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Where do we stand with .map mods
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| | #21 |
| Junior Member | Re: Where do we stand with .map mods Remember the original Xbox? The XBE's were also RSA signed and guess what, we still don't have the private key... That key was only 1024 bit so what makes you think we can brute force a 2048 bit key? No matter how many people try it's not going to be brute forced. All logic is against it. |
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| | #22 |
| 7S Enthusiast | Re: Where do we stand with .map mods well if someone got to 0.14124% in 3 months its not impossible and you dont need to get to 100% you just need to get lucky it is very improbable that the last number you try is going to be the correct one |
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| | #23 |
| Junior Member | Re: Where do we stand with .map mods Trust me, it's been about three years since the Xbox 360 was released, if brute forcing was a possibility it would have been done... If we could sign one boot loader we would be all set... It's completely logic less to try to brute force... As for someone getting that far, I guarantee you, they have no idea what they're doing. Last edited by Supermodder911; 08-02-2008 at 09:40 PM. |
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| | #24 |
| 7S Enthusiast | Re: Where do we stand with .map mods who said anything about signing an XBE why cant we just try to sign the maps? |
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| | #25 |
| Junior Member | Re: Where do we stand with .map mods The maps are signed with the same type of security as the XEX which is a 2048-bit RSA certificate. So if we can't sign a XEX how could we sign a map?... If brute forcing was a possibility it would have already been done. Last edited by Supermodder911; 08-02-2008 at 10:00 PM. |
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| | #26 |
| Member | Re: Where do we stand with .map mods We are no where...In the modding progress...Only .CON resigning... .MAP is impossible right now unless you have a dev-kit....So every1 just wait until some1 smart does something and gets something together for a resigner or get a dev-kit....If u cant wait for a long time just stop waiting then devkits dont run unsigned code unless u heavily mod it those numbers were incoorect its more like were .0000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 00000000000000000000000000000000001% done with a .map resigner Last edited by T3AB4GG3R117; 08-02-2008 at 11:41 PM. Reason: Automerged Doublepost |
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| | #27 |
| Junior Member | Re: Where do we stand with .map mods Not that I know much about this, but if modding halo 2 with out the private key was possible, then wouldn't it be for halo 3? I mean, I could mod halo 2 on my 360 without doing any custom kernel, hardware mods(Well, I transfer to and from my hard drive), etc... so how is it that the community figured out how to mod halo 2 on the original xbox without the private key? What do we do for halo 2, and could we do it for halo 3? Last edited by TJF; 08-02-2008 at 11:47 PM. |
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| | #28 |
| Member | Re: Where do we stand with .map mods Not that I know much about this, but if modding halo 2 with out the private key was possible, then wouldn't it be for halo 3? I mean, I could mod halo 2 on my 360 without doing any custom kernel, hardware mods(Well, I transfer to and from my hard drive), etc... so how is it that the community figured out how to mod halo 2 on the original xbox without the private key? What do we do for halo 2, and could we do it for halo 3? |
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| The Following User Says Thank You to T3AB4GG3R117 For This Useful Post: | TJF (08-03-2008) |
| | #29 |
| Junior Member | Re: Where do we stand with .map mods Ok, thanks. So basically, besides the private key, bungie put extremely powerful security measures. I personally think that if forge, theater, and file shares didn't exist the modding community would be further in on finding out how to do some real mods. |
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| | #30 |
| Member | Re: Where do we stand with .map mods i dont consider usermap mods "real" lol |
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| | #31 |
| Member | Re: Where do we stand with .map mods Halo 2 had a checksum that was written to the file. You could use iron forges program to correct the signature, allowing the map to load. There was no encryption or signing involved. Think of Halo 3's system like this : Bungie builds their .map file that they have completed. They then calculate a checksum of the entire file, ( a hash, this verifies the file is unmodified) then write this to a section of the file. Then, they take RSA 2048 keys, and encrypt the hash. This makes it impossible for us to find it, and also verifies that it is unmodified itself. When you load a .map, halo 3 goes to that section, uses the public key to decrypt the hash, then hashes the map file itself and compares. If they match, then the file is deemed unmodded. We cannot resign this because we need the private key to be able to first know the signature, and also the method that it is generated with. These things are impossible to determine without the private key. I will post an example file later to show you this for yourself. |
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| The Following 2 Users Say Thank You to Eazy B For This Useful Post: | Arbiter1066 (08-03-2008), TJF (08-03-2008) |
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