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Author Topic: OS_HEK: The Future and You (39 messages, Page 2 of 2)
Moderators: Dennis

XlzQwerty1
Joined: Aug 6, 2009


Posted: Aug 11, 2011 08:19 AM    Msg. 36 of 39       
I see... :O


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Aug 11, 2011 11:08 PM    Msg. 37 of 39       
what about adding specular maps? in the halo3 bitmaps, the alpha is used a specular, so either "alpha as specular" or a separate specular map section would be good too. in 3ds max for rendering i just use the same bitmap as diffuse and spec and it looks pretty good


teh lag
Joined: May 6, 2008


Posted: Aug 12, 2011 12:15 AM    Msg. 38 of 39       
Quote: --- Original message by: Gravemind
what about adding specular maps? in the halo3 bitmaps, the alpha is used a specular, so either "alpha as specular" or a separate specular map section would be good too. in 3ds max for rendering i just use the same bitmap as diffuse and spec and it looks pretty good


Uh, Halo CE already supports specular maps? That's what the blue (or red on the Xbox) channel of the multipurpose does. The specular that's stored in those bitmaps' alpha is monochrome (after all it fits in the single alpha channel) so it has a direct analog in a multipurpose map.

If you mean specular color maps for tinting reflections then OS does add shader_model support for those (but unless I'm stupid I don't think H3 uses specular color maps anyway - or at least not for the things I've seen).


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Aug 12, 2011 12:24 AM    Msg. 39 of 39       
yea thats what i mean by an "alpha as specular" toggle or a separate specular feild in the bitmap tag, to save having to make a multi. i guess its not really that much trouble to make the multi, but with a few thousand bitmaps it would be pretty tedious
Edited by Gravemind on Aug 12, 2011 at 12:27 AM

 
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