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Author Topic: R93 Sniper's thread of random stuff (WIPs/Releases) (558 messages, Page 6 of 16)
Moderators: Dennis

R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 26, 2013 04:40 PM    Msg. 176 of 558       
I actually know what you're talking about, that's entirely governed by overlays, but im not sure i can (accurately) get that same "emotion" you're speaking of. My animations tend to be somewhat...bland i guess is the right word

Quote: --- Original message by: jackrabbit
aAnd I make a small request. and I'm called a nuisance. and I'm singled out.
I think plenty of people over the last decade that have worked with me will tell you I have done plenty to help them.

Quote: --- Original message by: R93_Sniper

Not exactly sure what you're asking, but at the same point i dont care, at all. You're a rather large nuisance here as seen by the Adjustant thread. I'm not willing to help you, period.
Edited by R93_Sniper on Apr 25, 2013 at 05:18 PM


Quote: --- Original message by: Dennis

•Do not abuse or harasses people who make map or tag requests. If someone makes a request you have two options. Help them and/or discuss the request with them to clarify what they want, or if you don’t want to help them then remain silent and do not post.

•Act in a give and take manner; help others as often as or more than you ask for help

-Dennis

Edited by Dennis on Jul 20, 2009 at 08:05 PM


http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=15269

Might I add your asking for shader's for ports and rips. can you do anything your self?
God forbid anyone else asks you for a request.
I'm not trying to say I'm perfect and always follow all the rules. But that was just flat out rude.

I came to this thread trying to be helpful. I rest my case. bye.
Edited by jackrabbit on Apr 26, 2013 at 05:58 AM


I know the rules on not abusing people who make requests, infact if you look around the thread a bit, i DO take requests and i complete them with the best of my ability. However, i refuse to help or even aknowladge people who decide to be annoying and hypocritical, such as yourself. As Rosanna had also mentioned, your "Skill" doesnt make up for an absolute trashy attitude, and since this is technically my thread (technically because this entire website is under Dennis' jurisdiction), i dont have to deal with you. Also, note that you're not the only one being singled out here. Altheros came around at one point earlier and started talking trash as well as making requests, all to which i denied. Why? Because like you, his attitude was garbage and i refuse to put up with it.

You want me to take you seriously? Stop being hypocritical, stop being a nuisance, and for the love of god, correct your grammar. If you want to say anything else about this, bring it to my PM Box. Otherwise i'll report you to Dennis for off-topic-ness





/Rant Over

Now, back to the light rifle. I fixed some of the lighting, tossed in some sauce. Thanks to kirby for that (it took us about a good 45 minutes to get this working the way we have it). For some reason, the lights dont show up in FP and are rather dulled out in the side view. If anybody knows how to fix this, let me know. But here's some pictures to illustrate what i mean






Edited by R93_Sniper on Apr 26, 2013 at 04:51 PM


Alexis
Joined: Nov 22, 2010


Posted: Apr 26, 2013 05:13 PM    Msg. 177 of 558       
If you are using glow sprites, they don't work in FP. If they are lens flares, they should show as long as they aren't occluded too much


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 26, 2013 05:47 PM    Msg. 178 of 558       
They're actually .lights and .light_volumes that are attached via widget


Alexis
Joined: Nov 22, 2010


Posted: Apr 26, 2013 05:52 PM    Msg. 179 of 558       
Quote: --- Original message by: R93_Sniper
They're actually .lights and .light_volumes that are attached via widget


Same deal. Light volumes only work in 3p as far as I know. I had tried to get a volumetric flashlight to work ages ago, with no success. The effect would render in 3p just fine, though.

Have you considered using lens flares like those found on the plasma pistol/rifle?
Edited by Alexis on Apr 26, 2013 at 06:25 PM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Apr 26, 2013 08:02 PM    Msg. 180 of 558       
Quote: --- Original message by: Alexis

Quote: --- Original message by: R93_Sniper
They're actually .lights and .light_volumes that are attached via widget


Same deal. Light volumes only work in 3p as far as I know. I had tried to get a volumetric flashlight to work ages ago, with no success. The effect would render in 3p just fine, though.

Have you considered using lens flares like those found on the plasma pistol/rifle?
Edited by Alexis on Apr 26, 2013 at 06:25 PM

There is a slight problem with that.

It will always be there, even when it should be hidden from the user's view.

Let's say that you put on the front a device of some sort (a phone?)
If you turn the device around 180 degrees in an FP animation (so that it's front is hiddne from your POV), ithe lens flares will still be visible.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Apr 26, 2013 11:15 PM    Msg. 181 of 558       

darken the diffuse, increase specular contrast, use a shinier cubemap, and add some more red to the glow.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 27, 2013 12:35 AM    Msg. 182 of 558       
Diffuse will be darkened via cc, I need to correct the control to work better as a multi, there is no cubemap due to os speculars and I like the bright orangy color


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Apr 27, 2013 12:51 AM    Msg. 183 of 558       
Quote: --- Original message by: R93_Sniper
there is no cubemap due to os speculars

cubemaps make the world go round, check it








pick yer poison!
Edited by master noob on Apr 27, 2013 at 01:57 AM


Bobblehob
Joined: Aug 29, 2010


Posted: Apr 27, 2013 02:12 AM    Msg. 184 of 558       
Something that might help the H4 lightrifle model would be to add in a cylinder to the model with a yellow/orange/red texture that glows, instead of trying to do it all with lights, light volumes, or lens flares.

Can't say much for the scope though :\


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 27, 2013 07:45 PM    Msg. 185 of 558       




Loving these three.


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Apr 27, 2013 08:05 PM    Msg. 186 of 558       
Wow those are beautiful. Estimated time until tagged release?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 27, 2013 08:53 PM    Msg. 187 of 558       
Quote: --- Original message by: master noob
cubemaps make the world go round, check it


pick yer poison!
Edited by master noob on Apr 27, 2013 at 01:57 AM


These two look best to me. Mind hiving me a quick rundown on how to add those in with OS?

Quote: --- Original message by: Bobblehob
Something that might help the H4 lightrifle model would be to add in a cylinder to the model with a yellow/orange/red texture that glows, instead of trying to do it all with lights, light volumes, or lens flares.


Actually, there's a beam bitmap that i have set to scroll that takes the place of the cylindrical beam. Kirby just said it would work better if i put a light volume
Edited by R93_Sniper on Apr 27, 2013 at 09:17 PM


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Apr 28, 2013 01:16 AM    Msg. 188 of 558       
Quote: --- Original message by: R93_Sniper
These two look best to me. Mind hiving me a quick rundown on how to add those in with OS?

no idea, but I'll send the cubemaps in .png to you and someone else will have to shove em ingame.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 28, 2013 01:22 AM    Msg. 189 of 558       
wait, are those 3DS max Renders? If so then....yeah thats not going to help. I've tried using cubemaps with my ODST Visors but it doesnt work when you use a specular map.


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Apr 28, 2013 01:57 AM    Msg. 190 of 558       
Quote: --- Original message by: R93_Sniper
wait, are those 3DS max Renders? If so then....yeah thats not going to help. I've tried using cubemaps with my ODST Visors but it doesnt work when you use a specular map.

I used the blue channel of the control map as an overlay, should work the same in terms of halo's multipurpose maps.


Alexis
Joined: Nov 22, 2010


Posted: Apr 28, 2013 12:49 PM    Msg. 191 of 558       
Quote: --- Original message by: R93_Sniper
wait, are those 3DS max Renders? If so then....yeah thats not going to help. I've tried using cubemaps with my ODST Visors but it doesnt work when you use a specular map.


If your shaders are set up properly, Cubemaps should work just fine.







XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 28, 2013 12:59 PM    Msg. 192 of 558       
Do the microdetail bump maps still work in OS 3.1? People said they weren't working?


Alexis
Joined: Nov 22, 2010


Posted: Apr 28, 2013 01:00 PM    Msg. 193 of 558       
Quote: --- Original message by: XlzQwerty1
Do the microdetail bump maps still work in OS 3.1? People said they weren't working?


No, They don't work... At least not for me. Those images are from the build prior to the must current.
Edited by Alexis on Apr 28, 2013 at 01:00 PM


Alexis
Joined: Nov 22, 2010


Posted: Apr 28, 2013 01:35 PM    Msg. 194 of 558       
Quote: --- Original message by: Mootjuh
So, what do you mean with configured properly? I can't get cubemaps to work on my shaders..


Are you building a multipurpose map, or relying on the specular color slot?

There seems to be a common misconception that you don't need a multi when using OS. To get the finest results, You should take advantage of every slot in the shader.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Apr 28, 2013 02:01 PM    Msg. 195 of 558       
Quote: --- Original message by: Alexis
Quote: --- Original message by: R93_Sniper
wait, are those 3DS max Renders? If so then....yeah thats not going to help. I've tried using cubemaps with my ODST Visors but it doesnt work when you use a specular map.


If your shaders are set up properly, Cubemaps should work just fine.

http://img856.imageshack.us/img856/5300/9screenshot00.jpg
http://img855.imageshack.us/img855/3618/5screenshot00.jpg
http://img26.imageshack.us/img26/8076/3screenshot00.jpg
http://img405.imageshack.us/img405/2281/4screenshot00.jpg
http://img850.imageshack.us/img850/6526/2screenshot00a.jpg

If only I could figure out how to port characters.

I would have a load of H3 Spartans xP


Alexis
Joined: Nov 22, 2010


Posted: Apr 28, 2013 03:36 PM    Msg. 196 of 558       
Quote: --- Original message by: Mootjuh
Quote: --- Original message by: Alexis
Quote: --- Original message by: Mootjuh
So, what do you mean with configured properly? I can't get cubemaps to work on my shaders..


Are you building a multipurpose map, or relying on the specular color slot?

There seems to be a common misconception that you don't need a multi when using OS. To get the finest results, You should take advantage of every slot in the shader.


I have my multipurpose with specular in the blue channel. Everything is filled up except secondary normal maps and specular color slots.

Maybe the specular tint override is blocking my cubemaps? I didn't touch that in my shader.


From my experience, that seems like your issue.

The specular tint override replaces the old reflection properties block.


Alexis
Joined: Nov 22, 2010


Posted: Apr 28, 2013 04:09 PM    Msg. 197 of 558       
Quote: --- Original message by: Mootjuh
What's the use of that override anyway? I don't see any differences or upgrades.

When using the OS upgrades. that block replaces the old reflection properties block.

Plug your cubemap in where it would normally go. Ignore the reflection properties above it, and use the the Specular Tint override instead. (Unless you want backwards compatibility, then you should still fill out the reflection properties)
Edited by Alexis on Apr 28, 2013 at 04:12 PM


Alexis
Joined: Nov 22, 2010


Posted: Apr 28, 2013 05:24 PM    Msg. 198 of 558       
Quote: --- Original message by: Mootjuh
I know what it does, but why would they add that block if you can already configure it in the default shader?


I would imagine it having to do with the way OS handles the specular components. The original reflection block basically controlled just the perceived tint of the cubemap parallel, and perpendicular to the camera.

The new settings seem to control the color of the specular highlight. This, from my experience, has no impact on the cubemaps tint.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 30, 2013 01:07 AM    Msg. 199 of 558       
Out of sheer boredom, i decided to try to put this thing ingame

Only issue? I can't find a reference, so i cant make origins that look accurate/nice. Can somebody give me an ingame screeny please? (idle only, don't give me a firing image. Also, full screen image, not a zoomed in picture)

*Edit*
boredom made me make these origins as a base for the real ones


Don't hate me because they suck
Edited by R93_Sniper on Apr 30, 2013 at 01:30 AM


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Apr 30, 2013 01:31 AM    Msg. 200 of 558       
Quote: --- Original message by: waffles
Quote: --- Original message by: Alexis
Quote: --- Original message by: Mootjuh
So, what do you mean with configured properly? I can't get cubemaps to work on my shaders..


Are you building a multipurpose map, or relying on the specular color slot?

There seems to be a common misconception that you don't need a multi when using OS. To get the finest results, You should take advantage of every slot in the shader.


So much headache trying to explain the difference to people when OS was first released with the extension. But yeah, the specular source is still the multi's blue channel; specular color modulates the colors of the specular highlights. The addition of the specular exponent in 3.1 is quite nice, helps with the h4's control and multi maps.


This.

Those who don't know and say "wut is dis contrl bitmap",

red = specular exponent
green = glossiness exponent
blue= cubemap reflections(From what I can see)


Plug in the green where waffles said, and make the red your specular in the multi.


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Apr 30, 2013 02:13 AM    Msg. 201 of 558       
Quote: --- Original message by: R93_Sniper

Out of sheer boredom, i decided to try to put this thing ingame
http://i42.tinypic.com/2lmki9s.jpg
Only issue? I can't find a reference, so i cant make origins that look accurate/nice. Can somebody give me an ingame screeny please? (idle only, don't give me a firing image. Also, full screen image, not a zoomed in picture)

*Edit*
boredom made me make these origins as a base for the real ones
http://i43.tinypic.com/25i17cg.jpg

Don't hate me because they suck
Edited by R93_Sniper on Apr 30, 2013 at 01:30 AM


that's actually pretty cool, also, I'm sure you can look at the H4 file shares and find a good reference image


Kozakuu
Joined: Oct 30, 2011

Only the person who was wisdom can read the most.


Posted: Apr 30, 2013 05:01 AM    Msg. 202 of 558       
Quote: --- Original message by: R93_Sniper
Only issue? I can't find a reference, so i cant make origins that look accurate/nice. Can somebody give me an ingame screeny please?
Edited by R93_Sniper on Apr 30, 2013 at 01:30 AM



R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 30, 2013 04:54 PM    Msg. 203 of 558       
...
HAH
HAH
HAH

I'm awesome. my origins look so close to the ones there that its actually hilarious


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Apr 30, 2013 05:18 PM    Msg. 204 of 558       
Ikr


what is the poly count on that model?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Apr 30, 2013 05:23 PM    Msg. 205 of 558       
15,109 Tris. Not exactly the best polycount but at the same time, you CAN lower that amount easily with a bit of optimization (Infinity Ward style)


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Apr 30, 2013 05:39 PM    Msg. 206 of 558       
Quote: --- Original message by: R93_Sniper
15,109 Tris. Not exactly the best polycount but at the same time, you CAN lower that amount easily with a bit of optimization (Infinity Ward style)


ugh, I always hated how there models were so low poly, and they omit geometry in the strangest places (at least Halo CE has the excuse of being 11+ years old)


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 1, 2013 07:04 PM    Msg. 207 of 558       
Scattershot, ALSO 15k polies, with 11 moving parts. This one's gonna be funn to animate


Funny Sidenote for those of you have ever played Contra. The game files calls the Scattershot the "Spread Gun"....So LOL



Edit: So totally doing this

Edited by R93_Sniper on May 1, 2013 at 11:08 PM


connorlawd
Joined: May 3, 2013


Posted: May 3, 2013 05:24 PM    Msg. 208 of 558       
Does that pelican work, and if it does can I have the map? I've been in love with the Halo 3 Pelican since Halo 3 was released


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 3, 2013 08:11 PM    Msg. 209 of 558       
Quote: --- Original message by: connorlawd
Does that pelican work, and if it does can I have the map? I've been in love with the Halo 3 Pelican since Halo 3 was released


It works fine. Door opens when you near the ground along with the landing gear. Issue being that it doesn't feel complete. It lacks thruster textures (the air streams behind the thrusters when flying) and the os variant's shaders are meh.


connorlawd
Joined: May 3, 2013


Posted: May 4, 2013 05:52 AM    Msg. 210 of 558       
Quote: --- Original message by: R93_Sniper
Quote: --- Original message by: connorlawd
Does that pelican work, and if it does can I have the map? I've been in love with the Halo 3 Pelican since Halo 3 was released


It works fine. Door opens when you near the ground along with the landing gear. Issue being that it doesn't feel complete. It lacks thruster textures (the air streams behind the thrusters when flying) and the os variant's shaders are meh.


Can I have the map with it pretty please?

 
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