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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[RELEASE] Halo 3 Sentinels with Open Sauce Shaders

Author Topic: [RELEASE] Halo 3 Sentinels with Open Sauce Shaders (14 messages, Page 1 of 1)
Moderators: Dennis

shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 30, 2012 04:50 PM    Msg. 1 of 14       
thanks to gravemind for making this possible, the bitmaps were unextractable until now

credit to bungie for model, bitmaps, and rig




you can change their color to anything you want with the multi


http://www.mediafire.com/?16vz563yirnkeqc

Enjoy. Have fun decapitating reclaimers :D



Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 30, 2012 04:52 PM    Msg. 2 of 14       
I don't think OS was even needed.
Edited by Dumb AI on Aug 30, 2012 at 04:52 PM


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Aug 30, 2012 05:01 PM    Msg. 3 of 14       
Is that even a properly compiled yelo level? Looks like RPG Beta 6.2. :/


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 30, 2012 05:07 PM    Msg. 4 of 14       
its a random level i use to test stuff cause its large enough to fit a hundred foot tall reaper


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Aug 30, 2012 05:12 PM    Msg. 5 of 14       
wow this is great!

shaders seem to be lacking a little of that halo 3 pie zazzz though, http://www.electricblueskies.com/wp/wp-content/uploads/2012/12/Halo-3-Wallpaper-HALO-chapter-1080p-092-FLOOD-VS-SENTINEL.jpg

but anything can be fixed with a little effort, so i guess it doesn't really matter what the shaders look like


XlzQwerty1
Joined: Aug 6, 2009


Posted: Aug 30, 2012 06:54 PM    Msg. 6 of 14       
What's with the top of the sentinels? To me it doesn't seem like the faces were flipped correctly or assigned smoothing groups correctly :/


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Aug 30, 2012 11:31 PM    Msg. 7 of 14       
You need to fix the smoothing on the top of the sentinel, and on the other hand if you set the values under the specular map in the shader model to the same values as your specularity it improves the look a lot, otherwise the specular map is sitting there doing nothing


The_Arbiter
Joined: Aug 23, 2011

I feel like having scotch


Posted: Aug 31, 2012 03:40 AM    Msg. 8 of 14       
I think i will work on it shaders are terrible.


Gravemind
Joined: Jul 28, 2009

The Age of Reclamation has begun.


Posted: Aug 31, 2012 07:14 AM    Msg. 9 of 14       
Quote: --- Original message by: shadowslayer123
thanks to gravemind for making this possible, the bitmaps were unextractable until now

Thanks for credit :)


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Aug 31, 2012 03:10 PM    Msg. 10 of 14       
i already started on it




though i'm kinda tired of porting halo 3 stuff, i think i'm gonna do a complete tag-set of halo 2 stuff with opensauce, or some custom stuff. you go ahead and work on this arbiter
Edited by killzone64 on Aug 31, 2012 at 03:18 PM


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Aug 31, 2012 03:24 PM    Msg. 11 of 14       
looking good. i was in a rush making these, i forgot about that little smoothing error


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Aug 31, 2012 04:36 PM    Msg. 12 of 14       
But I'm working on it too(doesn't matter anyway,I'm do non-OS shaders xD)!


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Sep 1, 2012 06:23 PM    Msg. 13 of 14       
they are turned the right way, it must be a smoothing error because there are no two sided shaders on this at all


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Sep 1, 2012 07:28 PM    Msg. 14 of 14       
Quote: --- Original message by: shadowslayer123
they are turned the right way, it must be a smoothing error because there are no two sided shaders on this at all


yeah it is. Make sure you proper smoothing groups too instead of setting everything to one.

 

 
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