebuyer14 on August 20, 2003, 12:42:00 AM
QUOTE (blaze_1ne @ Aug 19 2003, 07:47 AM)
because bloodgulch is fucking awesome...

Diiiiiiiiiiittttttttt000000000000. Nah, it really is a great map though. I would love to see it in Halo 2.
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: cexe on August 20, 2003, 01:32:00 AM
got a ghost flying in hang em, i will post a ppf tommorrow...
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: rg8182 on August 20, 2003, 08:50:00 AM
Generallee02, just pm me, or I'll pm you and see if i can explain this any better.
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: Generallee02 on August 20, 2003, 12:06:00 PM
i got your pm's. It seems my problem was that i was using the 8 digits for part 1 from the tutorial for bloodgulch and using those numbers on sidewinder. I now see that it must be a diff. value for part 1 on every map. I'll retry it.
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: socrates on August 20, 2003, 01:29:00 PM
Couldnt somone just put up a ppf with all the vehicles flying in sidewinder?
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: slidellsimba2 on August 20, 2003, 01:42:00 PM
im new at hex editing to
but it is VERY simple
i love this shit
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: Generallee02 on August 20, 2003, 01:47:00 PM
Just goto download.com and type in "hex editor" in the search bar at top. Get a program called hhd hex editor or similiar name. Works great.

This below was posted in a PM to me from rg8182. Just type in the starting value's and change it to the number listed. Not that hard.

Sidewinder:

PART 1: Swapping physics.  In order to get vehicles to fly, they need to have the ghost's physics, so in essence, you don't need to change the ghosts physics, only the warthog and the scorpion tank.  But in order to do that, you need the RAW OFFSET of the ghost's physics.  This is where those files I mentioned above come in handy, without them, you can't do much.

RAW OFFSET (Ghost): 10 14 8F 80

The value above is what you're going to add in when you find the offset for the warthog and scorpion.  That part, I'm still a little sketchy, but here are the values I got.  Just go to these offsets and enter in the value above. Remember, don't add anything to these, just go there.

(So goto Tools, and click on Goto in the file menu of hex editor. Type each number in and replace with the 8 digit number above.)
Warthog: 26d0fd8
Scorpion: 26d1e58

PART 2: Adding in the banshee code.
Now that the vehicles have the ghost physics, you need to add in the Banshee code.  Here are the offsets.

(Again goto these starting areas and enter any one of the 2 posted below.)
Warthog: 2BBEB2C
Scorpion: 2BF176C
Ghost: 2C0FD64

Hover:   (Means vehicle hovers in air if your not moving and doesn't fall. I like it. But don't worry, if you jump out or get shot out, vehicle falls down to ground.)
05 00 00 00 AE 47 61 3E 00 00 00 00 6F 12 03 3C
6F 12 83 3C F9 0F C9 3F 00 00 00 00 00 00 00 00
CD CC 4C 3E

No Hover: (Vehicle flys more like the banchee one and decends if your not moving.)
05 00 00 00 AE 47 61 3E 8F C2 F5 3C 6F 12 03 3C
6F 12 83 3C F9 0F C9 3F 00 00 00 00 00 00 00 00
CD CC 4C 3E

Then just save after changes are made.
Title: Using The New Flying Tutorial - Ne1 Figure Out How
Post by: skeen on August 20, 2003, 05:10:00 PM
Thanks all I got it working.
I made a couple ppf files and posted them at http://www.xbox-saves.com
They are under Halo - Flying Vehicles in Sidewinder.