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Author Topic: Semi-Official Gallery [WIPS] (9951 messages, Page 178 of 285)
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R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 5, 2013 11:32 AM    Msg. 6196 of 9951       
Iirc, the h4 magnum is the M6E, which was put into service around 2550. That being said, I think the magnum should be upscaled slightly. If not, bring the gun up and slightly closer to the screen


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 5, 2013 11:43 AM    Msg. 6197 of 9951       
Quote: --- Original message by: R93_Sniper
Iirc, the h4 magnum is the M6E, which was put into service around 2550. That being said, I think the magnum should be upscaled slightly. If not, bring the gun up and slightly closer to the screen

Halopedia says the M6H is the model featured in Halo 4, with officers' models in service as early as 2526.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Dec 5, 2013 02:58 PM    Msg. 6198 of 9951       
Quote: --- Original message by: Dumb AI
Logically, that would not make much sense, since you'd want to keep it in good condition.

i dunno about u guys, but i like to see the use i put into my equipment, cracks and creases in mah leather, scratches and nicks in the metal, fraying and holes in the fabric, (and in halo the occasional plasma burn). btw worn in gear can be maintained well and function more reliably than new gear, plus its broken in :D .


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Dec 5, 2013 08:01 PM    Msg. 6199 of 9951       
Quote: --- Original message by: greg079
i dunno about u guys, but i like to see the use i put into my equipment, cracks and creases in mah leather, scratches and nicks in the metal, fraying and holes in the fabric, (and in halo the occasional plasma burn). btw worn in gear can be maintained well and function more reliably than new gear, plus its broken in :D .


yes, let's display the neatness and professionalism of our marines and spartans by showing how much they throw their equipment around. at most, the equipment should have minor scratches from bumping other weapons during shipping and chipped edges from occasional dropping. if your gear gets heavily damaged due to being on the field, then you may as well produce another gun because the damage done to the equipment most likely killed the user and anyone else in the vicinity while the invading forces took over, making retrieval a pointless venture anyways.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Dec 5, 2013 08:50 PM    Msg. 6200 of 9951       
Quote: --- Original message by: master noob
Quote: --- Original message by: greg079
i dunno about u guys, but i like to see the use i put into my equipment, cracks and creases in mah leather, scratches and nicks in the metal, fraying and holes in the fabric, (and in halo the occasional plasma burn). btw worn in gear can be maintained well and function more reliably than new gear, plus its broken in :D .


yes, let's display the neatness and professionalism of our marines and spartans by showing how much they throw their equipment around. at most, the equipment should have minor scratches from bumping other weapons during shipping and chipped edges from occasional dropping. if your gear gets heavily damaged due to being on the field, then you may as well produce another gun because the damage done to the equipment most likely killed the user and anyone else in the vicinity while the invading forces took over, making retrieval a pointless venture anyways.

i didn't mean TONS of damage, i mean something like Leyr's textures in skyrim. obviously a gun that is utterly wrecked won't shoot properly, i mostly meant elite soldier armor showing damage and wear in this case, and about Dano's type scratching and dirt on weapons.

also i'm learning hlsl slowly, and while lots of it is advanced, u can find many people who's work looks simply gorgeous, and learn from their work. (like Kyo for example) also yes i know halo runs in dx9, i'm very hopeful that inferno's 12d will support dx11
Edited by greg079 on Dec 5, 2013 at 08:52 PM


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Dec 6, 2013 05:42 PM    Msg. 6201 of 9951       
Correct me if I'm wrong but don't the games take place in some giant dome?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 6, 2013 09:56 PM    Msg. 6202 of 9951       
Quote: --- Original message by: waffles
Quote: --- Original message by: greg079
Quote: --- Original message by: Mootjuh
Boarding, dual wielding and equipment is enough reason for me to like it.

normals are enough for me, though i'd prefer to have tessellation, parallax, and the ability to swap post shaders real time (it may have the last one though, kirby would know).


Normal distortion/UV distortion, and unifying the transparent shader types. Tessellation is a dx11 feature, and in case you don't know CE runs on dx9. I doubt anybody really knows too much about the post-process system (even kirby) to comment, there is a shortage of people with hlsl knowledge. But if its as extensive as I think it is (being hlsl) we could have; exposure based bloom, blur, screen effects (warps/distortion), AO (ambient occlusion) -see failed attempt moot did a while back.


I remember seeing a OS video made by (who I think was) either FireScythe or Kornman00 showing that there's a way to do this already. The camera took a dip in water and when it came out, the water slowly fell off the screen (Similar to how it does in some more modern games)


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 6, 2013 10:47 PM    Msg. 6203 of 9951       
Quote: --- Original message by: Mootjuh
The 2nd does, the previous ones were unlimited but the tributes are being held together by traps etc.


Dunno if you read the books, but every arena is still inside of a dome shaped area.

In the second book, it talks about Haymitch's experience with the border of the arena and how he used it to win. Some dude even made a movie out of it, which you can watch here:

https://www.youtube.com/watch?v=7mUjssn86h4


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 7, 2013 12:37 AM    Msg. 6204 of 9951       
Dynamic Crosshairs Demonstration #2




Video:
http://www.youtube.com/watch?v=yZDfknuUK-k&feature=youtu.be

Posted here because I know the other thread will die.


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Dec 8, 2013 01:27 AM    Msg. 6205 of 9951       
Made an animation.
http://youtu.be/cSk3AyDXdvk
Edited by spiral on Dec 8, 2013 at 01:27 AM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Dec 8, 2013 09:48 AM    Msg. 6206 of 9951       
Quote: --- Original message by: Mootjuh
Give me a 10 hour version.

All I want is a 1-hour version.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 9, 2013 07:50 PM    Msg. 6207 of 9951       
and the Award for post of the year goes to...


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 9, 2013 09:24 PM    Msg. 6208 of 9951       
Should have been this

http://www.youtube.com/watch?v=J_DV9b0x7v4

still funny though


Vergil
Joined: Jun 13, 2011

you're just mad cuz you're angry


Posted: Dec 9, 2013 09:31 PM    Msg. 6209 of 9951       
i like how throughout the time ive been on this site i just see more and more anime start to flood the forums

more and more people have terrible kawaii-as-crap avatars as if they weren't even 8 years old

this is why i don't do stuff for halo anymore, what community do i have to show it off to other than a bunch of weaboos and bronies


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 9, 2013 09:43 PM    Msg. 6210 of 9951       
Quote: --- Original message by: Vergil
i like how throughout the time ive been on this site i just see more and more anime start to flood the forums

more and more people have terrible kawaii-as-crap avatars as if they weren't even 8 years old

this is why i don't do stuff for halo anymore, what community do i have to show it off to other than a bunch of weaboos and bronies

Do stuff because you like doing stuff, don't do stuff just for the sake of showing off.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 9, 2013 09:44 PM    Msg. 6211 of 9951       
Quote: --- Original message by: Vergil
i like how throughout the time ive been on this site i just see more and more anime start to flood the forums

more and more people have terrible kawaii-as-crap avatars as if they weren't even 8 years old

this is why i don't do stuff for halo anymore, what community do i have to show it off to other than a bunch of weaboos and bronies


Yeah man, people aren't here because they like Halo at all.

Also, people shouldn't have different tastes in things than you, thats just plain dumb.

I don't like anime and I think ponys are dumb, but I don't yell at others because of it.


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Dec 9, 2013 10:14 PM    Msg. 6212 of 9951       
Quote: --- Original message by: Vergil
i like how throughout the time ive been on this site i just see more and more anime start to flood the forums


I made my animation for fun.
I don't think there is anything wrong with that.
This doesn't mean i'm gonna go around making these and stop all progress to modding.
besides, this helps improve my animating skills.

I don't like anime and I think ponys are dumb, but I don't yell at others because of it.

Edited by spiral on Dec 9, 2013 at 10:31 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Dec 10, 2013 03:08 PM    Msg. 6213 of 9951       
Its actually Polish. The show however is Anime so whatever.

CULTURAL DIVERSITY PEOPLE! IF YOU CANT LIVE WITH THAT, GO DIE IN A DITCH BECAUSE NOBODY LIKES YOU


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 10, 2013 03:57 PM    Msg. 6214 of 9951       
H3 AR



Magnum:



Reach AR:




Video:
http://www.youtube.com/watch?v=IPxxsy36brk&feature=youtu.be
Edited by Jesse on Dec 11, 2013 at 01:08 AM


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Dec 12, 2013 07:34 PM    Msg. 6215 of 9951       
good luck finding anyone with hlsl knowledge actually willing to mod for a 12-year-old game engine rather than for what they learned hlsl to begin with.

especially considering the community they would have to cater to :U
Edited by master noob on Dec 12, 2013 at 07:34 PM


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 12, 2013 11:43 PM    Msg. 6216 of 9951       
Quote: --- Original message by: waffles
http://imageshack.us/a/img811/9493/iyy.gif

http://imageshack.us/a/img12/7058/fsej.jpg

http://imageshack.us/a/img547/4020/ci13.jpg

If I had a clue how the actual code works, and had the decompiled CE shaders anymore (kirby might still have them) I would be up for creating new shader types/adding features for stuff like this.

Halo had some roots in 3ds max with hlsl, but I don't have the tools I had on my old desktop to make shaders in max anymore unfortunately, which is why this was in udk.

*cough* somebody with hlsl knowledge pls halp *cough*

I have no idea if the CE shaders had an instruction limit, but if not; unified shader types that could be updated/committed to would be fabulous. unified opaque shaders/transparent shaders/water, 3 shaders for everything.

I don't know the exact initial reason why the shader extension for shader_model was just an extension instead of its own shader (.map compatibility for those without OS?). But i feel like its limiting the potential of what the extension could be by still using the old illumination (multiplies color over diffuse instead of adding like guerilla states)/detail (odd v scaling)/reflection setups (specular and reflection are combined) of the original shader, unless ofc overrides could be used.

I'm sure this post will be ignored by the majority of halomaps... :I but i felt like posting today.

TLDR;
CE can have just about any dx9 hlsl shader function created, with its adaptation to the rendering engine/tag setup. Go find people with hlsl knowledge and send them to korn and friends.


That would be great. Good luck finding someone.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 14, 2013 12:26 AM    Msg. 6217 of 9951       
Quote: --- Original message by: waffles
http://imageshack.us/a/img811/9493/iyy.gif

http://imageshack.us/a/img12/7058/fsej.jpg

http://imageshack.us/a/img547/4020/ci13.jpg

If I had a clue how the actual code works, and had the decompiled CE shaders anymore (kirby might still have them) I would be up for creating new shader types/adding features for stuff like this.

Halo had some roots in 3ds max with hlsl, but I don't have the tools I had on my old desktop to make shaders in max anymore unfortunately, which is why this was in udk.

*cough* somebody with hlsl knowledge pls halp *cough*

I have no idea if the CE shaders had an instruction limit, but if not; unified shader types that could be updated/committed to would be fabulous. unified opaque shaders/transparent shaders/water, 3 shaders for everything.

I don't know the exact initial reason why the shader extension for shader_model was just an extension instead of its own shader (.map compatibility for those without OS?). But i feel like its limiting the potential of what the extension could be by still using the old illumination (multiplies color over diffuse instead of adding like guerilla states)/detail (odd v scaling)/reflection setups (specular and reflection are combined) of the original shader, unless ofc overrides could be used.

I'm sure this post will be ignored by the majority of halomaps... :I but i felt like posting today.

TLDR;
CE can have just about any dx9 hlsl shader function created, with its adaptation to the rendering engine/tag setup. Go find people with hlsl knowledge and send them to korn and friends.


I have done my fare share of studying post processing lately due to master releasing the visr and other CMT tags for post processing initialy he left out 3 shader's so I went digging. spent about a week researching the wiki & the modasity forums and came across the initial thread where firesith developed the whole post processing system I believe it was first introduced in os 2.5. He posted a user tool much like os_tool that allowed for making custom shader types. He even made a new bitmap type called os_bitmap that compiled a bunch of bitmaps in to one file. I thought the whole thing was pretty cool. I have not attempted to use the tool's but I did read the whole thread. And all the shader definitions. I found some pretty amazing content and id collect some of it. But I have not really had a chance to review it. It might just be useless or it might not or it might be for os_2.5 and then you will need to make some edits to get some of this stuff working in 3.1.0 but this is what firesith used to develop the post processing system. and Eventually after some issues where fixed korn put it in OS. Well some of it anyway. I have prepared a pack for you with all source files needed to build new tag types and new shader types or even new types of water and glass shaders. Although IM not expert of post processing. This pack may or may not work for you but it might help. if you want more I propose you dig though firesith's skydrive. although this is pretty much all that's good on there if you look all you will probably find is even older versions than this but it's worth a shot. I'm trying to develop rampancy & Promethean vision my self I don't fully understand what your trying to fix but anyways good luck with this...
I think you will find the decompiled CE shader's in there! =) or at least something useful. I hope!

Download fire_pack!
http://www.mediafire.com/download/qo9s2r57fwsiqy7/fire_pak.zip
Edited by jackrabbit on Dec 14, 2013 at 12:35 AM


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Dec 14, 2013 04:16 AM    Msg. 6218 of 9951       
Quote: --- Original message by: jackrabbit
words

that was a massive post for saying the same sentence with different words a bunch of times.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Dec 14, 2013 01:49 PM    Msg. 6219 of 9951       
Quote: --- Original message by: Mootjuh

Maybe we can use HLSL to fix the shaders that Gearbox broke?

Also, I don't know exactly how HLSL shaders work and how OS handles them. But wouldn't you be able to take free HLSL shaders that are available online and put them in?
Edited by Mootjuh on Dec 14, 2013 at 01:26 PM

well, if you've ever used java, hlsl is remarkably similar... except you have no idea what you're you're looking at even though u made all it. there are a few utilities u can use to help u with hlsl but it'd be nice if i could remember at least one of them right now. good luck guys (no way i'm doin' this).


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 14, 2013 03:44 PM    Msg. 6220 of 9951       
I just found one thing extremely annoying about spec maps.
I was working on porting over the halo 4 storm_plasma_grenade
& I came to find this bitmap called...
storm_plasma_default_detail_spec
as I'm looking at my reference picture I am thinking to my self just how much I wish I could set the spec off by scaleing it the same as the detail map I just made.
but I cant =(

The cov_energy barrier I worked on yesterday ended up looking pretty good when I made these bitmap's because they where the same size And the detail maps I made really set the specular off.


But then today I work on the storm_plasma and no matter what I do I cant get the same effect because the bitmaps are totally different sizes.



to make a long story short. I wish I could scale the specular map! to match my detail map.

I think this function would serve extremely useful.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Dec 15, 2013 10:55 AM    Msg. 6221 of 9951       
Quote: --- Original message by: Mootjuh
One would have to create his own OS clone in order to add new shaders according to Kirby.

well then how did cmt make visr shader without cloning OS(or did korn just add that one in?)?
Edited by greg079 on Dec 15, 2013 at 11:08 AM


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 15, 2013 12:47 PM    Msg. 6222 of 9951       
Firesith made the visor shader with his OS clone he also made the post processing tag type & even other tag types that didn't become official.
at first it was not used because they could not figure out how to apply the effect after the hud. but then they figured out how to squese it in between the hud and enviorment.
Then Kornman00 first put some of FireSith's work in OS 2.5
And cmt/kirby put refrence & script to it in there sp pause menu so you could activate and deactivate it in spv3.

He also made other shaders like Pen & Ink


& I forgot the name of this one.


Edited by jackrabbit on Dec 15, 2013 at 01:12 PM


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Dec 15, 2013 01:10 PM    Msg. 6223 of 9951       
Quote: --- Original message by: jackrabbit
& I forgot the name of this one.

https://www.mediafire.com/convkey/4284/iou3wry130u56px6g.jpg

looks like screen-space distortion.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 15, 2013 01:18 PM    Msg. 6224 of 9951       
Yeah that pic was taken before they figured out how to apply it past the hud.
although I think it would be perfect for rampancy the way it is by simply switching the bimap.

There are other effects shaders to. All In the download I posted.
Hope someone can me use of them.
Edited by jackrabbit on Dec 15, 2013 at 01:20 PM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 15, 2013 01:27 PM    Msg. 6225 of 9951       
There was an OS version where they had a shader replacement and you could write your own shaders, put me in a folder and it would automatically change the shader for you. It was p. sweet but I was the only one who used it. :(


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 15, 2013 04:38 PM    Msg. 6226 of 9951       
Quote: --- Original message by: greg079

Quote: --- Original message by: Mootjuh
One would have to create his own OS clone in order to add new shaders according to Kirby.

well then how did cmt make visr shader without cloning OS(or did korn just add that one in?)?
Edited by greg079 on Dec 15, 2013 at 11:08 AM

Theres a difference between a post process and a shader. Sure, you can write a bunch of data overtop of whats rendering, but to actually add more bitmaps slots to a shader, or change the shaders general behavior, that would be the same as the shader_model upgrades which are actual changes in the OS code (go read the OS source code, you'll find files on shader upgrades). the VISR, and other post processes, on the other hand, are as their name states, post processing. Post processing, you should actually be able to get the parallax mapping going if its just looking for all bump/normal maps, and then just warping the screen based off that, but your not gonna get a new shader type for it, it will just base it off what its able to find.

Sure, both have their vertex and pixel shaders, but one is halos actual shader system, and the other is post processing.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Dec 15, 2013 05:30 PM    Msg. 6227 of 9951       
Quote: --- Original message by: Mootjuh
And we want to have the first one so we can fix what Gearbox broke and better.
I thought kornman00 already fixed that?


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Dec 15, 2013 05:34 PM    Msg. 6228 of 9951       
Quote: --- Original message by: kirby_422
Quote: --- Original message by: greg079

Quote: --- Original message by: Mootjuh
One would have to create his own OS clone in order to add new shaders according to Kirby.

well then how did cmt make visr shader without cloning OS(or did korn just add that one in?)?
Edited by greg079 on Dec 15, 2013 at 11:08 AM

Theres a difference between a post process and a shader. Sure, you can write a bunch of data overtop of whats rendering, but to actually add more bitmaps slots to a shader, or change the shaders general behavior, that would be the same as the shader_model upgrades which are actual changes in the OS code (go read the OS source code, you'll find files on shader upgrades). the VISR, and other post processes, on the other hand, are as their name states, post processing. Post processing, you should actually be able to get the parallax mapping going if its just looking for all bump/normal maps, and then just warping the screen based off that, but your not gonna get a new shader type for it, it will just base it off what its able to find.

Sure, both have their vertex and pixel shaders, but one is halos actual shader system, and the other is post processing.

so you're saying you'd rather have an OS clone to fix the broken shaders and add the sword one, rather than post-process the sword? well i certainly wouldn't oppose adding parallax shaders and such too (i just hate when people add parallax, but the heightmap is almost flat). my concern is what happens when somebody else wants to integrate a shader? it would suck to have 50 different incompatible generic OS clones.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 15, 2013 07:03 PM    Msg. 6229 of 9951       
Quote: --- Original message by: greg079
so you're saying you'd rather have an OS clone to fix the broken shaders and add the sword one, rather than post-process the sword?

So, please explain how you intend to take the screen view of the game, and write the additional data over top of the sword, just using a post process. First of all, how do you intend to identify the sword compared to any other particular item on screen? You're going to make it a pure color or something, and hope that nothing else ever reaches that pure color (Well, at least the gbugger include file has a gettype command, so you only have to worry about other weapons matching the scheme your looking for)? Sure, I believe you can get the angle at that point so you could try and math your new crap over top of it, but do you really want to mathematically try to fit whatever to the sword correctly?

Sure, if you want to find a way to identify the sword correctly to draw over it, go for it *shrug*

I guess you could technically just include no FP, and try to completely draw the FP in as a post process, that you only activate when the sword is the held weapon, but whatever makes you happy.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Dec 15, 2013 09:28 PM    Msg. 6230 of 9951       
Quote: --- Original message by: kirby_422
Quote: --- Original message by: greg079
so you're saying you'd rather have an OS clone to fix the broken shaders and add the sword one, rather than post-process the sword?

So, please explain how you intend to take the screen view of the game, and write the additional data over top of the sword, just using a post process. First of all, how do you intend to identify the sword compared to any other particular item on screen? You're going to make it a pure color or something, and hope that nothing else ever reaches that pure color (Well, at least the gbugger include file has a gettype command, so you only have to worry about other weapons matching the scheme your looking for)? Sure, I believe you can get the angle at that point so you could try and math your new crap over top of it, but do you really want to mathematically try to fit whatever to the sword correctly?

Sure, if you want to find a way to identify the sword correctly to draw over it, go for it *shrug*

I guess you could technically just include no FP, and try to completely draw the FP in as a post process, that you only activate when the sword is the held weapon, but whatever makes you happy.

i figure something along the lines of post rendering, yeah. but i already said i don't want any part in that, i'm not quite good enough to do that yet if i could ever find the want/will to do it anyhow. i'd just prefer to have one version of each OS beta releases. though now that i think about it, i doubt korn would be against adding in someone's already completed code to OS, since it wouldn't be too much trouble.

 
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