
Xiao
Joined: Nov 14, 2012
Keiichi-kun o mitsuketa.
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Posted: Nov 16, 2012 09:59 AM
Msg. 666 of 735
Quote: --- Original message by: Soldier11Smoothing groups are vastly overrated nowadays, especially when using normal maps baked from a high poly model (which applies for most Halo 3 models). The smoothing groups actually depend on the UV layout. Whenever you split an UV element you will have to apply a smoothing group split as well. In general, the modeler should go for the least amount of UV elements which means you can end up with a really messy smoothing, but whenever the normal map is applied everything is fine. Let's check out a Jackhammer model I made a while ago: http://i806.photobucket.com/albums/yy344/Soldier11/Stuff/jacklow.png As you can see, the smoothing is really messy in some spots. http://files.gamebanana.com/img/ss/wips/4f8aca6dd49aa.jpg Whenever the normal map is applied it looks perfectly fine! The shader is a realtime viewport one. There's a really nifty tool called TexTools ( http://www.renderhjs.net/textools/) that has a nice tool included applying the smoothing groups automatically according to the UV elements. It'll provide perfect results for baked models - therefore I recommend it for Halo 3 stuff. If you're going for an old-school lowpoly model you should go for the best possible smoothing though! You're forgetting that in halo ce, the messy smoothing groups like your first picture will show up, regardless if you use OS to add in normal maps or not. It's not the same as in source or 3ds max...
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Apr 28, 2015 08:09 AM
Msg. 667 of 735
Quote: --- Original message by: WafflesOh thanks tool, please create a disgusting error in my custom lightmaps. http://i.imgur.com/W8SgxxU.png Nothing wrong with the actual lightmap uv's, tool just decided to destroy the uv's connected to the ground. *always re-run lightmaps before you start custom ones* Edited by Waffles on Apr 27, 2015 at 06:43 PM looks cool lacks <3 colour.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Apr 29, 2015 07:31 AM
Msg. 668 of 735
Quote: --- Original message by: Echo77 Is that the Jackhammer shotgun that's featured in some maps on Halomaps? I believe that one was ripped from turbo squid.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Apr 29, 2015 10:52 AM
Msg. 669 of 735
halomaps is just like the hotel california. you can check out anytime you like but you can never leave XD
does this mean your back doing ce stuff waffles? Edited by killzone64 on Apr 29, 2015 at 10:52 AM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 29, 2015 08:22 PM
Msg. 670 of 735
Quote: --- Original message by: killzone64
halomaps is just like the hotel california. you can check out anytime you like but you can never leave XD
does this mean your back doing ce stuff waffles? Edited by killzone64 on Apr 29, 2015 at 10:52 AM I hope so. his work was quite nice.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 30, 2015 11:52 AM
Msg. 671 of 735
We have mirrors on the ceiling? More importantly, we have a ceiling?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 15, 2015 12:59 PM
Msg. 672 of 735
WB.
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: May 15, 2015 06:00 PM
Msg. 673 of 735
it's a relief to see you back again
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 15, 2015 07:53 PM
Msg. 674 of 735
He's baaaack
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: May 15, 2015 08:18 PM
Msg. 675 of 735
Back with custom stuff ?
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: May 15, 2015 09:02 PM
Msg. 676 of 735
Quote: --- Original message by: Waffles I guess I'm back, idk. ok wb, but where did you go? heheh social life
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 16, 2015 11:09 AM
Msg. 677 of 735
Quote: --- Original message by: WafflesQuote: --- Original message by: bourrin33 Back with custom stuff ? I have no interest in porting if that's what you mean. I'm going to continue "restoring" CE to it's original Xbox counterpart, and debugging/fixing issues Bungie and Gearbox left behind, which includes... -Shader restoration/fixes, bitmap cleanup -AI debugging (grenade velocities, etc) -Animation; fixing some incorrect animation types (marine ghost enter/exit), adding/redoing animations (giving full weapon support to marines/elites/grunts/etc, giving armored marines different pistol animations lol) -Script fixes/debugging (random braindead johnson clone in a10 cafeteria) -Fresh clean custom lightmaps/dlm's I'd also like to try and fix glass shaders, and get transparent generic working again. If it takes learning some coding and messing around with OS I'll give it a shot. Edited by Waffles on Mayu 15, 2015 at 11:07 PM Awaits with bated breath.
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: May 16, 2015 04:17 PM
Msg. 678 of 735
i liked what you were doing with porting different things, but this new direction is a very nice twist. know that i am definitely looking forward to it.
maybe you should talk to FireyScythe? he's the new head cheese of OS, since Kornman's kind of "retiring" from the project, in a sense
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: May 17, 2015 02:19 PM
Msg. 679 of 735
Aren't DLMs only OS thing?
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NeX
Joined: Apr 11, 2013
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Posted: May 18, 2015 04:39 PM
Msg. 680 of 735
Quote: --- Original message by: Waffles
Welp, if you confirmed it that's fine. If NeX would like to have DLM's I'd be willing to do it since at least some of the maps he is doing is stock anyway.
Also feel free to follow my twitch, probs gunna stream while I am working on stuff. Edited by Waffles on May 18, 2015 at 03:52 PM  U CEREAL? Edited by NeX on May 18, 2015 at 04:39 PM
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: May 26, 2015 11:04 PM
Msg. 681 of 735
bump unrelated to engine edits will this ever see the light of day? i know this was a while ago   what a wildcard question, right? Edited by Bungie LLC on May 26, 2015 at 11:04 PM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 26, 2015 11:25 PM
Msg. 682 of 735
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: May 26, 2015 11:46 PM
Msg. 683 of 735
the sniper. i really, really want a sauced ImBroke gauss sniper
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 26, 2015 11:50 PM
Msg. 684 of 735
It wouldn't be hard. I could whip one up in my free time based on altis' if you want.
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: May 27, 2015 12:01 AM
Msg. 685 of 735
that's nice of you to offer, but i'd prefer to have one done from the straight up source release from broke himself. unfortunately, the download link for the actual release no longer works.
and i'd rather not have one reverse-engineered from another map
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: May 27, 2015 01:32 AM
Msg. 686 of 735
despite our bad relations (me and you, bunbun) I might be able to talk to broke and get the files from him directly Edited by R93_Sniper on May 27, 2015 at 01:32 AM
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: May 27, 2015 03:19 AM
Msg. 687 of 735
Quote: --- Original message by: TheSenpaiModderQuote: --- Original message by: Waffles get transparent generic working again. If it takes learning some coding and messing around with OS I'll give it a shot. Edited by Waffles on May 15, 2015 at 11:07 PM Yes! We need more coders, I feel lonely in here. Edit: I see you're back vampire girl. Edited by TheSenpaiModder on May 16, 2015 at 11:20 AM What kind of code? I have been really interested to learn C++, now that I feel I am capable. Been spending too much time in C#, Java and Haskell, and have always wanted to work on an engine. EDIT: I'm pretty sure there's way more people who have delved into programming then modelling here. Edited by Cheddars on May 27, 2015 at 03:21 AM
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: May 27, 2015 03:52 AM
Msg. 688 of 735
Quote: --- Original message by: R93_Sniper
despite our bad relations (me and you, bunbun) I might be able to talk to broke and get the files from him directly Edited by R93_Sniper on May 27, 2015 at 01:32 AM speak for yourself, there's no issues here. if you're projecting a "bad relation" on me because i triggered you or something, that's on you. if you would like, though, you could hit him up and ask him if he could update that gun's old release thread here: http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=39383Edited by Bungie LLC on May 27, 2015 at 03:53 AM
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Imouto
Joined: Sep 9, 2015
Waffles B&
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Posted: Sep 20, 2015 11:30 AM
Msg. 689 of 735
Tool hates like almost every UV set I throw at it. That being said i got UV's perfect for poop map. Minimal impact on file size thanks to compression and low af padding. No more weird seams. (I have no idea wtf those black spots are, might be something I changed earlier). Started messing with B30, but I'm having tons of issues with UV's, tool just ruins them if they aren't good enough for it. Have some renders instead. Light emitting materials are expensive as hell to render too btw (blotches are from low fg settings, ignore). And I feel like I could be a bit more creative with the light and shadow colors. Edited by Imouto on Sep 20, 2015 at 11:39 AM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Sep 20, 2015 04:31 PM
Msg. 690 of 735
It would be very cool if you could get B30 using DLMs.. would gladly throw something your way if you could get several of those levels working with DLMs.
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Imouto
Joined: Sep 9, 2015
Waffles B&
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Posted: Sep 20, 2015 04:43 PM
Msg. 691 of 735
I'm having issues with custom UV's, and stock radiosity UV's are terrible. Even though the imported UV's are already split into their own shells tool gets retarded over certain shells being moved from one another. Need a better workflow for UV's atm.
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Sep 20, 2015 04:48 PM
Msg. 692 of 735
Quote: --- Original message by: Masters1337 It would be very cool if you could get B30 using DLMs.. would gladly throw something your way if you could get several of those levels working with DLMs. I never sent ya' these?  
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Imouto
Joined: Sep 9, 2015
Waffles B&
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Posted: Sep 20, 2015 05:13 PM
Msg. 693 of 735
k, saved a bunch of time by configuring obj to export uv's on channel 2, cuz im dumb. Running some debug lighting on uv's, 1 moment. yyyyyyyyyyyyyyyyyyy If shells/islands that are near each other on geometry, but aren't in UV's verts get skewed and this crap happens. Really don't want to have to do too much manual work, because some bsp's have a ton of charts... Edited by Imouto on Sep 20, 2015 at 05:38 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 20, 2015 08:43 PM
Msg. 694 of 735
WaHt are those pelicans doing
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 20, 2015 08:48 PM
Msg. 695 of 735
Quote: --- Original message by: Spartan314 WaHt are those pelicans doing water thoooose
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Imouto
Joined: Sep 9, 2015
Waffles B&
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Posted: Sep 21, 2015 12:03 AM
Msg. 696 of 735
k, so I think I ran into the issues Slashrat did with Mental Ray finally. Mental ray won't render to texture properly in certain situations just cuz. So I'm dicking around with light tracer, faking light emitting shaders. (Scene lit with plane and skylight only) Only problem is all colors reflect more light since there is no per object multiplier... Really don't want to have to place a billion lights manually :L Now I need to overcome the problem that is tool UV's. Edited by Imouto on Sep 21, 2015 at 12:26 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 21, 2015 03:15 AM
Msg. 697 of 735
Were DLM rendered all in Mental Ray?
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Imouto
Joined: Sep 9, 2015
Waffles B&
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Posted: Sep 21, 2015 10:40 AM
Msg. 698 of 735
Tutorial was, I ran into some issues with b30 and mental ray however. Mental ray would just render parts of the lightmap black when other geometry was present, oddly enough i could isolate the lightmap geometry and it would render fine.
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The_Purrminator
Joined: May 30, 2014
(SBB) Michelle
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Posted: Sep 21, 2015 11:10 AM
Msg. 699 of 735
nvm Edited by The_Purrminator on Sep 21, 2015 at 11:10 AM
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Imouto
Joined: Sep 9, 2015
Waffles B&
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Posted: Sep 21, 2015 09:04 PM
Msg. 700 of 735
Tool/Halo being a really cool guy  I did make a discovery however, tool doesn't seem to have an issue with large UV islands/shells. I need to manually unwrap however, and I can't stitch or weld UV steams cuz tool UV geometry. Edited by Imouto on Sep 21, 2015 at 11:51 PM
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