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Author Topic: Smoke Screen Map Protector (116 messages, Page 1 of 4)
Moderators: Dennis

002
Joined: Jan 28, 2015


Posted: Jan 21, 2016 03:55 PM    Msg. 1 of 116       
This map protector will protect a map and make it unable to be deprotected by Eternal Lightning. It also allows maps to be protected and deprotected with a password, which may be useful for private betas where multiple authors are involved.

Note that it requires Command Prompt. If you don't like Command Prompt or if you can't handle the thought of using Command Prompt, then don't use this tool.

Demonstration (Note: I say a couple naughty words, so watch at your own discretion): https://www.youtube.com/watch?v=xWI3xirSKUY

Download (1.0 alpha 1):
https://dl.dropboxusercontent.com/u/30298900/Smoke%20Screen.zip

Note: This may not be the final version and I've only tested it on a few modded maps, CE maps, and stock maps on both Halo PC and CE. Remember to back up a map before protecting it.


Cortana117
-Banned-
Joined: Jan 21, 2016


Posted: Jan 21, 2016 03:57 PM    Msg. 2 of 116       
Okay butz howz?
Edited by Cortana117 on Jan 21, 2016 at 04:07 PM


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Jan 21, 2016 04:07 PM    Msg. 3 of 116       
Wait people still protect their maps?


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Jan 21, 2016 04:10 PM    Msg. 4 of 116       
How will I rip maps now?


Halonimator
Joined: Dec 15, 2014

Halo5gsucks.com


Posted: Jan 21, 2016 04:12 PM    Msg. 5 of 116       
Quote: --- Original message by: 002
This map protector will protect a map and make it unable to be deprotected by Eternal Lightning. It also allows maps to be protected and deprotected with a password, which may be useful for private betas where multiple authors are involved.

Note that it requires Command Prompt. If you don't like Command Prompt or if you can't handle the thought of using Command Prompt, then don't use this tool.

Demonstration (Note: I say a couple naughty words, so watch at your own discretion): https://www.youtube.com/watch?v=xWI3xirSKUY

Download (1.0 alpha 1):
https://dl.dropboxusercontent.com/u/30298900/Smoke%20Screen.zip

Note: This may not be the final version and I've only tested it on a few modded maps, CE maps, and stock maps on both Halo PC and CE. Remember to back up a map before protecting it.


10/10 Now johnlex2 will not be able to rip.
Edited by Halonimator on Jan 21, 2016 at 04:13 PM


A Juicy Frank
Joined: Oct 28, 2013


Posted: Jan 21, 2016 04:49 PM    Msg. 6 of 116       
The main benefit of this is to get those sick tag names. I like תשקצ:


Super Flanker
Joined: Oct 5, 2012

I bet you taste good at night.


Posted: Jan 21, 2016 05:13 PM    Msg. 7 of 116       
Quote: --- Original message by: altis94
How will I rip maps now?


With the map editor.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jan 21, 2016 05:53 PM    Msg. 8 of 116       
why does anybody even protect maps anymore? to prevent any progress from being made? is that still a thing?

Seriously, are people still so vitriolic that they protect maps in this day and age?


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Jan 21, 2016 05:59 PM    Msg. 9 of 116       
99% of the content in the maps are rips anyway.


sparky
Joined: Jun 27, 2009

tinyurl.com/halochatserver


Posted: Jan 21, 2016 10:55 PM    Msg. 10 of 116       
Can the "protection" be removed by Death Star?

This seems silly.


Halonimator
Joined: Dec 15, 2014

Halo5gsucks.com


Posted: Jan 22, 2016 12:02 AM    Msg. 11 of 116       
Quote: --- Original message by: sparky
Can the "protection" be removed by Death Star?

This seems silly.


SHhhhh... dont tell them!


Darkzealotx
Joined: Jun 15, 2014


Posted: Jan 22, 2016 08:46 AM    Msg. 12 of 116       
Wait so lemme get this straight.
You first released a program to unprotect maps and now you release a counter program so you can protect maps again?

Quote: --- Original message by: sparky
Can the "protection" be removed by Death Star?


If this is right^ then don't even bother. No one protects maps these days anyway. Map protection is a thing from the past, back when the forum was full of these ridiculous discussions. I like how you made a program to unprotect maps from the past seeing as map protection should have never even existed imo. But this program is just a waste of time.


Super Flanker
Joined: Oct 5, 2012

I bet you taste good at night.


Posted: Jan 22, 2016 09:48 AM    Msg. 13 of 116       
The only viable excuse I can see and I have mentioned this before btw is to ensure that the availability of WIP assets remains weak.

Final maps should always be Open Source.


















And stahp hoarding.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 22, 2016 05:33 PM    Msg. 14 of 116       
It'd be nice to stop people from using stuff that's only meant for beta.


MosesofEgypt
Joined: Apr 3, 2013


Posted: Jan 22, 2016 08:48 PM    Msg. 15 of 116       
So at level 5 this replaces the tag index with repeating 0x00 - 0xff, moves the real tag index to the rear of the file, corrupts many of the 4cc id's in the tag index, points all tag paths to the same location with an invalid string value, and corrupts some of the 4cc id's in each the meta data tag reference fields.

I could still rip tags from a map protected with it tbh. I'd have to implement more stuff in my ripper, such as loading the tags that are able to be loaded, using the 4cc id's in each of their tag reference fields to correct the 4cc id of each of their references in the tag index array, load any tags that have had their indexes corrected, and keep that up until no indexes are invalid. from that point on it'd be the same routine as the rest of my ripper.

I'm not yet sure how you set it up to redirect the map to look for the tag index at the end of the file, even though the tag index pointer points to that corrupted index. I've only spent a couple hours looking it over, but I'm sure I can write a "Repair tag index" routine into my ripper.
Edited by MosesofEgypt on Jan 22, 2016 at 09:23 PM


t3h m00kz
-banned for profanity-
Joined: Jul 11, 2012

I know what you did


Posted: Jan 22, 2016 09:04 PM    Msg. 16 of 116       
map protection is pretentious bull

Anybody who does it thinks way too highly of themselves and needs to get off their high horse and take their mediocre tags with them

Any asset that goes into the engine belongs to Microsoft


Btcc22
Joined: Dec 17, 2012


Posted: Jan 22, 2016 09:09 PM    Msg. 17 of 116       
Quote: --- Original message by: t3h m00kz
Any asset that goes into the engine belongs to Microsoft


Not even close to being true.


t3h m00kz
-banned for profanity-
Joined: Jul 11, 2012

I know what you did


Posted: Jan 22, 2016 09:10 PM    Msg. 18 of 116       
wasn't there a huge debate about this that dennis debunked?

any asset run through tool.exe no longer belongs to the owner?


EmmanuelCD
Joined: Jan 7, 2015

Using fox avatar since 1893


Posted: Jan 22, 2016 09:21 PM    Msg. 19 of 116       
Quote: --- Original message by: Halonimator

Quote: --- Original message by: 002
This map protector will protect a map and make it unable to be deprotected by Eternal Lightning. It also allows maps to be protected and deprotected with a password, which may be useful for private betas where multiple authors are involved.

Note that it requires Command Prompt. If you don't like Command Prompt or if you can't handle the thought of using Command Prompt, then don't use this tool.

Demonstration (Note: I say a couple naughty words, so watch at your own discretion): https://www.youtube.com/watch?v=xWI3xirSKUY

Download (1.0 alpha 1):
https://dl.dropboxusercontent.com/u/30298900/Smoke%20Screen.zip

Note: This may not be the final version and I've only tested it on a few modded maps, CE maps, and stock maps on both Halo PC and CE. Remember to back up a map before protecting it.


10/10 Now johnlex2 will not be able to rip.
Edited by Halonimator on Jan 21, 2016 at 04:13 PM


Btcc22
Joined: Dec 17, 2012


Posted: Jan 22, 2016 09:21 PM    Msg. 20 of 116       
Quote: --- Original message by: t3h m00kz
wasn't there a huge debate about this that dennis debunked?


There was but I debunked it.


t3h m00kz
-banned for profanity-
Joined: Jul 11, 2012

I know what you did


Posted: Jan 22, 2016 09:25 PM    Msg. 21 of 116       
then I suppose I learned something new today

I'm not a lawyer what do you want from me


002
Joined: Jan 28, 2015


Posted: Jan 22, 2016 10:07 PM    Msg. 22 of 116       
Quote: --- Original message by: MosesofEgypt

I'm not yet sure how you set it up to redirect the map to look for the tag index at the end of the file, even though the tag index pointer points to that corrupted index. I've only spent a couple hours looking it over, but I'm sure I can write a "Repair tag index" routine into my ripper.


As I've said before, anyone desperate enough could break into a protected map, and I personally don't care if someone's protected map gets trounced as a result. As long as Halo can load the map, the data is there. The new Deathstar API that I'm working on will even repair the original tag references, as it uses mapped-out references.

That said, you'll have to do better than that, as I could also put something like tag data in there to make it so if you replace the tag index there, you also delete the tag data you wanted to rip. I once wrote a map rebuilder that, due to a bug, inadvertently put the tag index after the tag names, but still produced working maps. This puzzled me when my maps wouldn't work in Eschaton, but looked fine in a hex editor and my own map parser.

The pointer is that 0x40440028, which is at the very beginning of the meta data (loaded at 0x40440000 which is what you subtract from every pointer + the meta offset to get the offset). You can also change which tag is the scenario tag, as the tag ID for the scenario tag is referenced in the field after that. Cache files can be incredibly modular if you want them to. :D

Here's some of my research if it helps you out (annotated with additional comments):
https://github.com/Halogen002/Proton-Map-Rebuilder/blob/master/HaloData.h#L98
struct HaloCacheFileTagDataHeader {
uint32_t tagArrayAddress; // Pointer to tag array (typically 0x40440028)
HaloTagID principalScenarioTag; // Tag ID of the scenario tag.
uint32_t randomNumber; // This is literally a random number.
uint32_t tagCount; // Number of tags, though Halo can only track 65536 tags.
uint32_t partCountA; // Model stuff!
uint32_t modelDataOffset; // Address to model stuff.
uint32_t partCountB; // Equals partCountA usually.
uint32_t vertexSize; // Offset to indices.
uint32_t modelSize; // Total model size.
uint32_t tags = INDEX_TAGS; // "tags"
};


All I really care about is just making Eternal Lightning obsolete, anyway. I have no intentions on making maps truly invincible, and I'm happy to share any information you need on map files (that I know of). I don't keep any secrets at all with my work.


Quote: --- Original message by: t3h m00kz
Any asset that goes into the engine belongs to Microsoft

They now own an asset that has been protected for them, then? :D
Edited by 002 on Jan 22, 2016 at 10:25 PM


MosesofEgypt
Joined: Apr 3, 2013


Posted: Jan 22, 2016 10:24 PM    Msg. 23 of 116       
Oh, i have no intention of repairing the maps, only ripping the tags. If I were to rebuild the tag index array, it'd be for the purpose of ripping, and by that point the index array would already be a python object. My point in even writing this ripper tool is that it'd allow me to convert maps over to xbox. That was my original goal when writing this library. I intend to use an extensible md5 hash cache system to allow tags to be identified by their content. I've already tested it on the few tag types that I have implemented and it worked pretty well. Thanks for the information, I'll put it to use. Right now I've gotta focus on calc3 and physics2. This thread caught my attention and got me off track lol.

It's funny that you want to make eternal lightning obsolete, because I wrote this last year and I named it after EL:
http://textuploader.com/x3d5
Edited by MosesofEgypt on Jan 22, 2016 at 10:30 PM


002
Joined: Jan 28, 2015


Posted: Jan 22, 2016 10:38 PM    Msg. 24 of 116       
Quote: --- Original message by: MosesofEgypt
Oh, i have no intention of repairing the maps, only ripping the tags. If I were to rebuild the tag index array, it'd be for the purpose of ripping, and by that point the index array would already be a python object. My point in even writing this ripper tool is that it'd allow me to convert maps over to xbox. That was my original goal when writing this library. I intend to use an extensible md5 hash cache system to allow tags to be identified by their content. I've already tested it on the few tag types that I have implemented and it worked pretty well.


Cool! I rarely get to see any Halo tools in a non-C language like Python. Everyone's doing C++ and stuff. It might be "better" but I like to have a bit of fun.

Like I said, if you have any questions for anything to do with cache files, I may possibly be able to answer it, or you could take a look at my source code for things like headers and stuff if that helps. I know a lot about how cache files are arranged and how they can be arranged. There are a bunch of cool things that can be done with tags, maps, and other cool stuff.

For example, I could fragment a tag's data, spreading tag data around in the map. You'll still be able to edit them in HMT or Eschaton, so you can still "learn" from the tag, but you can't use Halo PC tools like Eschaton to rip the assets (I think HEK+ might work with it though). I demonstrated this a while ago but never released the tool because I originally thought it required a lot of mapping out, though I recently came up with an algorithm that could do this without mapping it out. It'll definitely be a fun challenge for the small Mac community putting the map back together without HEK+!


Quote: --- Original message by: MosesofEgypt
It's funny that you want to make eternal lightning obsolete, because I wrote this last year and I named it after EL:
http://textuploader.com/x3d5


Haha. Nice!

Edited by 002 on Jan 22, 2016 at 10:42 PM


MEGA_VKNG
Joined: Dec 23, 2013

friendly neighborhood big diabetic_kunt


Posted: Jan 23, 2016 01:33 AM    Msg. 25 of 116       
Quote: --- Original message by: t3h m00kz
wasn't there a huge debate about this that dennis debunked?


all the tagging belongs to microsoft but all designs and everything else is all yours.


MatthewDratt
Joined: Sep 11, 2010

Mildley unsuccessful


Posted: Jan 23, 2016 02:05 AM    Msg. 26 of 116       
New maps have to come out that I'd want to rip in the first place. 0/10 obsolete by lack of maps


t3h m00kz
-banned for profanity-
Joined: Jul 11, 2012

I know what you did


Posted: Jan 23, 2016 02:22 AM    Msg. 27 of 116       
Quote: --- Original message by: MEGASEAN2812
Quote: --- Original message by: t3h m00kz
wasn't there a huge debate about this that dennis debunked?


all the tagging belongs to microsoft but all designs and everything else is all yours.


so basically

halo custom edition\data = creator's
halo custom edition\tags = microsoft's

in that case, it's still protecting and locking down assets owned by microsoft. not that people seem to care.

I've never seen a modding community so hellbent on locking down their own assets. most of which aren't even all that great. what's the worst that could happen, some scrub slaps together a bunch of ripped assets in a gross map that will get played for two days, and the original author doesn't get credit? if credit is the issue here, just slap a fancy signature somewhere on the bitmap. because to be honest, I couldn't tell you who the hell authored any of the custom maps I've randomly jumped into anyway. luigi_raceway? h2_ascension? h3_valhalla? I couldn't tell you who made them. If anybody were to use my weapons or my models or anything I've created, then good. that means I've contributed.

we talk about "Microsoft needs to give us proper tools and rather than locking everything down" all the while modders are locking down their own content. it's somewhat ironic and hypocritical.

let rippers rip. unless they know what they're doing and have any actual talent or knowledge of content creation, nothing substantial or notable will come from their efforts, and their projects won't gain any traction. if anything, it could familiarize them with the editing kit and could result in them learning a thing or two.

Edited by t3h m00kz on Jan 23, 2016 at 02:49 AM


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Jan 23, 2016 04:29 AM    Msg. 28 of 116       
Pretty much what Matt said. There's nothing worth ripping from maps anyway, they're all full of H4/5/reach rips (while some are good, they're still rips)

Abstinence is the best protection.

Oh wait, I meant to say "don't give out your maps to leakers."


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jan 23, 2016 05:14 AM    Msg. 29 of 116       
All hail Johnlex2!



OrangeJuice
Joined: Jan 29, 2009

I laugh at people who put STUDIOS in their name.


Posted: Jan 23, 2016 09:28 AM    Msg. 30 of 116       
Never understood the idea of 'protecting' piracy, whether it was through replication(codified likeness, derivate work, WTHell you want to call it.) or just blatantly ripped(decompiling, theft)..

Not that I'd want to be a creditable name to something like that.(not likely that you'd BE creditable for something that's already compiled through tool)
Edited by OrangeJuice on Jan 23, 2016 at 09:34 AM


Donut
Joined: Sep 30, 2006

minorities need not apply


Posted: Jan 23, 2016 12:12 PM    Msg. 31 of 116       
So hey guys, been a while since I posted here. Moses linked me to the thread.

I started lurking in this community around 2005, and became pretty active in 2006. For those unfamiliar, I used to work with a team called Sigma1337. Silly name, I know. We used to get into these heated battles with other mapping teams, trying to produce better stuff than them and guard our secrets. Figured I'd chime in on the protection discussion.

Looking back, the thing I regret most is how competitive and secretive we all were. We made enemies with people over who was making the best Halo 3 content. It was ridiculous. If I could go back and change one thing, it would be sharing new tricks and techniques with the community. The content would have been better, and everyone could have enjoyed it as a cohesive whole. Instead, we fragmented our stuff into a bunch of different, incomplete maps that never got played.

Certain people used to leak betas just to make other people angry, but nobody ever actually played the betas. Even if someone did rip something from the map, it never did more than end up in a Blood Gluch variant that nobody ever saw or played anyway. The whole ripping thing was, and still is, a non-issue. I wish we would have seen that back then when the community was more active.

Also, for what its worth: HDoan, Masters, anyone else I've ever been a jerk to in the past about this stuff, I'm sorry.


Super Flanker
Joined: Oct 5, 2012

I bet you taste good at night.


Posted: Jan 23, 2016 12:29 PM    Msg. 32 of 116       
Quote: --- Original message by: Donut
So hey guys, been a while since I posted here. Moses linked me to the thread.

I started lurking in this community around 2005, and became pretty active in 2006. For those unfamiliar, I used to work with a team called Sigma1337. Silly name, I know. We used to get into these heated battles with other mapping teams, trying to produce better stuff than them and guard our secrets. Figured I'd chime in on the protection discussion.

Looking back, the thing I regret most is how competitive and secretive we all were. We made enemies with people over who was making the best Halo 3 content. It was ridiculous. If I could go back and change one thing, it would be sharing new tricks and techniques with the community. The content would have been better, and everyone could have enjoyed it as a cohesive whole. Instead, we fragmented our stuff into a bunch of different, incomplete maps that never got played.

Certain people used to leak betas just to make other people angry, but nobody ever actually played the betas. Even if someone did rip something from the map, it never did more than end up in a Blood Gluch variant that nobody ever saw or played anyway. The whole ripping thing was, and still is, a non-issue. I wish we would have seen that back then when the community was more active.

Also, for what its worth: HDoan, Masters, anyone else I've ever been a jerk to in the past about this stuff, I'm sorry.


Competion is good for innovation but when it becomes "hrrgg us vs them" it starts to get really out of hand.

Having said that humanity seems to really only perform ouy our bests when we are busy scalping and blowing each others heads off.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Jan 23, 2016 12:57 PM    Msg. 33 of 116       
Quote: --- Original message by: Super Flanker
Having said that humanity seems to really only perform ouy our bests when we are busy scalping and blowing each others heads off.
A theory completely disproved by the Apollo moon landing in 1969.


Skidrow925
Joined: Mar 19, 2010

Arrested Pvt. -1st Class


Posted: Jan 23, 2016 01:09 PM    Msg. 34 of 116       
Quote: --- Original message by: Dennis
Quote: --- Original message by: Super Flanker
Having said that humanity seems to really only perform ouy our bests when we are busy scalping and blowing each others heads off.
A theory completely disproved by the Apollo moon landing in 1969.
Actually, we were trying to out do Russia and decided that dropping a nuke on the moon might actually not be the best way of going about it. (Assuming I recall correctly)


MEGA_VKNG
Joined: Dec 23, 2013

friendly neighborhood big diabetic_kunt


Posted: Jan 23, 2016 01:18 PM    Msg. 35 of 116       
You know what's extra funny? People who rip from maps, put it in another map, and protect theirs. lmao

 
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