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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[Tutorial] complete shader tutorial

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Author Topic: [Tutorial] complete shader tutorial (49 messages, Page 2 of 2)
Moderators: Dennis

bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Nov 12, 2011 09:38 AM    Msg. 36 of 49       
YAY


Boss rotating bitmap. Video soon


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Nov 12, 2011 09:47 AM    Msg. 37 of 49       
Vive la france!


hoboscience
Joined: Apr 22, 2011


Posted: Nov 12, 2011 02:41 PM    Msg. 38 of 49       
I'm still stumped. I was testing with the .5 method and into the 40's and still haven't reached any results.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Nov 12, 2011 03:02 PM    Msg. 39 of 49       
In action : http://fr.xfire.com/video/501866/



here are the settings of the shader.
bitmap is 128²
I had to cut the plane because there was a part of the reticle going into the upper left corner for no reason

=> This value is only linked with the bitmap.


hoboscience
Joined: Apr 22, 2011


Posted: Nov 12, 2011 04:48 PM    Msg. 40 of 49       
A strange thing is...whenever I try this animation in a custom sky, it works great. But using those same settings as I did in my sky and convert it over to my vehicle I want it to appear on, I'm not getting anywhere. I wonder why it works with my sky but not my vehicle.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 12, 2011 05:09 PM    Msg. 41 of 49       
What were the dimensions of the sky bitmap, what were the dimensions of the vehicle bitmap?


hoboscience
Joined: Apr 22, 2011


Posted: Nov 12, 2011 05:22 PM    Msg. 42 of 49       
The sky and vehicle bitmaps are both 256x256. I even swapped out the sky bitmap with the vehicle bitmap, and the bitmap worked. So I copied the shader and used it in my vehicle just for trials, see if it would work and had no luck.


masterchiefs
Joined: Apr 29, 2010


Posted: Feb 14, 2012 04:31 AM    Msg. 43 of 49       
Hi.Nice tut...but theres another thing i want to know: how can i integrate half lambert into open sauce..imean i already have the shader hlsl code.now if ull look in the open sauce properties there toglleable normal mapping and specular highlights.how can i do the same with my half lambert? iwant to put it in open sauce and toglle it on so it will work on all models without modifying every shader one by one..if someone knows please let me know..cause half lambert was used in Halo3 and this game looked good.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 16, 2012 10:29 AM    Msg. 44 of 49       
One thing that's clearly missing, an alpha map tutorial using photoshop. Good use of alpha channels for good/better Halo results. Could you make a tutorial on that Wafflez?


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Feb 17, 2012 10:18 AM    Msg. 45 of 49       
That would be most appreciated :)


Banshee64
Joined: Dec 4, 2012

oify


Posted: Apr 6, 2013 08:31 PM    Msg. 46 of 49       
When you use the red channel in the multi for detail blending, what do you set the detail mask to in the shader?


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 6, 2013 10:14 PM    Msg. 47 of 49       
This is a great tutorial I'm glad you gave it a shot hope you find all the info you need to fill in the blanks

If you cover OS shader model exten hear is a little info on them.

picture. http://i18.photobucket.com/albums/b108/jackrabbitlight/Halo1_CE_Comp__zps372168d5.jpg

Specular Map.
http://i18.photobucket.com/albums/b108/jackrabbitlight/specexponent_zps22e2bcb0.gif

Coefficient -is the Luminosity texture map that is Applied over the Visible
texture map on an object. It Contains a gray scale grid for use by gray casting or ray Tracing algorithms to tell the renderer how much light that pixel will Absorb and how much it will reflect.

Values OS_Guerrilla uses I'm unsure but I would not go past 2.0

Exponent- the size of the specular hi light spot. Typical values of this rage value from 1 - 500

normal object's have a rage of 5- 20

Values OS_Guerrilla uses I'm unsure but I would not go past 2.0
Edited by jackrabbit on Apr 7, 2013 at 06:07 AM


Banshee64
Joined: Dec 4, 2012

oify


Posted: Apr 7, 2013 08:13 PM    Msg. 48 of 49       
Thanks for the reply. Sorry for bumping.


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Apr 12, 2013 02:28 AM    Msg. 49 of 49       
What am I wrong about? those definitions came out of a dictionary. It's not like I made them up It's just some info I found when I was trying to learn how to use OS.

 
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