
MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jan 5, 2011 09:01 AM
Msg. 1296 of 1535
Sexy reflections are sexy. If you are going to decrease them, only do it a little.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 5, 2011 04:48 PM
Msg. 1297 of 1535
Quote: --- Original message by: MoooseGuy Sexy reflections are sexy. If you are going to decrease them, only do it a little. It all depends if I will decrease the reflections since 3ds max is refusing to get out of freeze mode to export the new fp hands with fixed smoothing Because ya know, smoothing also helps make the shaders look good to you know :) Edited by Spartan_094 on Jan 5, 2011 at 04:50 PM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jan 5, 2011 05:15 PM
Msg. 1298 of 1535
Everything-you-need-to-know-about-shaders tutorial please.
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il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
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Posted: Jan 5, 2011 05:20 PM
Msg. 1299 of 1535
I don't think a spartan wants to be a shiny target.
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Jan 5, 2011 05:33 PM
Msg. 1300 of 1535
Quote: --- Original message by: SlappyThePirate Everything-you-need-to-know-about-shaders tutorial please. perhaps i can cover this.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 5, 2011 11:02 PM
Msg. 1301 of 1535
Quote: --- Original message by: il Duce Primo I don't think a spartan wants to be a shiny target. I'll just suck ass giving the tutorial. It's not worth the time. Quote: --- Original message by: SlappyThePirate Everything-you-need-to-know-about-shaders tutorial please. Just experiment my man, don't think I went through my shaders one time. I experimented with diff cubemaps, diff values, how to make the multipurpose look awesome in-game. Ya know it's just experimenting.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jan 6, 2011 09:09 AM
Msg. 1302 of 1535
Quote: --- Original message by: Spartan_094 Ya know it's just experimenting. ^This. You can never be "told" what looks best.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jan 6, 2011 05:51 PM
Msg. 1303 of 1535
Quote: --- Original message by: Spartan_094Quote: --- Original message by: SlappyThePirate Everything-you-need-to-know-about-shaders tutorial please. Just experiment my man, don't think I went through my shaders one time. I experimented with diff cubemaps, diff values, how to make the multipurpose look awesome in-game. Ya know it's just experimenting. I've been experimenting for a while and still can't get it right. Someone needs to go over the facts, like how alphas affect the shader, the different combinations of parallel and perpendicular brightnesses, the difference in shininess bump maps make, etc. The stuff that's hard to practice. Edit: In reply to moose's post: A good tutorial help the user understand, not just execute. If we had facts on these values, based on the author's experience, we can make whatever we want look the way we personally feel fit. Would you rather have a user be educated in shaders, to make his own work... or let him learn basic stuff by himself, resulting in bad shaders, and perhaps making the user quit? Edited by SlappyThePirate on Jan 6, 2011 at 05:55 PM
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 6, 2011 08:16 PM
Msg. 1304 of 1535
You do know everybody has there on different opinion on how they make shaders and own opinion on what they think looks good, really just watch for key things like
Don't make the diffuse map bright (if your going to fake bump) Don't make the multipurpose map overly bright. ADD a detail map (I ignored this for some time until recently) Never use the warthog cubemap for certain things (make them look like plastic)
Really look at bungie's shaders from halo 1 and bitmaps they did to make it look good, learn off the halo 1 shaders while change the values a tad bit to accommodate the new stuff (halo 2, halo 3, w/e it is). Once you find a good bitmap tweak the values in the cubemap part.
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IcePhoenix
Joined: Sep 9, 2010
-Minor modeler-
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Posted: Jan 7, 2011 06:35 AM
Msg. 1305 of 1535
Quote: --- Original message by: hellreaper192 I don't understand, will there be FP legs or not? Not for this map.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jan 7, 2011 03:46 PM
Msg. 1306 of 1535
Quote: --- Original message by: Spartan_094 You do know everybody has there on different opinion on how they make shaders and own opinion on what they think looks good, really just watch for key things like
Don't make the diffuse map bright (if your going to fake bump) Don't make the multipurpose map overly bright. ADD a detail map (I ignored this for some time until recently) Never use the warthog cubemap for certain things (make them look like plastic)
Really look at bungie's shaders from halo 1 and bitmaps they did to make it look good, learn off the halo 1 shaders while change the values a tad bit to accommodate the new stuff (halo 2, halo 3, w/e it is). Once you find a good bitmap tweak the values in the cubemap part. Thanks, we need something exactly like this. Quick question about environment shaders: Are detail maps ABSOLUTELY necessary? What kind of detail map affects the actual look of the shader, and not just it's up-close detail level?
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jan 7, 2011 03:53 PM
Msg. 1307 of 1535
Detail maps are good to have, but not TOTALLY required. Depends on what you want. They can be used for "texture" effect, or they can be applied at a scale of 1 for a "bumpmap" effect, such as what you see on some bipeds or weapons. Not using a detail map usually means your surface will appear flat and smooth, with no bumps. Multi's can also be tweaked to give a small amount of depth. Edited by MoooseGuy on Jan 7, 2011 at 03:54 PM
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 7, 2011 08:38 PM
Msg. 1308 of 1535
Quote: --- Original message by: MoooseGuy or they can be applied at a scale of 1 for a "bumpmap" effect, I acutely was the person with help from gwunty that figured this out. It's not a true normal map effect, just gives it a nice up res and a shiney finish with the right cubemap. The real bad side to it though is you can NOT really use it on fp models, you will notice some blur to it, it's a big draw back to it. Also heres a comparison Without the "detail fake bump" method (do note this is the old smoothing)  With the "detail fake bump" method (do note the smoothing on the gauntlet and the forearm part) If you notice a bad cut off from the reflection on the forearm it's because of the smoothing, you rarely see it in FP, so don't worry about it, you will RARELY see it, and if you do you won't mind it unless you take a picture, besides gives it a better look Edited by Spartan_094 on Jan 7, 2011 at 08:52 PM
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Jan 7, 2011 09:45 PM
Msg. 1309 of 1535
The reflection cubemap sucks ass. Dont use that, actually use a world reflecting cubemap, not just some glossy one. Also a higher resolution cubemap would be good too.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 7, 2011 09:50 PM
Msg. 1310 of 1535
Quote: --- Original message by: DisasterQuote: --- Original message by: HiguyQuote: --- Original message by: abkarch "fix" the glossiness? no, that looks awesome...its metal, dont change that. Go look at painted metal, its shiny but it dosent reflect images clearly, or at all for that matter. Its just shiny. I beg to differ It all depends on the finish. And thats polished/waxed. I don't think metal amour used out on a battlefield being shot at all the time will be reflective.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 7, 2011 10:27 PM
Msg. 1311 of 1535
Quote: --- Original message by: Shade117 pro The reflection cubemap sucks ass. Dont use that, actually use a world reflecting cubemap, not just some glossy one. Also a higher resolution cubemap would be good too. Mind helping then instead of wasting some time and post maybe idk an example cubemap you know because I'm using default cubemaps that came WITH halo 1. Only time I will ever use custom cubemaps is for very certain things was the halo 3 banshee green type at the top of it or for visors. Also me, jesse, and anybody else helping/working on sandtrap want to get this now because it's been delayed and such for to long.
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Jan 8, 2011 01:31 AM
Msg. 1312 of 1535
Quote: --- Original message by: Spartan_094Quote: --- Original message by: Shade117 pro The reflection cubemap sucks ass. Dont use that, actually use a world reflecting cubemap, not just some glossy one. Also a higher resolution cubemap would be good too. Mind helping then instead of wasting some time and post maybe idk an example cubemap you know because I'm using default cubemaps that came WITH halo 1. Only time I will ever use custom cubemaps is for very certain things was the halo 3 banshee green type at the top of it or for visors. Also me, jesse, and anybody else helping/working on sandtrap want to get this now because it's been delayed and such for to long. lol i can make cubemaps. lol.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 8, 2011 12:07 PM
Msg. 1313 of 1535
Then help then if your telling me to change it, I'm not changing the cubemap on it unless I get something else.
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Shade117 pro
Joined: Jul 2, 2009
Yeah bro (xfire: blue117pro) I can make cubemaps
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Posted: Jan 8, 2011 10:09 PM
Msg. 1314 of 1535
Quote: --- Original message by: Spartan_094 Then help then if your telling me to change it, I'm not changing the cubemap on it unless I get something else. yeah, continue to use this cubemap. It is cool. lol-ololol.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 8, 2011 10:32 PM
Msg. 1315 of 1535
Quote: --- Original message by: Shade117 proQuote: --- Original message by: Spartan_094 Then help then if your telling me to change it, I'm not changing the cubemap on it unless I get something else. yeah, continue to use this cubemap. It is cool. lol-ololol. Your a bad troll if your trying to troll me. Really. Just help if not then stop posting about the fp arms cubemap and move on. Edited by Spartan_094 on Jan 8, 2011 at 10:34 PM
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doompig444
Joined: Mar 22, 2010
Mornië alantië
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Posted: Jan 8, 2011 10:37 PM
Msg. 1316 of 1535
Quote: --- Original message by: Spartan_094 Also me, jesse, and anybody else helping/working on sandtrap want to get this now because it's been delayed and such for to long. Can you reword this? Not quite sure what this means...
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 8, 2011 11:56 PM
Msg. 1317 of 1535
Quote: --- Original message by: doompig444 Can you reword this? Not quite sure what this means... Also me, jesse, and anybody else helping/working on sandtrap WANT to get sandtrap out soon because it has been delayed for to long last year.
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dood
Joined: Sep 9, 2010
programming will never end..
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Posted: Jan 8, 2011 11:58 PM
Msg. 1318 of 1535
it means its delayed as long as u cant get laid. :O
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 9, 2011 12:11 AM
Msg. 1319 of 1535
Quote: --- Original message by: dood it means its delayed as long as u cant get laid. :O unfunny troll
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dood
Joined: Sep 9, 2010
programming will never end..
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Posted: Jan 9, 2011 09:39 AM
Msg. 1320 of 1535
no its funny at how bad i fail at doing it. =d
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Jan 9, 2011 09:47 AM
Msg. 1321 of 1535
Quote: --- Original message by: Spartan_094Quote: --- Original message by: doompig444 Can you reword this? Not quite sure what this means... Also me, jesse, and anybody else helping/working on sandtrap WANT to get sandtrap out soon because it has been delayed for to long last year. Great I would like to play some games b4 I start taking final tests next week :P
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d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
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Posted: Jan 11, 2011 03:54 PM
Msg. 1322 of 1535
I doubt this month or next month, they rushed the last one, (so i heard), and it really had issues.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 11, 2011 07:52 PM
Msg. 1323 of 1535
Quote: --- Original message by: d4rfnader I doubt this month or next month, they rushed the last one, (so i heard), and it really had issues. Yep. Trying hard to make it so it's not crappy like last time.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jan 11, 2011 08:00 PM
Msg. 1324 of 1535
And re-making the HUD, fixing shaders, and anything else. The one thing that I absolutely hate is the BSP.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jan 11, 2011 09:30 PM
Msg. 1325 of 1535
If only someone made Halo 3 bps. Hmm...
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jan 11, 2011 09:39 PM
Msg. 1326 of 1535
inorite
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 12, 2011 04:33 PM
Msg. 1327 of 1535
I might have a source that could lend us a rip BSP santrap if he has it. My source is the admin of the site I do my reach modding on :)
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jan 12, 2011 04:47 PM
Msg. 1328 of 1535
If BSP ripping apps exist I want to know about them.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jan 12, 2011 05:06 PM
Msg. 1329 of 1535
Quote: --- Original message by: SlappyThePirate If BSP ripping apps exist I want to know about them. They will be private, don't get your hopes up. Sound extractor is private, BSP extractor is private and all the fun little stuff as well.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jan 12, 2011 05:28 PM
Msg. 1330 of 1535
That's what I hate most. I regret spending so much time working on bsps that are rippable. Having these tools is the only redemption out there. I want my life back.
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