About this mod
The tags used in the Halo 2: Reformation mod that fixes a number of issues with Halo 2 classic campaign and multiplayer in Halo: The Master Chief Collection.
- Requirements
- Permissions and credits
Bitmap Changes:
SOLUTION: MCC uses the DLC variant of the tags\effects\particle_models\park_bench\shaders\park_bench_wood.shader instead of the launch maps version. This means the wood particles seen when destroying a bench use the effects\particle_models\bitmaps\wood_pieces.bitmap texture rather than the tags\scenarios\objects\multi\cyclotron\park_bench\bitmaps\park_bench_wood.bitmap. The solution used in this mod was to alter the wood_pieces.bitmap so that it's alpha layer matches park_bench_wood.bitmap. That way the color of the wood still matches the unbroken bench while also fixing the "holes" in the particles.
TAG(S): tags\effects\particle_models\bitmaps\wood_pieces.bitmap
ISSUE: The ocean under the bridge of Metropolis is transparent when it shouldn't be as well as having darker spots than legacy Xbox.
SOLUTION: Metropolis Ocean Water bitmap format changed from compressed with interpolated alpha to compressed with color-key transparency. Also tweaked the colors of the bitmap to better match legacy in this new format. It's not a perfect match but it's an improvement.
TAG(S): tags\scenarios\bitmaps\solo\earthcity\ec_ocean_alpha.bitmap
ISSUE: Dark spots in water on Uprising are noticeably darker than legacy Xbox
SOLUTION: Altered the bitmap so that the dark spots are less prominent on the texture itself. It's not a perfect solution but it's an improvement.
TAG(S): scenarios\bitmaps\solo\deltacontrolroomocean_specmask.bitmap
ISSUE: The lower portion of the skybox on Sacred Icon appears to fade to gray at a much higher position than legacy Xbox.
SOLUTION: Restored the legacy bitmap.
TAG(S): tags\scenarios\skies\solo\sentinelhq\bitmaps\sky_shq_gradient_jungle.bitmap
ISSUE: The image used by the matte_grey.bitmap was changed during the development of DLC maps.
SOLUTION: Restored the original image for the bitmap while also creating a bitmap using the other image so as to not change the visuals of the DLC map(s) that use it.
TAG(S):
- tags\scenarios\bitmaps\human\urban\metals\matte_grey.bitmap
- tags\scenarios\bitmaps\human\urban\metals\matte_grey_dlc.bitmap
ISSUE: The street_border.shader needs a separate launch and DLC variant to match legacy Xbox.
SOLUTION: Turned the street_border.shader into a DLC variant (street_border_dlc.shader) and created a new "launch" variant that tries to match the settings used by the street_border.shader in launch maps on legacy Xbox.
TAG(S):
-scenarios\shaders\human\urban\metals\street_border.shader
-scenarios\shaders\human\urban\metals\street_border_dlc.shader
ISSUE: The image used by the bitmap was changed during the development of DLC maps.
SOLUTION: Restored the original image for the bitmap while also creating a bitmap using the other image so as to not change the visuals of the DLC map(s) that use it.
TAG(S):
- tags\scenarios\bitmaps\human\urban\metals\matte_grey_edge_dif.bitmap
- tags\scenarios\bitmaps\human\urban\metals\matte_grey_edge_dif_dlc.bitmap
ISSUE: The image used by the metal_slats_bump.bitmap was changed during the development of DLC maps.
SOLUTION: Restored the original image for the bitmap while also creating a bitmap using the other image so as to not change the visuals of the DLC map(s) that use it.
TAG(S):
- tags\scenarios\bitmaps\human\urban\metals\metal_slats_bump.bitmap
- tags\scenarios\bitmaps\human\urban\metals\metal_slats_bump_dlc.bitmap
ISSUE: The image used by the metal_slats_dif.bitmap was changed during the development of DLC maps.
SOLUTION: Restored the original image for the bitmap while also creating a bitmap using the other image so as to not change the visuals of the DLC map(s) that use it.
TAG(S):
- tags\scenarios\bitmaps\human\urban\metals\metal_slats_dif.bitmap
- tags\scenarios\bitmaps\human\urban\metals\metal_slats_dif_dlc.bitmap
ISSUE: On the map Zanzibar, the cracks on the concrete walls outside of the base don't line up with legacy Xbox. This is because both the massive_concrete_bump.bitmap and the massive_concrete.shader were changed.
SOLUTION: Restored the original image for the massive_concrete_bump.bitmap and changed the value of the bump_map_trasnlation_y of the massive_concrete.shader to 0. Also created a bitmap using the other image as to not change the visuals of Terminal since it uses that image for its concrete_vertical.shader. The massive_concrete.shader isn't used in any DLC maps so there is no need to make a dlc variant of that shader.
TAG(S):
- tags\scenarios\bitmaps\multi\zanzibar\massive_concrete_bump.bitmap
- tags\scenarios\bitmaps\multi\zanzibar\massive_concrete_bump_dlc.bitmap
- tags\scenarios\shaders\multi\zanzibar\massive_concrete.shader
ISSUE: On the Map Zanzibar; the bump map on the metal_roof.shader does match legacy Xbox
SOLUTION: Changed the X and Y bump map scale values of the scenarios\shaders\multi\zanzibar\metal_roof.shader from 2 to 1.
TAG(S):
-scenarios\shaders\multi\zanzibar\metal_roof.shader
ISSUE: On the Map Zanzibar; the bump map applied to the concrete ceiling of the base has had its scale changed compared to legacy Xbox.
SOLUTION: Changed the X and Y bump map scale values of the scenarios\shaders\multi\zanzibar\basic_concrete.shader from 1 to 2.
TAG(S):
-scenarios\shaders\multi\zanzibar\basic_concrete.shader
scenarios\shaders\multi\zanzibar\zanzibar_seawall.shader
ISSUE: Zanzibar seawall bump map looks lower quality than legacy Xbox.
SOLUTION: Changed the bump map x and y scale of zanzibar_seawall.shader from 1 to 5.
TAG(S):
-tags\scenarios\shaders\multi\zanzibar\zanzibar_seawall.shader
ISSUE: The image used by the reflection_ss_hallway_stainless.bitmap was changed during the development of DLC maps.
SOLUTION: Restored the original image for the bitmap while also creating a bitmap using the other image so as to not change the visuals of the DLC map(s) that use it.
TAG(S):
- tags\scenarios\bitmaps\reflection_maps\reflection_ss_hallway_stainless.bitmap
- tags\scenarios\bitmaps\reflection_maps\reflection_ss_hallway_stainless_dlc.bitmap
ISSUE: The image used by the highplains_storagegate_bump.bitmap was changed sometime after Tombstone's release on the original Xbox.
SOLUTION: Created a new bitmap using the image from legacy Xbox.
TAG(S): tags\scenarios\bitmaps\multi\halo\highplains\highplains_storagegate_xbox_bump.bitmap
ISSUE: The image used by the bitmap was changed sometime after Tombstone's release on the original Xbox.
SOLUTION: Created a new bitmap using the image from legacy Xbox.
TAG(S): tags\scenarios\bitmaps\multi\halo\highplains\highplains_metal_walkway_grate_xbox_bump.bitmap
ISSUE: Many reticles don't accurately portray the designs used in legacy Xbox.
SOLUTION: Touched up many of the reticles so they more closely match the legacy Xbox designs.
TAG(S): tags\ui\hud\bitmaps\new_hud\crosshairs\hud_reticles.bitmap
ISSUE: The weapon icons seen in the upper corners of the HUD doesn't faithfully match legacy Xbox's icon design.
SOLUTION: Updated the weapon icons with designs that better portray the legacy Xbox designs.
TAG(S):
- tags\ui\hud\bitmaps\new_hud\backgrounds\battle_rifle_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\beam_rifle_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\brute_shot_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\carbine_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\flak_cannon.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\grenade_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\magnum_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\needler_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\plasma_pistol_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\plasma_rifle_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\plasma_sword_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\rocket_launcher_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\sentinel_arm_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\shotgun_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\smg_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\smg_silenced_bkd.bitmap
- tags\ui\hud\bitmaps\new_hud\backgrounds\sniper_rifle_bkd.bitmap
ISSUE: The Motion Sensor seen in the lower left-hand corner of the HUD doesn't faithfully match legacy Xbox's icon.
SOLUTION: Created a more faithful to the legacy Xbox design Motion Sensor bitmap.
TAG(S): tags\ui\hud\bitmaps\new_hud\backgrounds\motion_sensor.bitmap
ISSUE: While scoped in with the Beam Rifle the scope mask design wasn't slightly off compared to legacy Xbox's design.
SOLUTION: Tweaked the Beam Rifle's scope mask design so that it more closely matches legacy Xbox's design. This also required slight changes to various HUD element placements.
TAG(S):
- tags\ui\hud\bitmaps\new_hud\scope_masks\beam_rifle_scope_mask.bitmap
- tags\ui\hud\beam_rifle.new_hud_definition
Shader Changes:
ISSUE: The skybox on 'The Arbiter' and 'The Oracle' is oversaturated compared to legacy Xbox
SOLUTION: Numerous shaders that make up the skybox for the levels 'The Arbiter' and 'The Oracle' have had their shader template changed from one_alpha_env_clamped to sky_one_alpha_env_clamped. Changing those shader templates restores legacy Xbox visuals.
TAG(S):
-tags\scenarios\skies\solo\alphagasgiant\shaders\storm_clouds.shader
-tags\scenarios\skies\solo\alphagasgiant\shaders\storm_inner.shader
-tags\scenarios\skies\solo\alphagasgiant\shaders\storm_mid.shader
-tags\scenarios\skies\solo\alphagasgiant\shaders\storm_outer.shader
-tags\scenarios\skies\solo\alphagasgiant\shaders\structure_lattice.shader
-tags\scenarios\skies\solo\alphagasgiant\shaders\structure_upper_a.shader
ISSUE: Various light strips seen in Covenant interior environments have transparency when they shouldn't.
SOLUTION: Removed transparency from the light_floorstrip_purple shader by changing the shader template from illum_3_channel_opaque to tex_bump_env_illum_3_channel and deleting the contents in both texture and in environment_mapping fields.
TAG(S): scenarios\shaders\covenant\military\lights\light_floorstrip_purple.shader
ISSUE: The color of the stained glass on some of the surfaces on Gemini has been changed and it no longer matches the other glass pieces color.
SOLUTION: Restored the stainedglass.shader's legacy Xbox settings by changing the shader template from tex_bump_env_illum_3_stained to text_bump_illum. A stainedglass_dlc.shader variant of the shader was created to preserve the changed shader.
TAG(S):
- tags\scenarios\shaders\covenant\military\glass\stainedglass.shader
- tags\scenarios\shaders\covenant\military\glass\stainedglass_dlc.shader
ISSUE: The grand doors on Gravemind and High Charity are missing the metal_crackle detail map.
SOLUTION: The shader template of grand_door.shader needs to be changed to tex_bump_env_combined which should restore the missing metal_crackle detail map. A DLC variant of the shader was also made so as to not break Gemini's visuals.
TAG(S):
- tags\scenarios\shaders\covenant\military\metals\grand_door.shader
- tags\scenarios\shaders\covenant\military\metals\grand_door_dlc.shader
ISSUE: The rounded carapaces on Gravemind, High Charity, & Midship are missing the metal_crackle detail map.
SOLUTION: The shader template needs to be changed to tex_bump_env_combined which restores the missing metal_crackle detail map. A DLC variant of the shader was also made so as to not break Gemini's visuals.
TAG(S):
- tags\scenarios\shaders\covenant\military\metals\rounded_carapace.shader
- tags\scenarios\shaders\covenant\military\metals\rounded_carapace_dlc.shader
ISSUE: The underwater elevator sections on Regret have a cloudy effect that doesn't match legacy Xbox.
SOLUTION: The workaround used in this mod for this bug is to set the sky_underwater.sky's atmospheric fog to 0.
TAG(S):
scenarios\skies\solo\deltatemple\sky_underwater.sky
ISSUE: Various rusty Forerunner surfaces have noticeably less white markings (Sacred Icon, Quarantine Zone, & Waterworks).
SOLUTION: Changed the forerunner_rusted_grey.shader shader_lod_bias from none to lowest appears to match legacy Xbox. In order to not break the visuals of DLC maps that use the this shader, a DLC variant of the shader was created to retain their visuals. The DLC variant needed to be tweaked because the forerunner_rusted_grey.shader that ships with MCC doesn't visually match legacy Xbox. This may be due to a possible change in the way the tex_bump_env_detail_overlay.shader_template scales the base map. Changing the shader template from tex_bump_env_detail_overlay.shader_template to tex_bump_env_two_detail_combined.shader_template fixes the visuals.
TAG(S):
- tags\scenarios\shaders\forerunner\industrial\metals\forerunner_rusted_grey.shader
- tags\scenarios\shaders\forerunner\industrial\metals\forerunner_rusted_grey_dlc.shader
ISSUE: The scenarios\objects\vehicles\h_semi_trailer is noticeably less reflective than legacy Xbox
SOLUTION: The shader template used by the semi trailer is tex_bump_env_two_change_color_combined. This uses the shader pass lightmap_tex_two_change_color. Changing the shader pass to default_texture_two_change_color_multiply_map_zwrite so that it matches legacy Xbox fixes the visual issue. As an added bonus the amount one of the LOD levels was removed (3 to 2 levels) to prevent an ugly transition between LODs up close. This change is a visual improvement over the legacy Xbox.
TAG(S):
- tags\shaders\shader_templates\opaque\tex_bump_env_two_change_color_combined.shader_template
ISSUE: The lights on the tall Forerunner structure on the map Ascension aren't lighting up.
SOLUTION: Added a channel color and function to the panels_generator.shader. In order to not break the visuals of DLC maps that use this shader (.ie., Backwash) a DLC variant of the shader was created to retain their visuals.
TAG(S):
- tags\scenarios\shaders\forerunner\industrial\tech\panels_generator.shader
- tags\scenarios\shaders\forerunner\industrial\tech\panels_generator_dlc.shader
ISSUE: The lightmap_alphatest_map was changed for the girders_a.shader.shader wash changed from color_white to alpha_black (this does not seem to make a visual difference).
SOLUTION: Changed the lightmap_alphatest_map back to alpha_white and a DLC variant of the shader was created to retain its visuals on DLC maps (just to play it safe).
TAG(S):
tags\scenarios\shaders\human\urban\metals\girders_a.shader.shader
tags\scenarios\shaders\human\urban\metals\girders_a_dlc.shader.shader
ISSUE: The matte_grey.shader was changed and overwritten during development of DLC maps. This made it so that any launch maps that use this shader won't look like how they did on legacy Xbox. This affects the visuals of the large bridge at the beginning of Metropolis, the metal frames holding up the street signs on Metropolis, and is also responsible for the Zanzibar awning supports not rendering.
SOLUTION: Various fields of the matte_grey.shader were changed back to their legacy Xbox launch map settings. In order to not break the visuals of DLC maps that use this shader; a DLC variant with the other settings was created to retain its visuals on DLC maps.
TAG(S):
- tags\scenarios\shaders\human\urban\metals\matte_grey.shader
- tags\scenarios\shaders\human\urban\metals\matte_grey_dlc.shader
ISSUE: The arches of the large bridge at the beginning of Metropolis has noticeably different visuals.
SOLUTION: Various fields of the matte_grey_edge.shader were changed back to their legacy Xbox launch map settings. In order to not break the visuals of DLC maps that use this shader; a DLC variant with the other settings was created to retain its visuals on DLC maps.
TAG(S):
- tags\scenarios\shaders\human\urban\metals\matte_grey_edge.shader
- tags\scenarios\shaders\human\urban\metals\matte_grey_edge_dlc.shader
ISSUE: The metal slats seen above the entrance to the tunnel on Metropolis has some noticeable visual changes to it.
SOLUTION: Various fields of the metal_slats.shader were changed back to their legacy Xbox launch map settings. In order to not break the visuals of DLC maps that use this shader; a DLC variant with the other settings was created to retain its visuals on DLC maps.
TAG(S):
- tags\scenarios\shaders\human\urban\metals\metal_slats.shader
- tags\scenarios\shaders\human\urban\metals\metal_slats_dlc.shader
ISSUE: The various metal strips on Terminal don't match their legacy xbox appearance
SOLUTION: The shader was restored for the launch maps in an update for MCC but in the process changed the visuals of the DLC maps that use this shader. The solution to this is to create a DLC variant of the shader with legacy DLC attributes (shader template changed from tex_bump_env_combined to tex_bump) so as to not reverse the fix made to launch maps.
TAG(S):
- tags\scenarios\shaders\human\urban\metals\metal_strips_c.shader
- tags\scenarios\shaders\human\urban\metals\metal_strips_c_dlc.shader
ISSUE: There's a tree on Metropolis seen shortly before boarding the Scarab that has visually changed compared to it's legacy Xbox appearance.
SOLUTION: Changing the shader template from tex_detail_blend back to tex_bump_detail_blend restores its legacy visuals. A DLC variant of the shader with the other settings was created to retain the visuals of the tree found on Sanctuary.
TAGS:
- tags\scenarios\shaders\solo\earthcity\new_mombassa\tree_ancient.shader
- tags\scenarios\shaders\solo\earthcity\new_mombassa\tree_ancient_dlc.shader
ISSUE: Various stone walkways on Sanctuary have cracks that were not present on legacy Xbox.
SOLUTION: There needs to be two variations of stone_floors.shader. One that uses launch map (legacy Xbox) settings and another that uses DLC map (legacy Xbox) settings. To fix this a DLC variant (so as to not change legacy Xbox visuals of launch maps) of the stone_floors.shader (stone_floors_dlc.shader) was created. It uses the tex_bump.shader_template.
TAG(S):
- tags\scenarios\shaders\solo\deltatemple\stone_floors.shader
- tags\scenarios\shaders\solo\deltatemple\stone_floors_dlc.shader
ISSUE: Any surface on launch maps using the matte_grey.bitmap as a texture doesn't match legacy Xbox because that image was altered in DLC.
SOLUTION: The image used by the matte_grey.bitmap was altered (alpha channel is vastly different between the two versions) so the launch version needed to be restored. Restoring the original launch bitmap restores visuals to surfaces using the tags\scenarios\shaders\multi\cyclotron\light_metal.shader (e.g., Headlong & Ivory Tower) as well as the tags\scenarios\shaders\solo\earthcity\new_mombassa\nm_metal_grey.shader. A new variant of the nm_metal_grey.shader was created (matte_grey_dlc.shader) so that DLC maps don't lose legacy Xbox visuals.
TAG(S):
- tags\scenarios\shaders\solo\earthcity\new_mombassa\nm_metal_grey_dlc.shader
- tags\scenarios\bitmaps\human\urban\metals\matte_grey.bitmap
- tags\scenarios\bitmaps\human\urban\metals\matte_grey_dlc.bitmap
ISSUE: The environment map for the glass_interior.shader was changed from forerunner_interiors.bitmap to reflection_ss_hallway_stainless.bitmap as well as some of the color options changed.
SOLUTION: Changed the environment map back to forerunner_interiors.bitmap and restored the color options to match legacy Xbox launch maps. A DLC variant of the shader was created so that DLC maps would have visual parity with legacy DLC. A new variation of the reflection_ss_hallway_stainless.bitmaps was also created for this shader since the image used by that bitmap was altered.
TAG(S):
- tags\scenarios\shaders\human\military\glass\glass_interior.shader
- tags\scenarios\shaders\human\military\glass\glass_interior_dlc.shader
- tags\scenarios\bitmaps\reflection_maps\reflection_ss_hallway_stainless_dlc.bitmap
ISSUE: During the intro cinematic for Uprising the Arbiter teleports into view. The teleport fx creates a lens flair that isn't rotated the same direction as legacy Xbox.
SOLUTION: Changed coop_teleport.lens_flare tag's rotation offset from 20 to 155 to better match legacy Xbox's lens flare rotation.
TAG(S): tags\effects\generic_lights\coop_teleport.lens_flare
Added missing scenery sign_vert_facade to the Outskirts intro.
Added missing scenery sign_hog to the Outskirts intro.
Lens Flare Visual Changes:
Scarab's mouth light lens flair altered so that it renders further like it did on legacy Xbox | tags\effects\scenarios\objects\covenant\military\scarab\mouth.lens_flare
At the start of Metropolis six blinking lights on buildings should be able to be seen from a great distance. They weren't rendering at the same distance as legacy so the light lens flair was altered to allow them to render further | tags\effects\scenarios\solo\earthcity\light_flashing_synchronized_yellow_lg.lens_flare
Warthog Visual Changes:
The Warthog's metal and its chaingun uses separate shaders between campaign levels/launch maps and DLC the maps (meaning it looks different on launch content compared to DLC content). This is how it was on the original Xbox because the metal.shader and chaingun.shader were overwritten during DLC development. The launch maps on legacy Xbox did not reflect this change because the maps were not rebuilt. The maps have been rebuilt since then causing those shaders to be used across all maps. To restore legacy Xbox visuals this mod uses a new variant of warthog for the DLC maps. It's identical in every way to the vanilla Warthog in every way other than it uses the DLC shaders while the non-DLC variant uses the launch shaders. This mod also removes the Warthog's antenna since it wasn't present on legacy Xbox also because it's very buggy at higher framerates.
- The tags\objects\vehicles\warthog\warthog\
-tags\effects\particle_physics\dense_plasma.particle_physics
- tags\scenarios\objects\human\military\resupply_capsule\
- tags\ui\hud\bitmaps\new_hud\crosshairs\
Updated the weapon background images (weapon icons) with that have more faithful legacy Xbox designs.
- tags\ui\hud\bitmaps\new_hud\backgrounds\
Recreated the motion sensor bitmap so that it's properly centered and more closely matches legacy Xbox's design.
- tags\ui\hud\bitmaps\new_hud\backgrounds\motion_sensor.bitmap
Touched up the shield meters.
- ui\hud\bitmaps\new_hud\meters\shield_meter.bitmap
Slightly raised both the shield meter and shield meter for both Master Chief and The Arbiter.
- ui\hud\masterchief.new_hud_definition
- ui\hud\dervish.new_hud_definition
Made the 2x seen on the both the Battle Rifle and Rocket Launcher's scope mask slightly thicker.
- tags\ui\hud\bitmaps\new_hud\scope_masks\battle_rifle_scope_mask.bitmap
Altered the Beam Rifle's scope mask and its heat meter as well as it's background to better match legacy Xbox.
- tags\ui\hud\bitmaps\new_hud\scope_masks\beam_rifle_scope_mask.bitmap
- tags\ui\hud\beam_rifle.new_hud_definition
The timing is off on a kicked up dust effect that plays in the outro cinematic in the level Regret. A cloud of dust is supposed to kick up when Chief jumps down to the lower platform when running away from the glassing. This mistiming causes the effect to not be seen during its intended moment. To fix this the scripted timing of the effect_dust_land has been altered so that it plays when Chief hits the ground in the outro cinematic for the level Regret. | tags\scenarios\solo\05b_deltatowers\05b_deltatowers_cinematics.hsc
In the intro cinematic for Sacred Icon an Enforcer gets the jump on the Arbiter. A Phantom shoots the Enforcer to save the Arbiter. On legacy Xbox the Enforcer loses a limb from the Phantom fire but that doesn't happen in MCC. To fix this the script for the timing of the Phantom firing at the Enforcer has been altered so that the shots land properly and the Enforcer loses a limb. | data\scenarios\solo\06a_sentinelwalls\scripts\sentinelwalls_cinematics.hsc
At the very start of the level Gravemind the Brutes open fire at you whereas on legacy Xbox there'd be a short pause before they fired. To better align with legacy xbox behavior a script has been added to make the Brutes briefly pause before firing at the start of the level. | data\scenarios\solo\07a_highcharity\scripts\highcharity_mission.hsc
Near the start of the level High Charity two Flood Carriers get dropped out of a flying Pelican. The timing is off in MCC which causes them to land on a crashed Pelican on the ground. On legacy Xbox they land a few feet past the crashed Pelican. To more closely match Legacy Xbox the script has been altered that changes the timing of when the Flood Carriers exit the moving Pelican as well as altering their velocity. This change makes the Flood Carriers land in a similar position as they did on legacy Xbox. A script has also been added that kills one of the landing Flood Carriers ensuring that it doesn't survive the landing so the scene plays out just like it did on legacy Xbox. | tags\scenarios\solo\07b_forerunnership\forerunnership_mission.hsc
- Battle Rifle | objects\weapons\rifle\battle_rifle\bitmaps\battle_rifle_bump.bitmap
- Beam Rifle | objects\weapons\rifle\beam_rifle\bitmaps\beam_rifle_bump.bitmap
- Brute Shot | objects\weapons\support_low\brute_shot\bitmaps\brute_shot_bump.bitmap
- Carbine | objects\weapons\rifle\covenant_carbine\bitmaps\covenant_carbine_bump.bitmap
- Human Mounted Turret (campaign) | objects\weapons\fixed\h_turret_mp\bitmaps\h_turret_mp_gun_bump.bitmap
- Needler | objects\weapons\pistol\needler\bitmaps\needler_bump.bitmap
- Panel Truck | objects\vehicles\civilian\panel_truck\bitmaps\panel_truck_bump.bitmap
- Plasma Pistol | objects\weapons\pistol\plasma_pistol\bitmaps\plasma_pistol_bump.bitmap
- Pistol | objects\weapons\pistol\magnum\bitmaps\magnum_bump.bitmap
- Shotgun | objects\weapons\rifle\shotgun\bitmaps\shotgun_bump.bitmap
- Skull (Oddball, Campaign Skulls) | objects\weapons\multiplayer\ball\bitmaps\gameball_bump.bitmap
- SMG | objects\weapons\rifle\smg\bitmaps\smg_bump.bitmap
- Rocket Launcher | objects\weapons\support_high\rocket_launcher\bitmaps\rocket_launcher_bump.bitmap
- scenarios\shaders\multi\waterworks\waterworks_cliff_a.shader| Swapped the granite_bump.bitmap for the granite_512_bump.bitmap which is twice the resolution. This affects the look of the cave walls of Waterworks.
-scenarios\shaders\multi\waterworks\waterworks_cliff_moss_a.shader| Swapped the granite_bump.bitmap for the granite_512_bump.bitmap which is twice the resolution. This affects the look of the mossy cave walls of Waterworks.
-scenarios\shaders\solo\earthcity\park_rock_mossy.shader| Swapped the granite_bump.bitmap for the granite_512_bump.bitmap which is twice the resolution. This affects the look of the rocks in the park in New Mombosa.
The Needler texture used in MCC is a higher fidelity than what legacy Xbox uses. The design differs slightly due to the fact the sides of the Needler has holes in it. To get the best of both worlds, this mod uses the higher fidelity MCC texture but altered to remove the side holes so that it matches legacy Xbox design. Fun fact; those Needler side holes can be seen in prerelease legacy Xbox media but were removed for release.
- objects\weapons\pistol\needler\bitmaps\needler.bitmap
Earth Matte Bitamp:
The Earth bitmap that can be seen in various skyboxes has less visible clouds compared to its legacy Xbox iteration. Altered the higher fidelity version to increase the visibility of the clouds.
- tags\scenarios\skies\solo\spacestation\bitmaps\earth_matte.bitmap
Weeds:
Legacy Xbox uses a lower fidelity cropped version of this image. The higher fidelity one has been kept but slightly altered for this mod. A few rows of pixels at the bottom of the image created a seam. This mistake has been fixed.
- tags\scenarios\bitmaps\nature\ground\weeds.bitmap