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Hacking Rainbow Six 3 For Xbox Faq 1.0


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#1 HSDEMONZ

HSDEMONZ

    He Who Posts Alot...

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Posted 07 June 2004 - 08:28 AM

Hacking Rainbow Six 3 for XBOX Faq 1.0
==========================

Location of File: System Folder of the game (on the game disk.. on on the HD of the Xbox.)
File to Hexedit: Xboxdynamic.umd

Not sure if this is a FAQ.. so much as it is a large list of things you can mess with (and not even all of the thing you can alter either. Chances are though.. anything you want to edit.. is included.

If you don't have an Hexeditor.. go find one. Many excellent ones are free.. or have a limited trial license.. so go try one. ( www.google.com )

This goes without saying.. but I'll say it..

NOTE: MAKE A BACKUP BEFORE STARTING ANYTHING. Also.. note that if you change the size of the file view your edits.. you will likekly cause it to crash on launch.. or get other undesirable effects. When editing values.. make small jumps and test each one individually so you know what you are doing when something went wrong.. then you can find and fix easily. Making 16 edits.. and having it crash is not going to help you fix the problem.

----------------------------------------------------------------------------
FILE: xboxdynamic.umd

CODE
Sommaire/Summary : Tom Clancy's Rainbow Six : RavenShield XBOX
Current Version / Version courante :              [PMC 197.0 (build:197)]
Version Time / Heure de la version :              [jeu. 2003-10-02  5:34:04,17]


You'll notice the French Canadian origins of the designers of the game.

CODE
[Message]
CLebbos=Un gros merci à la flamme de ma vie, pour sa patience, son support et sa compréhension. Honey I'm coming home !
MMccoy=First, I'd like to thank my lovely wife, Lynn, and kids, Olivia and Clay, for supporting me through all the long hours. Next I want to thank Maxime Beland, co-designer, for his hard work and dedication. Finally, I want to thank the entire Rainbow Six 3 PC team for the solid base upon which to build a game.
MBeland=Thanks to... UBI:BF tables. Chling:BF table hack. Alex:BF courses. Chad:My BF partner, even if I suck. Luc:His trailer. Mike:My GD mentor. RS3 Team:All their efforts. Mom and Dad:Their love. Rima:*.* /s.
NDuveau=I won't say a word without the presence of my lawyer. Love you Nadine. Love you Thomas
LBouchard=Je remercie Isabelle pour sa patience et son amour. Je remercie aussi Gaston et Louiselle pour m'avoir enduré pendant 24 ans dans leur maison. Sans oublier Jean-Pierre, qui graduera peut-être avant que je prenne ma retraite. Et un gros merci final a Sarah, Vicky, Grizzly et Linux.
JFDube=Thanks to my wife Emilie for its support, comprehension and patience. I love you so much! =[dEkS]=
GBorgia=Merci de m'avoir attendu tout ce temps Marie. J'espère que vous aurez autant de plaisir à jouer à ce jeu que nous en avons eu à le créer. Have fun! PS: Bienvenue parmi nous Xavier! :)
RBrek=Congradulations to the entire team for an outstanding job. Its been a great adventure, now its time for some well deserved vacation. Thanks to my family for their love and support. Special thanks to Max, you've been the best part of all this. The future is here.
EAllard=Hi I'm Rix. I'd like to thank those who supported me during this project: my girlfriend Julie, my family, my friends, my cat, and of course my motorcyle! ;-)
HAllaire=Blah.
GGiroux=I'd like to thank my fiance Juhyun for all the support she has given me, thank my family and all my friends, and thank all my teammates for an amazing project! Rainbow Six 3 rules!
ADionne=W0rd up dude!
FSchelling=Un gros bravo à toute l'équipe!!!  Un gros allo à ma famille et mes amis de Québec que je n'ai pas vue depuis longtemps.  Un gros merci à mon cousin Martin ( ton nom est enfin dans un jeu;) )  Finalement, Sandra si tu lis ce message c'est que je suis enfin rentré à la maison.  Je t'aime et merci de m'avoir attendu durant ces longues heures interminables de travail. xxx
PBeausoleil=Merci a San et Jessica pour leur patience ces derniers mois, surtout Jessica qui tenait toujours à m'attendre les soirs de semaine où j'arrivais tard. :)
SDore=
CGu=A distant journey tests the strength of a horse and a long task proves the character of a man.
CLavoie=Salut mon Oncle!!! Let's go Les Petits Champions !!!Chop! Chop!
Il n'y en aura pas de cabotinage!!!
YAllaire=My work is dedicated to Samuel Allaire - my son.
CSirois=Hello, my name is Christian. If you dig me and would love a date send me an e-mail with your picture (women only) to GoodGuy@FriendlyPeople.com. More seriously… Thx to anyone who supported me and the team during this project. Least but not last, thx Eve!
PDaigle=
DMassicotte=
DDeslongchamps=I'd first like to thank God for is love and amazing grace, and my whole family and friend for their supports trought the development of this game.
JPRajotte=OK ! First of all, thanks 2 all the RVS\R6 Crew, Second of all, thanks 2 all the RVS\R6 Crew and Third of all thanks 2 all the RVS\R6 Crew... Also one big up to: Ale6, Blossom, S-Jee, Frede,  Aya, MadMax, the borderline Crew and everyone i've forgot...
VGuilbault=Thanks to Max and JP for giving me beer during work hours so that I can keep doing a great job... :)
BRicher=Thanks dad. -Amon-
JDumont=...
JArsenault=Thanks to my precious Honey Bunny for her overwhelming love and patience. I couldn't do life without you. Thanks to my twin boys for making me laugh and cry everyday. I love you guys. Thanks to dad, mom and the familly for all their support. Finally, Spongebob for all the pains of laughter in times of gloom!
MDufour=
MBerube=
YSylvestre=
JSy=I would like to thank everybody in the RavenShield team and especially to my rotating slave monkey Carl. I would not have been impossible to stay sane without him.
CBoulay=
AAkopian=Kiss my hairy ass.
ALetendre=hum... what should I say... hum... it's my first game and hum...  I did my best and my first "nuit blanche max tu me traduis ça SVP" but... IT'S SO COOL WORKING ON A GAME!!!!!!! Thanks for playing it. Alexandre Letendre
AGoyette=
JFPoirier=
TGiroux=
BBellavance=L'amour du jeu se compare à l'amour des femmes le caractère en moins :-) Merci Annie pour ton support durant les dernier mois.


The devs.. and their messages.. smile.gif

CODE
WaitingForServer=WAITING FOR SERVER RESPONSE...
ESRBNotice=ESRB NOTICE: Game experience may vary during online play.


Two annoying messages you see all the time.. if you are going to edit anything in this file.. edit these to reflect the fact you've altered this file.

CODE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   CHEATS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_bCheatChavezNoDie=false
m_bCheatPriceNoDie=false
m_bCheatLoiselleNoDie=false
m_bCheatWeberNoDie=false

; Bullet tracers settings
m_fBulletTracersSpeed=01000.0
m_fBulletTracersLength=960.0
m_fBulletTracersTimeReset=3.5
m_BulletTracersRainbowTailColor=(R=000,G=050,B=150)
m_BulletTracersRainbowHeadColor=(R=000,G=250,B=100)
m_BulletTracersTerroTailColor=(R=150,G=000,B=000)
m_BulletTracersTerroHeadColor=(R=255,G=000,B=000)

; Karma settings
m_fKarmaImpactFactor=1.0
m_fKarmaImpactAngularFactor=4.0

; Minimap settings
m_fMinimapZoomDefault=999.0
m_fMinimapZoomRange=2500.0
m_fMinimapZoomSpeed=0.01

; Weapons settings
m_fWeaponJumpFactor=00.01
m_fReloadSpeed=5.0
m_fHitMoveFactor=2000.0
m_fRainbowHitMoveFactor=0.5
m_fTerroHitMoveFactor=1.5
m_fHALOLikeMovementRatio=1.0
m_fHALOLikeRotationRatio=1.0

; Dist at witch NPC will have 100% accuracy (no dispertion on bullets)
m_fDistForPerfectAccuracyTerro=500.0
m_fDistForPerfectAccuracyRainbow=500.0

; Rocket launcher
m_fRocketStartSpeed=0.0
m_fRocketAccelerationSpeed=5000.0
m_fRocketMaxSpeed=30000.0


Yes... that is how it is in the UMD file. smile.gif I could stop now and please most of you who wanted this info.

CODE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  VISIBILITY PARAMETERS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Base Sight Distance (cm) 50m / 5000cm
m_fSightRadius=5000.0

; observation skill factor : 0.75 ... 1.25  (range = 0.5);   0.75 + 0.5*ObservationSkill
m_fBaseObservationSkillFactor=0.75
m_fObservationSkillRange=0.5

; penalty factor = 0.8 : the maximum seeing distance is shortened by 20%
m_fSpotterMovingWalkPenaltyFactor=1.8
m_fSpotterMovingRunPenaltyFactor=1.6

; factor = 1.2, if target is moving, spotter's maximum seeing distance is increased by 20%
m_fTargetMovingWalkPenaltyFactor=2.2
m_fTargetMovingRunPenaltyFactor=3.4

; in normal or good light conditions, the factor used is 1.0
m_fLowLightPenaltyFactor=0.5
m_fMediumLightPenaltyFactor=0.75


^ Wonder what these do.. smile.gif

CODE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  TERRORIST SETTINGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_fTerroristSkillMultiplierRecruit=0.40
m_fTerroristSkillMultiplierVeteran=0.70
m_fTerroristSkillMultiplierElite=1.25

m_iChanceToKillHostageModifierRecruit=-20
m_iChanceToKillHostageModifierElite=20

m_fGrenadeReactionDelayRecruit=1.0
m_fGrenadeReactionDelayVeteran=0.5

m_fReactionTimeForFiringRecruit=1.0
m_fReactionTimeForFiringVeteran=0.5

; max distance to find action point (cm)
m_iMaxDistanceForActionSpot=4000

m_iDefaultSearchTime=30
m_fMinDistToThrowGrenade=500

m_fTerroristRelaxSpeed=+116.0
m_fTerroristWalkingSpeed=+170.0
m_fTerroristRunningSpeed=+518.0
m_fTerroristCrouchedRunningSpeed=+410.0
m_fTerroristCrouchedWalkingSpeed=+140.0


CODE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  RAINBOW SETTINGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_iNbOfRainbow=4; used for terrorist hunt mode

m_iRainbowFormationDistance=200
m_fRainbowMovementReticulePenaltyFactor=0.2

m_fRainbowWalkingSpeed=+250.0
m_fRainbowRunningSpeed=+400.0
m_fRainbowCrouchedWalkingSpeed=+125.0
m_fRainbowCrouchedRunningSpeed=+250.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  HOSTAGE SETTINGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_fHostageWalkingSpeed=+250.0
m_fHostageRunningSpeed=+400.0
m_fHostageCrouchedWalkingSpeed=+125.0
m_fHostageCrouchedRunningSpeed=+250.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  DAMAGE MODEL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_iMPPlayerMaximumWounds=75
m_iPlayerMaximumWounds=50
m_iRainbowMaximumWounds=40
m_iTerroristMaximumWounds=10
m_iArmouredTerroristMaximumWounds=15
m_iHostageMaximumWounds=10

; Threshold : above this value the target is wounded, below this value : no effe
m_aHeadWoundThreshold=20
m_iTorsoWoundThreshold=60
m_iArmsLegsWoundThreshold=80

m_fRangeAdjustedEnergyFactor=500.0000

; Wound Multiplier by Character Type
m_iMPPlayerWoundMultiplier=3
m_iPlayerWoundMultiplier=3
m_iRainbowWoundMultiplier=1
m_iArmouredTerroristWoundMultiplier=1
m_iTerroristWoundMultiplier=1


CODE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Wound Multiplier by Hit Location & Shooting Character
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_iMPPlayerShootsHeadMultiplier=10
m_iMPPlayerShootsTorsoMultiplier=2
m_iMPPlayerShootsArmsMultiplier=1
m_iMPPlayerShootsLegsMultiplier=1

m_iPlayerShootsHeadMultiplier=10
m_iPlayerShootsTorsoMultiplier=2
m_iPlayerShootsArmsMultiplier=1
m_iPlayerShootsLegsMultiplier=1

m_iRainbowShootsHeadMultiplier=2
m_iRainbowShootsTorsoMultiplier=2
m_iRainbowShootsArmsMultiplier=1
m_iRainbowShootsLegsMultiplier=1

m_iTerroristShootsHeadMultiplier=2
m_iTerroristShootsTorsoMultiplier=2
m_iTerroristShootsArmsMultiplier=1
m_iTerroristShootsLegsMultiplier=1

m_iArmouredTerroristShootsHeadMultiplier=2
m_iArmouredTerroristShootsTorsoMultiplier=2
m_iArmouredTerroristShootsArmsMultiplier=1
m_iArmouredTerroristShootsLegsMultiplier=1

; severely wounded threshold represents the value below which the health state is severely wounded
m_fSeverelyWoundedThreshold=0.15
m_fModeratelyWoundedThreshold=0.20
m_fLightlyWoundedThreshold=0.45
; above the moderately wounded threshold, the pawn would be considered Slightly Wounded

; Skill Penalty
m_fSeverelyWoundedSkillFactor=0.70
m_fModeratelyWoundedSkillFactor=0.80
m_fLightlyWoundedSkillFactor=0.90

; Fluid Door Control
m_iDoorSpeed=20


Some great stuff in that section..

CODE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   AMMO MULTIPLIERS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_PlayerMagazineMultiplierRecruit=6
m_PlayerMagazineMultiplierVeteran=4
m_PlayerMagazineMultiplierElite=4

m_PlayerGrenadeMultiplierRecruit=1
m_PlayerGrenadeMultiplierVeteran=1
m_PlayerGrenadeMultiplierElite=2

; the following is for rainbow AI only
m_bUnlimitedRainbowMagazines=true

; Bullets to put in primary weapon when all clips are empty
m_iNbOfBulletWhenEmpty=9

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;   FALLING DAMAGE
; Fall < 3m = No Damage
; 3m >= Fall >5m = Loose 25% (0.25) of original wounds
; 5m >= Fall >7m = Loose 50% (0.5) of original wounds
; 7m >= Fall >9m = Loose 75% (0.75) of original wounds
; Fall >= 9m = Dead
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_iSafeFallingHeight=20000
m_iLowerWoundFallingHeight=40000
m_iUpperWoundFallingHeight=60000
m_iDeathFallingHeight=99999
m_fPctWoundsLostFallingLow=0.05
m_fPctWoundsLostFallingMid=0.10
m_fPctWoundsLostFallingHigh=0.25

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  GAMEPAD CONTROLS
;   All the attributes in this section can be refreshed
;   in-game by opening the console and typing REFRESHGAMESETTINGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; Sensitivity control for controls
; A multiplier of 1.0 will not affect controls at all, while
; a multiplier of 2.0 will double the sensitivity of an axis, and
; a multiplier of 0.5 will halve the sensitivity of an axis
m_fXSensitivityMultiplier = 0.70
m_fYSensitivityMultiplier = 0.60

; SensitivityMaxSteps indicates the maximum steps the sensitivity
; can take. This is mainly useful for menus to determine a range of values
m_iXSensitivityMaxSteps = 10
m_iYSensitivityMaxSteps = 10

; SensitivityIncrement indicates by how much the SensitivityMultiplier
; will be increased (mainly for use in menus)
m_fXSensitivityStepIncrement = 0.15
m_fYSensitivityStepIncrement = 0.15

; Maximum vertical rotation speed, expressed in degrees/second.
; The rotation speed will be linearly calculated from 0 to m_fRotationControlPoint based on the distance between
; the current joystick position and the centered position.
m_fRotationControlPoint=160
; Horizontal rotation speed function of the distance between the current joystick position and the centered position [0 - 10],
; expressed in degrees/second.
m_afRotationControlPoints[0]=0.0  
m_afRotationControlPoints[1]=2.7  
m_afRotationControlPoints[2]=10.8
m_afRotationControlPoints[3]=24.3
m_afRotationControlPoints[4]=43.2
m_afRotationControlPoints[5]=67.5
m_afRotationControlPoints[6]=97.2
m_afRotationControlPoints[7]=132.3
m_afRotationControlPoints[8]=172.8
m_afRotationControlPoints[9]=230.7
m_afRotationControlPoints[10]=320.0
; The time (in seconds) it will take to go from last rotation speed to new rotation speed when the joystick position changes.
m_fSmoothingTime=0.15
; A number by which the rotation speed is multiplied when a target is acquired by the auto-aim system.
m_fAimDamping=0.65
; The zone (a fraction of 1) withing which the m_fAimDamping will take it's full effect (the rotation speed will be minimum)
; Increasing this number will make the transition between full speed and minimum speed faster.
m_fAimDampingMinZone=0.300
; Percentage of "stickiness" when locked on a target
m_fAimStrafeStickiness=0.175
; The threshold under which the analog inputs are considered 0 (number between 0 and 1)
m_fDeadZone=0.40
; A number by wich the rotation speed is multiplied when zoom is activated. By setting this number to 1,
; the rotation speed is will be exactly proportionnal to the Field Of View (FOV==90 ---> full speed, FOV==0 ---> no speed)
; The number is to be used is we want to slow down the rotation speed even more when zoom is activated.
m_fRotationZoomingMultiplier=1.5
; Undocumented variables.
m_fWalkRunThreshold=0.90
m_bEnableSettingAnalogJoystickAsDigital=true

m_fWalkUnpeekThreshold=0.64


Speed freaks.. theres your stuff.

CODE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  HUD EFFECTS
; Controls the HUD effect
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

m_iHUDEffectNumberOfLines=20  ; Number of "noise" lines when damage in effect
m_fHUDEffectMovingSpeed=5.0f  ; Number of seconds for a complete screen pass by the line
m_fHUDEffectDurationOfEffect=1.0f ; Duration of the noise effect when damage occur (seconds)
m_fHUDEffectHeightOfLine=2.0f  ; Height of the line, in texel
m_fHUDEffectMaxHeightOfRandomLines=5.0f ; Max random height of the "noise" lines

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  Blood stains
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

m_fBloodStainMinSize=5.0f  ; start size of blood stain
m_fBloodStainMaxSize=90.0f  ; end size of blood stain
m_fBloodStainGrowthTime=5.0f  ; time for blod stain to achieve max size


Mostly cosmetic stuff.. but still cool to mess with.

CODE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  RETICULE AND AUTO-AIM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_fRetHysteresis=100
m_fRetStationaryAccuracyModifier=9.0f
m_fRetWalkingAccuracyModifier=9.0f
m_fRetWalkingFastAccuracyModifier=8.0f
m_fRetDuckAccuracyBonus=15.0f
m_retColor=(R=0,G=0,B=255,A=150)
m_retFriendlyTargetColor=(R=0,G=255,B=0,A=255)
m_iRetAutoAimCirclePrecision=30  ; Number of lines used to render a circle
m_iRetAimingCirclePrecision=20  ; Number of lines used to render a circle
m_iRetAimingDotSize=4    ; Size of the aiming dot, put an even value
m_fRetZoomModifier_5=20.0f   ; 10x bigger zoom auto-aim modifier
m_fRetZoomModifier_4=10.0f   ; 5x
m_fRetZoomModifier_3=3.5f   ; 3.5x
m_fRetZoomModifier_2=2.5f   ; 2.5x
m_fRetZoomModifier_1=1.5f   ; 1.5x smaller zoom auto-aim modifier

m_bShowAutoAimCircle=FALSE  ; Display auto-aim circle
m_bShowAimingCircle=FALSE   ; Display aiming circle
m_bDrawAutoAimGuidis=FALSE   ; Display {} instead of circle
m_bAutoAimZoom=TRUE     ; Enable auto-aim when zoooming

m_fErrorMaxSize=0.02f    ; Factor for error size when firing (using fWalkingFastAccuracy)
m_fTimeToShrink=0.5f    ; Time to go back to zero error.  (1/m_fTimeToShrink sec.)
m_fJumpSize=0.02f     ; Percentage of max error to add per bullet


There is your "AIMBOT" .. god I hate that term.

CODE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  MISSION OBJECTIVES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_fEndGameDefaultTime=6.0f
m_fHudFadeToBlackDefaultTime=2.0f

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  VOICE ENGINE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_fXHVVoiceConfidence=20.0f
m_fXHVVoiceConfidenceFRA=12.0f
m_fXHVVoiceConfidenceGER=15.0f
m_fXHVVoiceConfidenceESP=20.0f
m_fXHVMinNoiseLevel=5.0f
m_fXHVRecordTimeOut=0.7f
m_bAlwaysRecordVoice=TRUE

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  HUD HIT DIRECTIION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_fHitDisplayTimer=5.0f  ; Amount of time that hit texture will be displayed
m_fHitDisplayRate=0.05f  ; Hit texture blinking rate

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  TEAM MEMBER NAMES IN MULTIPLAYER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_fMultiNameDistanceOverHead=150.0f
m_fMultiNameDistanceOverHeadWhenCrouching=166.0f
m_iMultiNameMinFadeRenderedPixels=500
m_iMultiNameMaxFadeRenderedPixels=800

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  COOP STATISTICS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_fStatsRecruitMultiplier=0.75f
m_fStatsVeteranMultiplier=1.0f
m_fStatsEliteMultiplier=1.25f
m_fStats1PlayerMultiplier=1.0f
m_fStats2PlayersMultiplier=1.0f
m_fStats3PlayersMultiplier=0.75f
m_fStats4PlayersMultiplier=0.5f
m_fStatsFriendlyFireMultiplier=0.75f

m_fReconSatelliteTerrosPosUpdateTime=2.0f
m_fReconSatelliteTerrosPosFadeTime=1.0f

m_fTimeBetweenCompleteAndNewObj=3.0f



CODE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;  SERVER TIMERS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
m_fWaitingForOtherPlayersTimer=15.0f
m_fPreGameTimer=3.5f

[R6Abstract.R6AbstractHUD]
m_hudNormalColor=(R=050,G=050,B=150,A=150)
m_hudNightVisionColor=(R=050,G=255,B=050,A=150)
m_hudHeatVisionColor=(R=050,G=050,B=255,A=150)

m_hudTextNormalColor=(R=167,G=172,B=181,A=255)
m_hudTextNightVisionColor=(R=133,G=177,B=124,A=255)
m_hudTextHeatVisionColor=(R=77,G=142,B=180,A=255)

m_hudHighLightTextNormalColor=(R=237,G=242,B=251,A=255)
m_hudHighLightTextNightVisionColor=(R=203,G=247,B=194,A=255)
m_hudHighLightTextHeatVisionColor=(R=185,G=236,B=245,A=255)

m_hudDisabledTextNormalColor=(R=80,G=81,B=83,A=255)
m_hudDisabledTextNightColor=(R=85,G=107,B=74,A=255)
m_hudDisabledTextHeatColor=(R=45,G=86,B=105,A=255)
m_byBlinkTextAlpha=128

[R6Game.R6HUD]
m_fVoiceBlinkRate=0.15f ; Voice icon blinking rate
m_fOutOfAmmoBlinkRate=0.15f ; Out of ammo blinking rate
m_fLowAmmoBlinkRate=0.30f ; Low ammo blinking rate
m_fLowAmmoPercentage=0.25f ; Percentage of leaving ammo to begin ammo blink
m_fRadarBlinkRate=0.25f ; Radar blinking rate when zooming
m_fRadarScaleSpeed=10.0f; Radar scaling speed
m_fRadarMoveSpeed=1000.0f; Radar move up/down speed
m_fRadarBlinkTime=0.25f ; Radar blinking time when zooming
m_fMessageDisplayTime=8.0f; Amount of time that a message is displayed in the message box
m_fMessageFadingSpeed=125.0f; Open / close message box speed
m_iMaxNbMessages=3  ; Maximum number of messages displayed in the message box
m_fRadarObjTime=2.0f ; Amount of time that the objective icon will blink
m_fRadarObjBlinkRate=0.25f; Objective blinking rate
m_fReloadPosY=290  ; Reload text y position in the screen
m_bDisplayMsgBoxBackgroundInMulti=false ;
m_iMultiPlayerBlinkTime=10    ; Remaining time of a round when the timer will start blinking
m_fMultiPlayerBlinkRate=0.25f   ; Timer blinking rate
m_fHudItemBlinkRate=0.25f
m_fLoseHealthBlinkTime=4.0f     ; Amout of time that health units blink when loosing health
m_fLoseHealthBlinkRate=0.05f    ; Health units blinking rate
m_fFriendsInvTime=10.0f      ; Amount of time that the friends invite notification is displayed
m_fFriendsInvBlinkRate=0.25f    ; Friends invite icon blinking rate
m_fTeamSpeakBlinkRate=0.5f     ; Team member name blinking rate when he's speaking
m_fButtonFadingSpeed=350.0f
m_fMinButtonGlowAlpha=0.0f
m_fMaxButtonGlowAlpha=175.0f
m_chatterTalkingColor=(R=0,G=212,B=0,A=255)


[Engine.R6GameColors]
PopUpAlphaFactor=128
Black=(B=0,G=0,R=0,A=0)
BlueLight=(B=239,G=209,R=129,A=0)
Blue=(R=90,G=125,B=195)
Gold=(B=95,G=140,R=155,A=0)
GrayDark=(B=50,G=50,R=50,A=0)
GrayLight=(B=120,G=120,R=120,A=0)
Green=(R=60,G=182,B=0,A=0)
Orange=(B=0,G=192,R=255,A=0)
Red=(R=182,G=0,B=0,A=0)
White=(B=255,G=255,R=255,A=0)
Yellow=(B=0,G=255,R=255,A=0)
TeamHUDColor[0]=(B=9,G=31,R=196,A=75)
TeamHUDColor[1]=(B=60,G=200,R=60,A=50)
TeamHUDColor[2]=(B=8,G=165,R=216,A=50)
HUDWhite=(B=255,G=255,R=255,A=255)
HUDGrey=(B=255,G=255,R=255,A=100)
TeamColor[0]=(R=182,G=0,B=0,A=255)
TeamColor[1]=(R=60,G=182,B=0,A=255)
TeamColor[2]=(R=204,G=150,B=0,A=255)
TeamColorLight[0]=(R=215,G=64,B=51,A=255)
TeamColorLight[1]=(R=94,G=215,B=51,A=255)
TeamColorLight[2]=(R=215,G=184,B=51,A=255)
TeamColorDark[0]=(R=51,G=0,B=0,A=255)
TeamColorDark[1]=(R=17,G=51,B=0,A=255)
TeamColorDark[2]=(R=82,G=60,B=0,A=255)
ButtonTextColor[0]=(B=255,G=255,R=255,A=0)
ButtonTextColor[1]=(B=120,G=120,R=120,A=0)
ButtonTextColor[2]=(B=239,G=209,R=129,A=0)
ButtonTextColor[3]=(B=239,G=209,R=129,A=0)
ToolTipColor=(B=190,G=190,R=190,A=0)
m_cBGPopUpContour=(B=0,G=0,R=0,A=180)
m_cBGPopUpWindow=(B=0,G=0,R=0,A=0)


RGB are color values. You can have alot of fun with these settings. To make your own custom colors.. simply find a program that has a color selector system.. and check what the RGB values are for any given color you are interested in. (MSPAINT works)






#2 HSDEMONZ

HSDEMONZ

    He Who Posts Alot...

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  • 12,220 posts
  • Location:Canada
  • Xbox Version:unk
  • 360 version:unknown

Posted 07 June 2004 - 08:30 AM

This is only for the most bored.. and hardcore of game hackers. Expect to crash the game more often then you play it. However.. tweaking these settings can make for some interesting in game effects.


CODE
<KARMA ka_file_version="1.0">
<ASSET id="terroskel" graphic="R6Terrorist.PSK" scale="0.02" mass_scale="1" length_scale="1">
 <GEOMETRY id="r6 head">
  <PRIMITIVE id="r6 head_1" type="sphere">
   <RADIUS>0.1724915</RADIUS>
   <TM>1,0,0,0,0,1,0,0,0,0,1,0,0.1740922,-0.03304905,-3.814697e-008,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 l calf">
  <PRIMITIVE id="r6 l calf_1" type="sphyl">
   <RADIUS>0.1564663</RADIUS>
   <HEIGHT>0.8782839</HEIGHT>
   <TM>-0.08715568,-0.9961318,0.01119387,0,1.75907e-008,-0.01123659,-0.9999369,0,0.9961947,-0.08715018,0.0009793788,0,0.5391419,3.875979e-008,8.022732e-009,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 l clavicle">
  <PRIMITIVE id="r6 l clavicle_1" type="sphyl">
   <RADIUS>0.04228137</RADIUS>
   <HEIGHT>0.2104765</HEIGHT>
   <TM>9.141373e-007,-0.1387601,-0.9903259,0,1.33836e-007,0.9903258,-0.1387601,0,0.9999999,-8.121225e-009,9.401449e-007,0,0.1052382,-2.178174e-008,1.013557e-007,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 l forearm">
  <PRIMITIVE id="r6 l forearm_1" type="sphyl">
   <RADIUS>0.13</RADIUS>
   <HEIGHT>0.452051</HEIGHT>
   <TM>-3.180183e-007,0.01210937,-0.9999265,0,1.903176e-008,0.9999266,0.01210941,0,0.9999999,-3.986599e-008,-3.044315e-007,0,0.3260257,-1.941957e-008,-1.655573e-007,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 l thigh">
  <PRIMITIVE id="r6 l thigh_1" type="sphyl">
   <RADIUS>0.15</RADIUS>
   <HEIGHT>0.846202</HEIGHT>
   <TM>1.05374e-008,0.002244314,0.9999974,0,1.536041e-009,-0.9999975,0.002244312,0,1,3.063937e-008,-5.076819e-009,0,0.4231011,1.181556e-008,1.713865e-008,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 l upperarm">
  <PRIMITIVE id="r6 l upperarm_1" type="sphyl">
   <RADIUS>0.12</RADIUS>
   <HEIGHT>0.646961</HEIGHT>
   <TM>1.568005e-007,0.01213295,-0.9999262,0,4.294956e-009,0.9999263,0.01213299,0,1,1.589512e-008,1.626121e-007,0,0.3234804,5.60322e-009,1.269582e-007,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 neck">
  <PRIMITIVE id="r6 neck_1" type="sphere">
   <RADIUS>0.24</RADIUS>
   <TM>1,0,0,0,0,1,0,0,0,0,1,0,0.3387463,-0.1016096,6.866455e-007,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 pelvis">
  <PRIMITIVE id="r6 pelvis_1" type="sphere">
   <RADIUS>0.35</RADIUS>
   <TM>1,0,0,0,0,1,0,0,0,0,1,0,0.09972163,0.02922882,0.001321582,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 r calf">
  <PRIMITIVE id="r6 r calf_1" type="sphyl">
   <RADIUS>0.1564694</RADIUS>
   <HEIGHT>0.8782837</HEIGHT>
   <TM>-0.08715573,-0.9961319,-0.01119098,0,-2.297088e-008,0.01123372,-0.9999369,0,0.9961948,-0.08715022,-0.0009790957,0,0.5391418,7.889361e-009,-1.006772e-008,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 r clavicle">
  <PRIMITIVE id="r6 r clavicle_1" type="sphyl">
   <RADIUS>0.04223618</RADIUS>
   <HEIGHT>0.2104764</HEIGHT>
   <TM>-1.025565e-006,0.1387599,-0.9903259,0,5.467752e-008,0.9903258,0.1387599,0,0.9999999,8.464096e-008,-1.031105e-006,0,0.1052382,1.021868e-008,-1.241523e-007,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 r forearm">
  <PRIMITIVE id="r6 r forearm_1" type="sphyl">
   <RADIUS>0.13</RADIUS>
   <HEIGHT>0.452051</HEIGHT>
   <TM>8.649091e-007,-0.01210954,-0.9999264,0,2.705387e-008,0.9999266,-0.01210956,0,1,-3.271368e-008,8.642801e-007,0,0.3260256,-1.209264e-008,8.486688e-008,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 r thigh">
  <PRIMITIVE id="r6 r thigh_1" type="sphyl">
   <RADIUS>0.15</RADIUS>
   <HEIGHT>0.846202</HEIGHT>
   <TM>-3.283998e-008,-0.002241432,0.9999974,0,1.560299e-009,-0.9999974,-0.00224143,0,1,2.875607e-008,2.536692e-008,0,0.4231011,1.162083e-008,-6.049125e-011,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 r upperarm">
  <PRIMITIVE id="r6 r upperarm_1" type="sphyl">
   <RADIUS>0.12</RADIUS>
   <HEIGHT>0.646961</HEIGHT>
   <TM>-2.73257e-007,-0.01213308,-0.9999262,0,3.037864e-008,0.9999263,-0.0121331,0,1,-2.844133e-009,-2.714892e-007,0,0.3234803,-2.588354e-009,4.082014e-008,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 spine">
  <PRIMITIVE id="r6 spine_2" type="sphere">
   <RADIUS>0.3</RADIUS>
   <TM>1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 spine1">
  <PRIMITIVE id="r6 spine1_1" type="sphyl">
   <RADIUS>0.1236168</RADIUS>
   <HEIGHT>0.2629372</HEIGHT>
   <TM>-0.0009766921,0.9999994,-1.416986e-006,0,-3.25128e-010,1.416987e-006,0.9999999,0,0.9999995,0.0009766624,-1.058793e-009,0,0.1314685,0.0001284004,-1.392015e-010,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <GEOMETRY id="r6 spine2">
  <PRIMITIVE id="r6 spine2_2" type="sphere">
   <RADIUS>0.35</RADIUS>
   <TM>1,0,0,0,0,1,0,0,0,0,1,0,0.03343602,0.01119987,0,1</TM>
  </PRIMITIVE>
 </GEOMETRY>
 <MODEL id="r6" type="dynamics_only">
  <DYNAMICS>
   <MASS>3</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0,0,0</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 l calf" type="dynamics_and_geometry" geometry="r6 l calf">
  <DYNAMICS>
   <MASS>5</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.4391419,3.15643e-008,2.062267e-009</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 l clavicle" type="dynamics_only" geometry="r6 l clavicle">
  <DYNAMICS>
   <MASS>3</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.1052382,-2.178174e-008,1.013557e-007</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 l forearm" type="dynamics_and_geometry" geometry="r6 l forearm">
  <DYNAMICS>
   <MASS>4</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.3260257,-1.941957e-008,-1.655573e-007</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 l thigh" type="dynamics_and_geometry" geometry="r6 l thigh">
  <DYNAMICS>
   <MASS>3</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.4231011,1.181556e-008,1.713865e-008</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 l upperarm" type="dynamics_and_geometry" geometry="r6 l upperarm">
  <DYNAMICS>
   <MASS>3</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.3234804,5.60322e-009,1.269582e-007</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 neck" type="dynamics_and_geometry" geometry="r6 neck">
  <DYNAMICS>
   <MASS>3</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.3497532,-0.09060269,6.866455e-007</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 pelvis" type="dynamics_and_geometry" geometry="r6 pelvis">
  <DYNAMICS>
   <MASS>3</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.09972163,0.02922882,0.001321582</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>25</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 r calf" type="dynamics_and_geometry" geometry="r6 r calf">
  <DYNAMICS>
   <MASS>5</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.4391418,6.768558e-009,-9.868167e-009</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 r clavicle" type="dynamics_only" geometry="r6 r clavicle">
  <DYNAMICS>
   <MASS>3</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.1052382,1.021868e-008,-1.241523e-007</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 r forearm" type="dynamics_and_geometry" geometry="r6 r forearm">
  <DYNAMICS>
   <MASS>4</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.3260256,-1.209264e-008,8.486688e-008</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 r thigh" type="dynamics_and_geometry" geometry="r6 r thigh">
  <DYNAMICS>
   <MASS>3</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.4231011,1.162083e-008,-6.049125e-011</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 r upperarm" type="dynamics_and_geometry" geometry="r6 r upperarm">
  <DYNAMICS>
   <MASS>3</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.3234803,-2.588354e-009,4.082014e-008</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 spine" type="dynamics_only" geometry="r6 spine">
  <DYNAMICS>
   <MASS>2</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0,0,0</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 spine1" type="dynamics_only" geometry="r6 spine1">
  <DYNAMICS>
   <MASS>2</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.1314685,0.0001284004,-1.392015e-010</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <MODEL id="r6 spine2" type="dynamics_and_geometry" geometry="r6 spine2">
  <DYNAMICS>
   <MASS>2</MASS>
   <DENSITY>1</DENSITY>
   <MASS_OFFSET>0.03343602,0.04442691,0</MASS_OFFSET>
   <INERTIA>1,0,0,1,0,1</INERTIA>
   <LIN_DAMP>0</LIN_DAMP>
   <ANG_DAMP>0</ANG_DAMP>
   <FAST_SPIN>0,1,0</FAST_SPIN>
   <USE_FAST_SPIN>0</USE_FAST_SPIN>
  </DYNAMICS>
 </MODEL>
 <PART id="r6" model="r6">
  <TM>4.470351e-008,6.273144e-008,1,0,1,-1.206994e-006,-4.470344e-008,0,1.206994e-006,1,-6.27315e-008,0,3.170966e-006,1.9,0.03764249,1</TM>
 </PART>
 <PART id="r6 l calf" model="r6 l calf" parent="r6 l thigh">
  <TM>-0.1341309,-0.8292572,0.5425324,0,-0.08537667,-0.5357736,-0.8400342,0,0.9872789,-0.1589942,0.001064594,0,-0.2953401,1.252876,0.5727324,1</TM>
 </PART>
 <PART id="r6 l clavicle" model="r6 l clavicle" parent="r6 neck">
  <TM>-0.9969729,-0.07699385,0.0108205,0,-4.544077e-007,0.1391754,0.9902678,0,-0.07775047,0.9872701,-0.1387541,0,-0.08760858,2.815867,-0.002399483,1</TM>
 </PART>
 <PART id="r6 l forearm" model="r6 l forearm" parent="r6 l upperarm">
  <TM>-0.7067986,-0.04212619,0.7061595,0,0.7058197,0.02500578,0.7079501,0,-0.04748131,0.9987994,0.01205944,0,-0.83349,2.769821,0.3608203,1</TM>
 </PART>
 <PART id="r6 l thigh" model="r6 l thigh" parent="r6 pelvis">
  <TM>-0.1238363,-0.7647319,0.6323366,0,-0.0997238,-0.6244245,-0.774693,0,0.9872789,-0.1589942,0.001064467,0,-0.1905492,1.9,0.03764268,1</TM>
 </PART>
 <PART id="r6 l upperarm" model="r6 l upperarm" parent="r6 l clavicle">
  <TM>-0.8286048,-0.04612692,0.5579305,0,0.5578168,0.01649871,0.8298001,0,-0.04748125,0.9987993,0.01205946,0,-0.2974388,2.799661,-0.0001224994,1</TM>
 </PART>
 <PART id="r6 neck" model="r6 neck" parent="r6 spine2">
  <TM>1.277948e-006,0.9903792,-0.1383799,0,-2.990595e-006,-0.1383799,-0.9903792,0,-1,1.679492e-006,2.784981e-006,0,3.826104e-006,2.864093,-0.00787413,1</TM>
 </PART>
 <PART id="r6 pelvis" model="r6 pelvis" parent="r6">
  <TM>2.708884e-006,1,-1.043072e-007,0,1.356005e-006,-1.043109e-007,-1,0,-1,2.708884e-006,-1.356005e-006,0,2.289945e-006,1.9,0.03764249,1</TM>
 </PART>
 <PART id="r6 r calf" model="r6 r calf" parent="r6 r thigh">
  <TM>0.1341286,-0.8292577,0.5425321,0,0.08537527,-0.5357736,-0.8400344,0,0.9872794,0.1589915,-0.001064472,0,0.2953426,1.252882,0.5727276,1</TM>
 </PART>
 <PART id="r6 r clavicle" model="r6 r clavicle" parent="r6 neck">
  <TM>0.9969725,-0.07699833,0.0108205,0,1.346413e-006,0.1391787,0.9902673,0,-0.07775491,-0.9872692,0.1387575,0,0.08761393,2.815867,-0.002400184,1</TM>
 </PART>
 <PART id="r6 r forearm" model="r6 r forearm" parent="r6 r upperarm">
  <TM>0.7067941,-0.04212373,0.706164,0,-0.7058237,0.0250163,0.7079458,0,-0.04748693,-0.9987992,-0.01205055,0,0.8334303,2.769823,0.3607822,1</TM>
 </PART>
 <PART id="r6 r thigh" model="r6 r thigh" parent="r6 pelvis">
  <TM>0.1238341,-0.7647323,0.6323366,0,0.09972206,-0.6244247,-0.774693,0,0.9872794,0.1589913,-0.00106438,0,0.1905538,1.9,0.03764266,1</TM>
 </PART>
 <PART id="r6 r upperarm" model="r6 r upperarm" parent="r6 r clavicle">
  <TM>0.8286082,-0.0461268,0.5579254,0,-0.5578113,0.01650898,0.8298036,0,-0.04748696,-0.9987991,-0.01205057,0,0.2974288,2.799662,-0.0001223623,1</TM>
 </PART>
 <PART id="r6 spine" model="r6 spine" parent="r6 pelvis">
  <TM>1.331095e-006,0.9999997,0.0007962432,0,-2.803317e-006,0.0007962432,-0.9999997,0,-1,1.328863e-006,2.804376e-006,0,2.545582e-006,2.044474,0.03745621,1</TM>
 </PART>
 <PART id="r6 spine1" model="r6 spine1" parent="r6 spine">
  <TM>1.331095e-006,0.9999997,0.0007963024,0,-2.803382e-006,0.0007963024,-0.9999997,0,-1,1.328862e-006,2.804441e-006,0,2.900133e-006,2.278615,0.03743333,1</TM>
 </PART>
 <PART id="r6 spine2" model="r6 spine2" parent="r6 spine1">
  <TM>1.277945e-006,0.9903786,-0.1383843,0,-2.990605e-006,-0.1383843,-0.9903786,0,-1,1.679502e-006,2.784984e-006,0,3.301231e-006,2.541553,0.03738584,1</TM>
 </PART>
 <NO_COLLISION part1="r6" part2="r6 pelvis"></NO_COLLISION>
 <NO_COLLISION part1="r6 l calf" part2="r6 l thigh"></NO_COLLISION>
 <NO_COLLISION part1="r6 l clavicle" part2="r6 l upperarm"></NO_COLLISION>
 <NO_COLLISION part1="r6 l clavicle" part2="r6 neck"></NO_COLLISION>
 <NO_COLLISION part1="r6 l forearm" part2="r6 l upperarm"></NO_COLLISION>
 <NO_COLLISION part1="r6 l thigh" part2="r6 pelvis"></NO_COLLISION>
 <NO_COLLISION part1="r6 l upperarm" part2="r6 spine2"></NO_COLLISION>
 <NO_COLLISION part1="r6 neck" part2="r6 r clavicle"></NO_COLLISION>
 <NO_COLLISION part1="r6 neck" part2="r6 spine2"></NO_COLLISION>
 <NO_COLLISION part1="r6 pelvis" part2="r6 r thigh"></NO_COLLISION>
 <NO_COLLISION part1="r6 pelvis" part2="r6 spine"></NO_COLLISION>
 <NO_COLLISION part1="r6 pelvis" part2="r6 spine2"></NO_COLLISION>
 <NO_COLLISION part1="r6 r calf" part2="r6 r thigh"></NO_COLLISION>
 <NO_COLLISION part1="r6 r clavicle" part2="r6 r upperarm"></NO_COLLISION>
 <NO_COLLISION part1="r6 r forearm" part2="r6 r upperarm"></NO_COLLISION>
 <NO_COLLISION part1="r6 r upperarm" part2="r6 spine2"></NO_COLLISION>
 <NO_COLLISION part1="r6 spine" part2="r6 spine1"></NO_COLLISION>
 <NO_COLLISION part1="r6 spine1" part2="r6 spine2"></NO_COLLISION>
 <JOINT id="r6 l calf" part1="r6 l calf" part2="r6 l thigh" type="hinge">
  <HIGH_LIMIT>0.200013</HIGH_LIMIT>
  <LOW_LIMIT>-1.150088</LOW_LIMIT>
  <HIGH_STIFFNESS>1000</HIGH_STIFFNESS>
  <LOW_STIFFNESS>1000</LOW_STIFFNESS>
  <LIMITED>1</LIMITED>
  <MOTORIZED>0</MOTORIZED>
  <DES_VEL>1</DES_VEL>
  <MAX_FORCE>1000</MAX_FORCE>
  <POS1>0,0,0</POS1>
  <POS2>0.84621,-2.423321e-007,6.215529e-007</POS2>
  <PRIMARY_AXIS1>0.08715604,-1.092412e-006,-0.996196</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>0.08661855,0.009663638,-0.9961959</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>0.996196,9.685755e-007,0.08715602</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>0.9900522,0.1104676,0.08715592</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 l clavicle" part1="r6 l clavicle" part2="r6 neck" type="hinge">
  <HIGH_LIMIT>0.2843004</HIGH_LIMIT>
  <LOW_LIMIT>-0.004214524</LOW_LIMIT>
  <HIGH_STIFFNESS>1000</HIGH_STIFFNESS>
  <LOW_STIFFNESS>1000</LOW_STIFFNESS>
  <LIMITED>1</LIMITED>
  <MOTORIZED>0</MOTORIZED>
  <DES_VEL>1</DES_VEL>
  <MAX_FORCE>1000</MAX_FORCE>
  <POS1>0,0,0</POS1>
  <POS2>-0.04851986,0.001251804,0.08761233</POS2>
  <PRIMARY_AXIS1>0,-0.9999999,0</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>-0.0008032938,0.9999995,-3.388123e-006</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>0.9999999,0,0</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>-0.0777517,-5.9024e-005,0.9969724</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 l forearm" part1="r6 l forearm" part2="r6 l upperarm" type="hinge">
  <HIGH_LIMIT>0.1670241</HIGH_LIMIT>
  <LOW_LIMIT>-1.570796</LOW_LIMIT>
  <HIGH_STIFFNESS>1000</HIGH_STIFFNESS>
  <LOW_STIFFNESS>1000</LOW_STIFFNESS>
  <LIMITED>1</LIMITED>
  <MOTORIZED>0</MOTORIZED>
  <DES_VEL>1</DES_VEL>
  <MAX_FORCE>1000</MAX_FORCE>
  <POS1>0,0,0</POS1>
  <POS2>0.6469318,-2.603906e-007,1.158104e-006</POS2>
  <PRIMARY_AXIS1>-2.980232e-008,-0.08715576,-0.9961947</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>0.01664779,-0.08555092,-0.9961947</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>1,-2.980232e-008,-3.826361e-009</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>0.9815873,0.191012,-8.779013e-008</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 l thigh" part1="r6 l thigh" part2="r6 pelvis" type="skeletal">
  <CONE_TYPE>2</CONE_TYPE>
  <CONE_HALF_ANGLE_X>0.229474</CONE_HALF_ANGLE_X>
  <CONE_HALF_ANGLE_Y>0.259265</CONE_HALF_ANGLE_Y>
  <CONE_STIFFNESS>4000</CONE_STIFFNESS>
  <CONE_DAMPING>1</CONE_DAMPING>
  <TWIST_TYPE>2</TWIST_TYPE>
  <TWIST_HALF_ANGLE>1.570796</TWIST_HALF_ANGLE>
  <TWIST_STIFFNESS>1000</TWIST_STIFFNESS>
  <TWIST_DAMPING>1</TWIST_DAMPING>
  <POS1>0,0,0</POS1>
  <POS2>-5.201022e-007,-4.446555e-007,0.1905515</POS2>
  <PRIMARY_AXIS1>1,5.601004e-008,0</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>-0.7647324,-0.6323367,0.1238334</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>-5.601004e-008,1,0</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>-0.6244246,0.7746929,0.09972319</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 l upperarm" part1="r6 l upperarm" part2="r6 l clavicle" type="skeletal">
  <CONE_TYPE>2</CONE_TYPE>
  <CONE_HALF_ANGLE_X>0.5187238</CONE_HALF_ANGLE_X>
  <CONE_HALF_ANGLE_Y>0.674101</CONE_HALF_ANGLE_Y>
  <CONE_STIFFNESS>1000</CONE_STIFFNESS>
  <CONE_DAMPING>1</CONE_DAMPING>
  <TWIST_TYPE>2</TWIST_TYPE>
  <TWIST_HALF_ANGLE>1.570796</TWIST_HALF_ANGLE>
  <TWIST_STIFFNESS>1000</TWIST_STIFFNESS>
  <TWIST_DAMPING>1</TWIST_DAMPING>
  <POS1>0,0,0</POS1>
  <POS2>0.2104674,-5.606827e-007,-1.250074e-006</POS2>
  <PRIMARY_AXIS1>1,0,0</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>0.8356848,0.546081,-0.05853051</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>0,-0.08715591,0.9961947</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>0.01847658,0.07855771,0.9967384</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 neck" part1="r6 neck" part2="r6 spine2" type="hinge">
  <HIGH_LIMIT>0.2782851</HIGH_LIMIT>
  <LOW_LIMIT>-0.2782851</LOW_LIMIT>
  <HIGH_STIFFNESS>1000</HIGH_STIFFNESS>
  <LOW_STIFFNESS>1000</LOW_STIFFNESS>
  <LIMITED>1</LIMITED>
  <MOTORIZED>0</MOTORIZED>
  <DES_VEL>1</DES_VEL>
  <MAX_FORCE>1000</MAX_FORCE>
  <POS1>0,0,0</POS1>
  <POS2>0.3257,0.0001900699,-1.176198e-007</POS2>
  <PRIMARY_AXIS1>1.639128e-007,3.691964e-006,-0.9999964</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>1.897619e-007,3.661416e-006,-0.9999964</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>0.9961908,-0.08715875,-1.476638e-007</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>0.9961904,-0.08716312,-1.760411e-007</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 pelvis" part1="r6 pelvis" part2="r6" type="hinge">
  <HIGH_LIMIT>0.072274</HIGH_LIMIT>
  <LOW_LIMIT>-0.033185</LOW_LIMIT>
  <HIGH_STIFFNESS>9000</HIGH_STIFFNESS>
  <LOW_STIFFNESS>8000</LOW_STIFFNESS>
  <LIMITED>1</LIMITED>
  <MOTORIZED>0</MOTORIZED>
  <DES_VEL>1</DES_VEL>
  <MAX_FORCE>1000</MAX_FORCE>
  <POS1>0,0,0</POS1>
  <POS2>3.705847e-009,-8.810212e-007,-3.48037e-009</POS2>
  <PRIMARY_AXIS1>5.960464e-008,-5.960464e-008,-1</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>1.486989e-006,1,-1.382681e-006</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>-1,0,-3.763178e-008</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>4.157569e-008,-1.464258e-006,-1</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 r calf" part1="r6 r calf" part2="r6 r thigh" type="hinge">
  <HIGH_LIMIT>0.189921</HIGH_LIMIT>
  <LOW_LIMIT>-0.97886</LOW_LIMIT>
  <HIGH_STIFFNESS>1000</HIGH_STIFFNESS>
  <LOW_STIFFNESS>1000</LOW_STIFFNESS>
  <LIMITED>1</LIMITED>
  <MOTORIZED>0</MOTORIZED>
  <DES_VEL>1</DES_VEL>
  <MAX_FORCE>1000</MAX_FORCE>
  <POS1>0,0,0</POS1>
  <POS2>0.8462019,-6.929594e-007,2.120931e-007</POS2>
  <PRIMARY_AXIS1>-0.08715571,-5.199833e-009,-0.9961949</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>-0.08661801,-0.009664538,-0.996195</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>0.9961949,1.043081e-007,-0.08715571</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>0.9900511,0.1104669,-0.08715551</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 r clavicle" part1="r6 r clavicle" part2="r6 neck" type="hinge">
  <HIGH_LIMIT>0.02171934</HIGH_LIMIT>
  <LOW_LIMIT>-0.5768245</LOW_LIMIT>
  <HIGH_STIFFNESS>1000</HIGH_STIFFNESS>
  <LOW_STIFFNESS>1000</LOW_STIFFNESS>
  <LIMITED>1</LIMITED>
  <MOTORIZED>0</MOTORIZED>
  <DES_VEL>1</DES_VEL>
  <MAX_FORCE>1000</MAX_FORCE>
  <POS1>0,0,0</POS1>
  <POS2>-0.04851954,0.001251974,-0.08761016</POS2>
  <PRIMARY_AXIS1>0,-0.9999999,0</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>-0.0008066508,0.9999995,-1.583098e-006</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>0.9999999,0,0</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>-0.0777536,-6.436272e-005,-0.9969723</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 r forearm" part1="r6 r forearm" part2="r6 r upperarm" type="hinge">
  <HIGH_LIMIT>0.1670241</HIGH_LIMIT>
  <LOW_LIMIT>-1.570796</LOW_LIMIT>
  <HIGH_STIFFNESS>1000</HIGH_STIFFNESS>
  <LOW_STIFFNESS>1000</LOW_STIFFNESS>
  <LIMITED>1</LIMITED>
  <MOTORIZED>0</MOTORIZED>
  <DES_VEL>1</DES_VEL>
  <MAX_FORCE>1000</MAX_FORCE>
  <POS1>0,0,0</POS1>
  <POS2>0.6468694,-4.190981e-007,1.492548e-006</POS2>
  <PRIMARY_AXIS1>0.02255762,0.08618625,-0.9960244</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>0.00567853,0.08890815,-0.9960244</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>0.9961954,-0.08583218,0.01513444</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>0.9942464,0.1060459,0.0151344</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 r thigh" part1="r6 r thigh" part2="r6 pelvis" type="skeletal">
  <CONE_TYPE>2</CONE_TYPE>
  <CONE_HALF_ANGLE_X>0.286468</CONE_HALF_ANGLE_X>
  <CONE_HALF_ANGLE_Y>0.311689</CONE_HALF_ANGLE_Y>
  <CONE_STIFFNESS>4000</CONE_STIFFNESS>
  <CONE_DAMPING>1</CONE_DAMPING>
  <TWIST_TYPE>2</TWIST_TYPE>
  <TWIST_HALF_ANGLE>1.570796</TWIST_HALF_ANGLE>
  <TWIST_STIFFNESS>1000</TWIST_STIFFNESS>
  <TWIST_DAMPING>1</TWIST_DAMPING>
  <POS1>0,0,0</POS1>
  <POS2>5.122619e-007,9.447395e-008,-0.1905515</POS2>
  <PRIMARY_AXIS1>0.9961946,0.08715577,0</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>-0.8162441,-0.5624111,-0.1320572</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>-0.08715577,0.9961946,0</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>-0.5553973,0.8268569,-0.08855006</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 r upperarm" part1="r6 r upperarm" part2="r6 r clavicle" type="skeletal">
  <CONE_TYPE>2</CONE_TYPE>
  <CONE_HALF_ANGLE_X>0.5187238</CONE_HALF_ANGLE_X>
  <CONE_HALF_ANGLE_Y>0.610873</CONE_HALF_ANGLE_Y>
  <CONE_STIFFNESS>1000</CONE_STIFFNESS>
  <CONE_DAMPING>1</CONE_DAMPING>
  <TWIST_TYPE>2</TWIST_TYPE>
  <TWIST_HALF_ANGLE>1.570796</TWIST_HALF_ANGLE>
  <TWIST_STIFFNESS>1000</TWIST_STIFFNESS>
  <TWIST_DAMPING>1</TWIST_DAMPING>
  <POS1>0,0,0</POS1>
  <POS2>0.210452,5.651441e-007,4.421014e-007</POS2>
  <PRIMARY_AXIS1>0.9999999,0,0</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>0.8356879,0.5460764,0.0585275</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>0,0,-0.9999999</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>-0.02943224,0.1509449,-0.9881038</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 spine" part1="r6 spine" part2="r6 pelvis" type="skeletal">
  <CONE_TYPE>2</CONE_TYPE>
  <CONE_HALF_ANGLE_X>0.019289</CONE_HALF_ANGLE_X>
  <CONE_HALF_ANGLE_Y>0.124487</CONE_HALF_ANGLE_Y>
  <CONE_STIFFNESS>8000</CONE_STIFFNESS>
  <CONE_DAMPING>50</CONE_DAMPING>
  <TWIST_TYPE>2</TWIST_TYPE>
  <TWIST_HALF_ANGLE>1.570796</TWIST_HALF_ANGLE>
  <TWIST_STIFFNESS>1000</TWIST_STIFFNESS>
  <TWIST_DAMPING>1</TWIST_DAMPING>
  <POS1>0,0,0</POS1>
  <POS2>0.1444739,0.0001862761,1.316778e-007</POS2>
  <PRIMARY_AXIS1>-1,-1.645912e-007,0</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>-0.9999997,0.0007961531,-1.346886e-006</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>1.645912e-007,-1,0</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>-0.0007962127,-0.9999997,-4.188131e-006</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 spine1" part1="r6 spine1" part2="r6 spine" type="hinge">
  <HIGH_LIMIT>0.156124</HIGH_LIMIT>
  <LOW_LIMIT>0.005371</LOW_LIMIT>
  <HIGH_STIFFNESS>3000</HIGH_STIFFNESS>
  <LOW_STIFFNESS>3000</LOW_STIFFNESS>
  <LIMITED>1</LIMITED>
  <MOTORIZED>0</MOTORIZED>
  <DES_VEL>1</DES_VEL>
  <MAX_FORCE>1000</MAX_FORCE>
  <POS1>0,0,0</POS1>
  <POS2>0.2341409,0.000209321,-5.045115e-008</POS2>
  <PRIMARY_AXIS1>8.940697e-008,2.587408e-008,0.9999999</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>5.958339e-008,5.246095e-008,0.9999999</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>-0.9961945,0.08715579,8.89724e-008</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>-0.9961945,0.08715582,1.210103e-007</ORTHOGONAL_AXIS2>
 </JOINT>
 <JOINT id="r6 spine2" part1="r6 spine2" part2="r6 spine1" type="hinge">
  <HIGH_LIMIT>0.080398</HIGH_LIMIT>
  <LOW_LIMIT>-0.061981</LOW_LIMIT>
  <HIGH_STIFFNESS>2500</HIGH_STIFFNESS>
  <LOW_STIFFNESS>2500</LOW_STIFFNESS>
  <LIMITED>1</LIMITED>
  <MOTORIZED>0</MOTORIZED>
  <DES_VEL>1</DES_VEL>
  <MAX_FORCE>1000</MAX_FORCE>
  <POS1>0,0,0</POS1>
  <POS2>0.262938,0.00025687,-5.965723e-008</POS2>
  <PRIMARY_AXIS1>4.470348e-008,0,0.9999999</PRIMARY_AXIS1>
  <PRIMARY_AXIS2>3.650698e-007,5.260926e-008,0.9999999</PRIMARY_AXIS2>
  <ORTHOGONAL_AXIS1>-0.9848077,0.173648,2.610492e-008</ORTHOGONAL_AXIS1>
  <ORTHOGONAL_AXIS2>-0.9993908,0.03489955,4.065617e-007</ORTHOGONAL_AXIS2>
 </JOINT>
</ASSET>
</KARMA>X__Template\Air-H-G3A3-G.tpt_____¯________Template\Air-H-G3A3.tpt_°___›________Template\Air-H-M249-G.tpt_P___________Template\Air-H-M249.tpt_____—________Template\Air-H-Mac119-G.tpt_ ___ç________Template\Air-H-TAR21-G.tpt____
________Template\Air-R-G3A3.tpt_


#3 HSDEMONZ

HSDEMONZ

    He Who Posts Alot...

  • Admin
  • 12,220 posts
  • Location:Canada
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Posted 07 June 2004 - 08:32 AM

There is plenty of stuff I didn't bother to include.. as you will trip over it when you go edit the stuff I did show you. Alot of mission based stuff for examples. Want more AI help? How about Terrorists helping you?

Once you do some basic editing and you don't crash the game.. you can try some of these other ideas.

Some of these edits will work in game tunnels.. some while hosting.. some while not hosting. While hosting.. many of these hacks become global to all players. Expect altered weapon counts and altered health to be global.

#4 HSDEMONZ

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Posted 07 June 2004 - 08:45 AM

BTW.. all the cut scenes and intro movies etc.. are .BIK files.

These files.. can be renamed or removed to speed up load times. Also.. if you go to http://radgametools.com/ you can download tools to view, edit, and manipulate these .BIK (BINK VIDEO) files.

Same tool.. will allow you to convert any or all of those movie clips.. into WINDOWS SCREEN SAVERS.

Have fun.

#5 MoeMan949222

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Posted 07 June 2004 - 11:04 AM

Great Tutorial !
I am gona mess with this when i get home. especially with thoses annoying messages. beerchug.gif

#6 Falcon36

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Posted 07 June 2004 - 12:50 PM

Nice HSDEMONZ u finally let the cat out of the bag.

I know somemore things you can do but you hit most of the main things that can be done to the game. Now if we could just find clipping in the game we could walk through the walls smile.gif

#7 HSDEMONZ

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Posted 08 June 2004 - 04:54 PM

snooping xboxufiles.umd

CODE
{
local SavedMove Next;

//#ifdef R6CODE
if( bOnlySpectator )
 Pawn = none;
//#endif
if ( Pawn != None )
 Pawn.Died( self, Pawn.Location );

   //#ifdef R6BUGFIX
   // Remove CheatManager and PlayerInput reference to be sure they are garbage collected
   if(CheatManager!=none)
       CheatManager.ClearOuter();
   CheatManager = none;

   if(PlayerInput!=none)
       PlayerInput.ClearOuter();
   PlayerInput = none;
   //#endif // #ifdef R6BUGFIX

Super.Destroyed();
myHud.Destroy();
   myHud = none; // R6CODE

while ( FreeMoves != None )
{
 Next = FreeMoves.NextMove;
 FreeMoves.Destroy();
 FreeMoves = Next;
}
while ( SavedMoves != None )
{
 Next = SavedMoves.NextMove;
 SavedMoves.Destroy();
 SavedMoves = Next;
}
}


thought this was interesting...

#8 HSDEMONZ

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Posted 11 June 2004 - 01:54 PM

For THEBOSS and FALCON..

I didn't let the cat out of the bag. However.. I did re-release the info in a manner that gets the most exposure.. by posting it here and now on XS. None of this was secret.. and has been avialable to those who know how to search since xmas. Collecting and summarizing info is one of the thing I do here.. and we do here on XS.

So don't give me any credit that I don't deserve. I didn't discover any of this info.

Some will take this info and cheat in public tunnel services.. others will take this info and experiement in private lans.. while other still will do little more than edit and alter their HUD to be more appealing or to provide better visibility in certain modes like night vision or heat vision modes.

To the ignorant sob who presume that ANYONE with a MODDED XBOX and this info will automatically cheat with it.. you fall into tha same category as people who ignorantly presume that someone with a MODDED unit must also download and pirate every xbox game. Some do.. some don't. Making wild claims of 95% this or that is ignorant and baseless. (people in the XBOX LINUX project for example worked hard to produce a project that's purpose wasn't PIRATE oriented.. yet many who use it will undoubtedly also be pirates)

Don't assume your limited experience qualifies you to make sweeping generalizations of people wishes, needs and habits.

On a personal note:

Not directly related.. but it bears mentioning..

Don't assume because I have had this knowledge for a long time.. that it has been used in legit games on the tunnels. (it has not)

Research was done on closed lans. (and on occassion.. closed passworded rooms on XBC. Most of which was conducted at xmas.. with help from Letterman and Shanafan, Peerx and a select few others.)

(it was never conducted on KAI.. at least not with me present)

Discussion resurfaced weeks ago.. as people ignorantly threw the term AIMBOT around.

With that being said.. I have on occassion.. used a hacked Profile called HSDEMONZ/XCLIVE.COM which is a molitov variant profile. Used with permission from the HOST of the game.. and sometimes on dedicated HOSTS where the principle was not around to enforse the rules of his room. It's not cheating when the HOST gives permission.

Also.. the R99 profile is not hacked.. or at least not in the sence like MOLITOVS, primaries, gas masks, or other nonsence. It simply is an extended NAME.. that reflects who I am.. and what I do.

There was a suggestion.. or accusation I suppose.. that I have employed the UMD file hack in an online game session on the tunnels. I'm honoured you think so.. however.. If I had or was.. surely I'd win more than I lose. smile.gif (and I lose plenty)

I don't host games on the tunnels.. reason being my cable is not the best to host with. In the games I've enjoyed playing on XBC.. I don't think I've ever been accused of cheating with an "aimbot". (at least not in English.. however.. I do play alot in forieng rooms.. so who the hell knows what they are saying...)

Although.. I know I've pissed off more than one person with a suicidal spawn with MOLITITOVS. smile.gif (course.. with permission from the host)

Playing the game is about the teamwork and comeradery of the game.. not necessarily about always winning.

It's a game. Treat it as such. Have fun.

Morons.. don't waste my time and yours.


#9 Mr. Peabody

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Posted 11 June 2004 - 05:13 PM

WHY HSDEMONZ?

I told you not to share this info with ANYONE, EVER.

"Research was done on closed lans. (and on occassion.. closed passworded rooms on XBC. Most of which was conducted at xmas.. with help from Letterman and Shanafan, Peerx and a select few others.)"

I found this hack. I'm the one that has 6 pages of notes on the relation of just about every line of this file. I'm the one that deciphered the binary strings for weapons attributes (damage, accuracy, capacity, zoom, etc.). I'm the one that figured out how to make grenades wipe out an entire room. It's so great you can cut and paste some lines (too bad you removed things like my credits out of the file first, 'make sure you put something here so you know you've edited it' LIKE THAT WAS EVEN AN ORIGINAL THOUGHT.

I gave you this.

I told you not to share it with anyone.

I told you not to use it in gameplay.

Now everyone and thier little brother are shooting people through the eye while tying their shoes.

What the fuck were you thinking?

You owe me an explanation.

#10 Trailer

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Posted 12 June 2004 - 06:15 PM

QUOTE (Mr. Peabody @ Jun 11 2004, 07:13 PM)
WHY HSDEMONZ?

I told you not to share this info with ANYONE, EVER.

"Research was done on closed lans. (and on occassion.. closed passworded rooms on XBC. Most of which was conducted at xmas.. with help from Letterman and Shanafan, Peerx and a select few others.)"

I found this hack. I'm the one that has 6 pages of notes on the relation of just about every line of this file. I'm the one that deciphered the binary strings for weapons attributes (damage, accuracy, capacity, zoom, etc.). I'm the one that figured out how to make grenades wipe out an entire room.  It's so great you can cut and paste some lines (too bad you removed things like my credits out of the file first, 'make sure you put something here so you know you've edited it' LIKE THAT WAS EVEN AN ORIGINAL THOUGHT.

I gave you this.

I told you not to share it with anyone.

I told you not to use it in gameplay.

Now everyone and thier little brother are shooting people through the eye while tying their shoes.

What the fuck were you thinking?

You owe me an explanation.

yo chaging all this info was figuered out ages ago, even i knew how to di it before it was posted up here, all it involves is edited the umd files, so u makin all this out to be 100% ure work is a bit selfish n sounds like BS to me!

Trailer

#11 HSDEMONZ

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Posted 14 June 2004 - 12:30 AM

Yes.. he handed a UMD file to me.

Was he the first to do so? no. Was his stable? yes.

I never took any credit for any info posted here. Nowhere will you see me take any credit for it either.

#12 HSDEMONZ

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Posted 14 June 2004 - 12:41 AM

QUOTE (Mr. Peabody @ Jun 11 2004, 02:13 PM)
(too bad you removed things like my credits out of the file first, 'make sure you put something here so you know you've edited it' LIKE THAT WAS EVEN AN ORIGINAL THOUGHT.

I gave you this.

I told you not to share it with anyone.

I told you not to use it in gameplay.

Now everyone and thier little brother are shooting people through the eye while tying their shoes.

What the fuck were you thinking?

You owe me an explanation.


It's arrogant and presumptuos for you to think you were the first to hand me a hacked UMD file. Yours was stable.. but hardly the first.

Nothing I said above is a lie or inaccurate either. I've yet to use YOUR or anyone elses UMD file in open gameplay with people on the services.

As per your assertion to the lack of credit given...

While some lines may be similiar to ones in your UMD.. your UMD file is not the source. Example.. the ESRB statement.. is there clean.. so people can find it and edit it as they like. (I assume that is the line of 'credit' you are bitching about)

Putting in the the line for your particular UMD file would not have served that faq well.. as people would not fine that entry in their clean files. The purpose of the file was to be a starting point on their road to discovery. Having them look for an entry that is not there would be retarded.

Now.. if you'd like credit as being someone who HAS used a hacked UMD in open gameplay..(which is equivalent to cheating) that is credit you can have.

Otherwise.. nothing in this document can or will be directly acredited to you or your early UMD work.

It also.. would have been retarded to put the same corresponding line from the 5 or so other individuals who provided UMD files before you. Same reason.

Don't shit on unrelated threads again plz. Consider that your last warning.




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