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Where do we stand with .map mods

This is a discussion about Where do we stand with .map mods within the Halo 3 Modding section, where you will Learn how to mod Halo 3, learn how to skin Halo 3, and learn what programs you need to modify Halo 3's content and maps.; I haven't looked in a while but how far away from .map mods are we and what roadblocks have we encountered?



 
 
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Old 08-02-2008, 10:35 AM   #1
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Where do we stand with .map mods

I haven't looked in a while but how far away from .map mods are we and what roadblocks have we encountered?

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Old 08-02-2008, 10:49 AM   #2
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Re: Where do we stand with .map mods

When was the last time you looked?

Im sure it hasent changed since then people may be researching but there not sharing.

Unless theres some government halo 3 modding program that got leaked that i dont know about?
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Old 08-02-2008, 10:50 AM   #3
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Re: Where do we stand with .map mods

i looked about 3 months ago
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Old 08-02-2008, 10:50 AM   #4
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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
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Old 08-02-2008, 10:56 AM   #5
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Re: Where do we stand with .map mods

no progress what so ever right now
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Old 08-02-2008, 10:58 AM   #6
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Re: Where do we stand with .map mods

what are the major problems keeping us from modding without a Dev-kit?
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Old 08-02-2008, 11:28 AM   #7
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Re: Where do we stand with .map mods

The fact that the RSA signature in the header of the map files is encrypted with a private key that only bungie (and possibly microsoft) officially have access to.
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Old 08-02-2008, 11:49 AM   #8
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Re: Where do we stand with .map mods

you should use the search button, refer to the link in my sig
its never going to happen
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Old 08-02-2008, 11:56 AM   #9
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Re: Where do we stand with .map mods

What? NEVER going to happen? All they have to do is create a custom kernal, you guys think the only option is a .map resigner.
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Old 08-02-2008, 12:22 PM   #10
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Re: Where do we stand with .map mods

that is also in my link, please read it
Quote:
our biggest chance is tu have someone make a custom kernal that can run unsigned code BUT even THAT is almost impossible to have a sturdy one
1) the community has to find a game to exploit (which is almost impossible there)
2) the community has to make the kernal
3) MS will most likely be able to make an update that will fix the game, clear the kernal, and maybe ban you
4) saying "dont go on live" is stupid because you might as well go back to donkey kong
like i said, practically impossible, MS basically fixed all game loops

Last edited by DJ Shepherd; 08-02-2008 at 12:24 PM.
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Old 08-02-2008, 12:23 PM   #11
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Re: Where do we stand with .map mods

Quote: Originally Posted by Mod4 View Post
What? NEVER going to happen? All they have to do is create a custom kernal, you guys think the only option is a .map resigner.
A custom kernel may not happen either. The Xbox 360 is much more secure than its predecessor. There are very few exploits and so far none of them have proven useful for installing custom kernels.
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Old 08-02-2008, 12:28 PM   #12
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Re: Where do we stand with .map mods

when was the last time you looked?
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Old 08-02-2008, 12:31 PM   #13
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Re: Where do we stand with .map mods

who looked for what?
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Old 08-02-2008, 01:37 PM   #14
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Re: Where do we stand with .map mods

Quote: Originally Posted by DJ Shepherd View Post
that is also in my link, please read it

like i said, practically impossible, MS basically fixed all game loops
You can create a custom kernal without a game exploitation you know... I've read your topic.

There is still the hyprid exploitation also, unless MS patched that.

Last edited by Mod4; 08-02-2008 at 01:38 PM.
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Old 08-02-2008, 02:49 PM   #15
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Re: Where do we stand with .map mods

could we not brute force the key with a BOINC (Berkley open infrastructure for network computing) project
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Old 08-02-2008, 03:32 PM   #16
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Re: Where do we stand with .map mods

Yes you could, i believe some are- But you will be waiting YEARS... The size of the encryption.... Is 2018? or 2150? or some riduculous number like that.

I believe someone who already is, who started not long ago... (a few months) has made something like 0.14124% progress lol
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Old 08-02-2008, 03:45 PM   #17
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Re: Where do we stand with .map mods

Hmm. 3 months = 0.14124% progress well, that begins the waiting period for tons of years, huh?

And who knows if he is even cracking it... or doing what ever he is doing correctly hehe.
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Old 08-02-2008, 03:53 PM   #18
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Re: Where do we stand with .map mods

Quote: Originally Posted by Mod4 View Post
You can create a custom kernal without a game exploitation you know... I've read your topic.

There is still the hyprid exploitation also, unless MS patched that.
Why do you still pursue this futile goal? ive explained many times,All of the files on the xbox 360 are RSA signed with private microsoft keys.Youd have to find an unsigned file that executes code, which was already found in the linux exploit, and after that Microsoft now requires every single file that boots on retail to be RSA signed. Also, even if we had a custom kernel, that still does not allow us to mod .maps. I am close friends with the creator of the .map tools, and he isnt releasing them considering the things that the community has decided it would be 'funny' or 'cool' to do. ( screenshot modding, KILLING my router). Not a single file on xbox 360 isnt RSA signed, and until one with sufficient priviledges comes along, a custom kernel is impossible. People need to face the facts that they will not get everything they ever wanted in life.
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Old 08-02-2008, 09:01 PM   #19
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Re: Where do we stand with .map mods

Quote: Originally Posted by Glitch100 View Post
Yes you could, i believe some are- But you will be waiting YEARS... The size of the encryption.... Is 2018? or 2150? or some riduculous number like that.

I believe someone who already is, who started not long ago... (a few months) has made something like 0.14124% progress lol
2018? 1250? Where did you get those? The maps are signed with a 2048 bit RSA certificate. Theres really no chance of brute force, eliminating a resigner. The only possible chance is getting a custom kernel to run on the Xbox 360.

I don't know why all you people think dev kits save the day. Completely wrong. Forget about the effort required to get a dev kit, what about the knowledge it takes to disassemble and remove the RSA checks inside of Halo 3's executable? x64 PPC ASM, common sense, and research skills. Those three requirements eliminate basically the whole community besides about ten people...

In short, we will never be able to properly sign the maps.

Last edited by Supermodder911; 08-02-2008 at 09:02 PM.
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Old 08-02-2008, 09:22 PM   #20
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Re: Where do we stand with .map mods

never say never if 708 people worked together it would take 3 months to get to 100% that is not so ridiculous (0.14124 * 709 = 100) i'm pretty sure we could get 700 people to help

Last edited by bob657; 08-02-2008 at 09:29 PM.
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