
XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 27, 2012 08:05 PM
Msg. 1 of 21
Cool post, NIce tutorial, going to be useful to others who had questions about it.
Btw, waffles can you go on xfire or something.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Jan 27, 2012 08:20 PM
Msg. 2 of 21
Weird, I am online.
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 29, 2012 07:23 PM
Msg. 3 of 21
ty 4 this ^_^
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NOBLE_X6
Joined: Jun 11, 2011
:PCtrolling:
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Posted: Jan 31, 2012 04:32 PM
Msg. 4 of 21
hey waffles where did you get the Open Sauce ? I'm trying to found it, but i see 1 version but isn't the original as says the tutorial Edited by NOBLE_X6 on Jan 31, 2012 at 05:11 PM
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ChBgt909
Joined: Sep 10, 2011
ᶘ ᵒᴥᵒᶅ
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Posted: Jan 31, 2012 04:49 PM
Msg. 5 of 21
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NOBLE_X6
Joined: Jun 11, 2011
:PCtrolling:
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Posted: Jan 31, 2012 05:13 PM
Msg. 6 of 21
thanks ChBgt909 I download it, OK so i patch my HEK apps.
EDIT> i patch my apps and the tag file doesn't appear Edited by NOBLE_X6 on Jan 31, 2012 at 05:14 PM
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teh lag
Joined: May 6, 2008
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Posted: Feb 1, 2012 12:32 AM
Msg. 7 of 21
Quote: --- Original message by: waffles
"specular lighting"! this section controls the specular highlighting/phong whatever you wanna call it. increase the exponent to decrease the size of the highlights (intensify) as for the coefficient i dont believe to have figured out exactly what it does. seeing as the multi scales the brightness. :o
i will update this tutorial and fix grammar and the likes every once in a while :P enjoy! The coefficient and exponent work together to affect the result of the phong highlighting before everything gets scaled down by the multi. As its name implies the coefficient multiplies the phong result (affecting overall brightness) while the exponent raises it to the given power (affecting contrast and thus the 'sharpness' of the highlights since higher exponent = steeper curve). Consider the coefficient like a secondary means of brightness control that only affects the phong component of the reflectivity. Edited by teh lag on Feb 1, 2012 at 12:33 AM
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: Feb 8, 2012 11:01 AM
Msg. 8 of 21
I have to admit, I am not really getting the whole specular lighting section - I've added some values in but I'm not really seeing any difference...? Am I missing something? (and yes, I do have a multipurpose map set up :D)
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: Feb 10, 2012 10:09 AM
Msg. 9 of 21
Yup, got normals there. I can see the effect of them - just! Are you using those values in the coefficient and the.. um, other one too?
Edit Exponent. Memory fail. Edited by Diaboy on Feb 10, 2012 at 10:11 AM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Feb 10, 2012 05:02 PM
Msg. 10 of 21
I'm too scared to mess with opensauce..
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: Feb 10, 2012 07:28 PM
Msg. 11 of 21
I think lack of proper lighting and no dynamic lights and so on was the problem in my scene. Not sure I've set the multipurpose map correctly, so I'll jsut keep playing - when I get the whole texture done rather than just the suppressor it might look somewhat more impressive. Thanks for the tutorial and advice, very helpful :)
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: Feb 24, 2012 10:09 AM
Msg. 12 of 21
Just a quick observation - I couldn't get specular lighting to work unless I used the specular tint override section in the tag.
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NOBLE_X6
Joined: Jun 11, 2011
:PCtrolling:
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Posted: Feb 24, 2012 12:53 PM
Msg. 13 of 21
Hey waffles, finally I got install OS, the problem was the directory. So another error comes, every time I'm trying to run Halo CE gives "Gathering Data Exception". Any Help ?
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OoEWolf
Joined: Oct 10, 2008
Injuriouswolf
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Posted: Apr 19, 2013 11:20 PM
Msg. 14 of 21
Image links are dead :/. Would be nice to get a tutorial on how to take advantege of OS shadering in general.
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OoEWolf
Joined: Oct 10, 2008
Injuriouswolf
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Posted: Apr 19, 2013 11:54 PM
Msg. 15 of 21
Specifically I was just wondering what was done to achieve this.  The BSP in particular, like what shader type was used etc.
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OoEWolf
Joined: Oct 10, 2008
Injuriouswolf
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Posted: Apr 20, 2013 12:05 AM
Msg. 16 of 21
Quote: --- Original message by: waffles OS currently does not affect bsp shaders (shader type in question is "shader_environment"). Its no different from using regular halo right now. Ahh, yeah I figured that, but for some reason the ground looks different to me. lol
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Apr 20, 2013 12:45 AM
Msg. 17 of 21
Quote: --- Original message by: OoEWolfQuote: --- Original message by: waffles OS currently does not affect bsp shaders (shader type in question is "shader_environment"). Its no different from using regular halo right now. Ahh, yeah I figured that, but for some reason the ground looks different to me. lol Like waffles said, there isn't really much that can be done with BSPs right now. All I did for that BSP is throw placeholder textures from Halo 3 to get it in game, the shaders literally have no detail maps or anything. Any further questions, feel free to ask me via PM, I'd be happy to assist.
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OoEWolf
Joined: Oct 10, 2008
Injuriouswolf
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Posted: Apr 20, 2013 12:56 AM
Msg. 18 of 21
Must be the lighting, or the fact that the texture is stretched, or I'm just going crazy lol. Thanks for the clarification though.
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Apr 20, 2013 04:49 AM
Msg. 19 of 21
Is this done with stock tags or are there OS tags required? Also, some images are broken.
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Apr 20, 2013 07:02 AM
Msg. 20 of 21
Quote: --- Original message by: game user10 Is this done with stock tags or are there OS tags required?
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Apr 20, 2013 07:11 AM
Msg. 21 of 21
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