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Halo Wars Modding

Anyone still interested?

Poll: Halo Wars Modding (29 member(s) have cast votes)

Halo Wars Moddin'?

  1. Yes (24 votes [82.76%])

    Percentage of vote: 82.76%

  2. No (5 votes [17.24%])

    Percentage of vote: 17.24%

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#21 User is offline   MrCheef 

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Posted 02 August 2011 - 09:24 AM

Will those to edit gamesaves and all other things you are gonna do, will they be for public use?

#22 User is offline   kornman00 

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Posted 02 August 2011 - 06:39 PM

The source code for decrypting archives/gamesaves is already public

#23 User is offline   gruntlord6 

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Posted 02 August 2011 - 09:54 PM

View Postkornman00, on 31 July 2011 - 11:21 PM, said:

Modded campaign saves would be possible on retail boxes, however, they would have to be re-encrypted before they're put back into a container and resigned. Currently, I've only written a de/encrypt tool that runs on the 360, so you would still be limited from modding campaign saves.

I don't recall the needler elites from the campaign off hand, but yeah it isn't too difficult setting up units and where they're built at. In fact, I've been meaning to re-add the Pelican to the Air Pad's unit selection list. I want to make an army of Pelicans :3. Same goes for the Spirit. In fact, the covie leaders at one point had extra leader powers like the Humans do. Where humans can air lift with a Pelican, they could air lift with a Spirit. They also appeared to have planned for a "cloak units" power, which would have been crazy...Imagine a cloaked Scarab + Engineers all of a sudden appearing behind your base! There were a few others as well, but I forget them off hand.

Having gone through the developer logs, I knew about a few of these things. Have you had a chance to look at the dev logs?

I am really excited to actually see them in use though, so keep up the good work!

#24 User is offline   kornman00 

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Posted 02 August 2011 - 10:52 PM

Developers "logs"? I only recall watching their 3 or 4 part video documentary they put up on XBL

#25 User is offline   gruntlord6 

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Posted 03 August 2011 - 01:18 AM

View Postkornman00, on 02 August 2011 - 10:52 PM, said:

Developers "logs"? I only recall watching their 3 or 4 part video documentary they put up on XBL

http://halowars.com/...og/default.aspx

They blogged about a lot of things that occurred in development.

#26 User is offline   gruntlord6 

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Posted 03 August 2011 - 01:49 AM

View Postkornman00, on 10 July 2011 - 01:17 PM, said:

For those without a 360 which can run unsigned code, I've uploaded a 7z archive of all of the ERA files in decrypted format. Can't say how long that will stay up, so get it while it lasts.


I created a mirror of these files. If this is not ok let me know and I will remove it.
http://www.gruntmods...iles/Halo_Wars/

This post has been edited by gruntlord6: 03 August 2011 - 01:50 AM


#27 User is offline   kornman00 

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Posted 03 August 2011 - 04:38 AM

Thanks, I updated the download entry with the mirror links

#28 User is offline   gruntlord6 

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Posted 03 August 2011 - 05:08 AM

View Postkornman00, on 03 August 2011 - 04:38 AM, said:

Thanks, I updated the download entry with the mirror links

If you need anything else hosted, I have plenty of room and capacity ;)

#29 User is offline   MrCheef 

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Posted 14 August 2011 - 08:12 AM

So, any progress?

#30 User is offline   kornman00 

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Posted 14 August 2011 - 02:02 PM

View Postkornman00, on 25 July 2011 - 09:28 AM, said:

The goal is to start providing users (who already have the necessary hardware) with tools to mod Halo Wars as well by the end of August.


#31 User is offline   BansheeFriend 

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Posted 15 August 2011 - 05:42 AM

I am so Glad there is some research into Halo Wars modding/retail extraction. Thank you so much Kornman for all you do and have done for halo tools and modding. Which is a Ton. Looking forward to the Model Compression and Animations to be usable. Thanks.

#32 User is offline   MrCheef 

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Posted 28 August 2011 - 12:30 PM

August is nearing its end..

#33 User is offline   kornman00 

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Posted 28 August 2011 - 10:39 PM

I've spent the last four days in Seattle/PAX, so nothing was worked on during that time period

#34 User is offline   MrCheef 

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Posted 29 August 2011 - 02:21 PM

I see. You don't have to rush it btw.

#35 User is offline   gruntlord6 

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Posted 31 August 2011 - 11:30 AM

View PostMrCheef, on 29 August 2011 - 02:21 PM, said:

I see. You don't have to rush it btw.

I doubt he was planning on it.

Keep up the good work, with the new reset glitch more people will be able to mod these games further down the line.

#36 User is offline   kornman00 

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Posted 31 August 2011 - 09:14 PM

Reset glitch? Care to explain/provide a link with details?

When I originally made my "end of August" post, I wasn't taking my trip to PAX into consideration, so please bear the delay. By next week at the latest I want to have a modified XEX (in the form of a patch, which you'll apply to an uncompressed/unecrypted stock XEX made by xorloser's XexTool) and build of my KSoft.Tool which includes the commands for processing ERA archives. I've also been working on a game save editor (have got a good chunk of the save file documented and being processed already), which I didn't even plan for originally.

#37 User is offline   BansheeFriend 

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Posted 31 August 2011 - 09:52 PM

Will there be Model/Texture Processing?

#38 User is offline   kornman00 

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Posted 31 August 2011 - 10:18 PM

First version will only expand archives (it will convert binary xml into regular xml in the same step), and build archives based on a file listing. Models, and especially textures, are an entirely different beast.

#39 User is offline   Eaton 

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Posted 02 September 2011 - 03:46 AM

View Postkornman00, on 31 August 2011 - 09:14 PM, said:

Reset glitch? Care to explain/provide a link with details?

When I originally made my "end of August" post, I wasn't taking my trip to PAX into consideration, so please bear the delay. By next week at the latest I want to have a modified XEX (in the form of a patch, which you'll apply to an uncompressed/unecrypted stock XEX made by xorloser's XexTool) and build of my KSoft.Tool which includes the commands for processing ERA archives. I've also been working on a game save editor (have got a good chunk of the save file documented and being processed already), which I didn't even plan for originally.


A new Xbox 360 homebrew hacked accomplished by glitching the processor. Supposedly unpatchable and works on all dashboard versions and motherboards (except Falcon and Xenon).

XS News:
http://forums.xbox-s...howtopic=735015

#40 User is offline   kornman00 

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Posted 02 September 2011 - 06:32 AM

Thanks, hopefully someone out in the 360 modding scene will produce modded consoles (since there is hardware involved in performing this glitch).

While working on some game save code, it would appear that you can possibly change values that are typically defined by the game's xml definitions (which are stored in the ERAs). To give an example with leader powers, the prophet's cleansing power has a max speed...well, that data is stored in a game save (assuming the prophet leader was in the game that was saved). So it may be possible to edit such values, and have the game retain that value in-game once you reload a save. Would give some more serious modding potential (as long as you like playing in the campaign) to those who don't have modded kits. A player could mod their leader powers in a game save, then load up the save and for instance, have MAC blasts cost nada! Or increase the number of shots you get in a MAC blast round.

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