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 .map mod information

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deadcanadian
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PostSubject: .map mod information   Sat Feb 07, 2009 1:18 pm

this is all the info you need to know about dev kits:

the only two ways to get a .map on a retail is to get it on a retail is to burn a new disk with the map but you need to sign it with a .map signature but no one has one so thats impossible. and the second way is for it to be a content download from the marketplace which wont happen as they will never put a mod as a download

a dev kit costs around $1000-4000 so for how unlikely it is that you can even afford one its almost impossible to find one to buy. the only way you can get one to mod is by finding a private source and getting it illegally. when you do get it unless you have the proper education in hex editing and have the programs you wont get to far(the programs aren't needed but make it easier). first you need to edit a default XeX to make one that doesn't check for signatures then you get the programs and run the maps through it and you have a modded map. the other way is through RTH which you need to have the programs for and it edits the maps in live time but you cant do as much as in the other way.

plz note i don't have a dev kit nor the programs(but i do have the tutorial for the XeX, im not going to post it)

sry
~deadcanadian~
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Lewie
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PostSubject: Re: .map mod information   Sun Feb 08, 2009 2:02 pm

deadcanadian wrote:
i do have the tutorial for the XeX, im not going to post it


Whats the tutorial fo the XeX? Dont post it but what does it explain?

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deadcanadian
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PostSubject: Re: .map mod information   Sun Feb 08, 2009 2:50 pm

it tells you what to change in the xex(the hex codes)
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Lewie
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PostSubject: Re: .map mod information   Mon Feb 09, 2009 1:04 am

kool

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