A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Confused about .shader_environment :(

Author Topic: Confused about .shader_environment :( (8 messages, Page 1 of 1)
Moderators: Dennis

OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Feb 6, 2013 11:03 AM    Msg. 1 of 8       
I've been taking notes while experimenting with shader_environments, and here's what I know so far:

environment shader type

***NORMAL:
Base map:
--is the diffuse color and basic details of the texture
--its alpha masks the primary detail map, but not the secondary detail map
--I think you'd use different base maps to do regional pallets like... cliff_rainy, cliff_frozen, cliff_inDesert, cliff_mossy?

Primary Detail map:
-- ...Maybe the stock detail maps are monochrome because the base map determines the color?
-- Haven't tested how this works at different viewing distances...
Secondary Detail map:
-- Adds general detail to the base map
-- Its alpha determines how it blends with the primary detail map

Micro Detail map:
-- These are up-close-and-personal details you find standing right next to a wall or something
-- I don't know how its alpha works

Bump map:
-- When alpha tested is active, alpha from the bump map determines transparency for the entire texture, like a ladder or a grate.
-- adds bump the texture



What I don't know though and it confuses me like crazy is:

1: How does the micro detail's alpha work??
2: I've looked at how a bump map in halo is tagged. It looks like TOOL converts your greyscale map into a normal map. Is it possible to feed TOOL a native normal map?
3: I keep seeing specular mask mentioned in the tag window. How do I generate specular highlights? Is it part of the bump map? or something else???
4: What's the point in having a secondary detail map?!!?
Edited by OrangeJuice on Feb 6, 2013 at 01:12 PM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Feb 6, 2013 12:37 PM    Msg. 2 of 8       
4. It lets you have 2 different detail maps in different places, for example grass and sand in blood gulch.

I just noticed you cant count to 4 -.-


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Feb 7, 2013 11:31 AM    Msg. 3 of 8       
I still don't know what the micro detail's alpha is for, haven't done actual shader work in forever, just modeling
Edited by OrangeJuice on Feb 7, 2013 at 11:32 AM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 7, 2013 03:09 PM    Msg. 4 of 8       
2. correct and yes you can.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Feb 8, 2013 01:42 PM    Msg. 5 of 8       
Quote: --- Original message by: OrangeJuice

I've been taking notes while experimenting with shader_environments, and here's what I know so far as of Feb 08:

environment shader type

***NORMAL:
Base map:
--is the diffuse color and basic details of the texture
--its alpha masks the primary detail map, but not the secondary detail map
--I think you'd use different base maps to do regional pallets like... cliff_rainy, cliff_frozen, cliff_inDesert, cliff_mossy?

Primary Detail map:
-- ...Maybe the stock detail maps are monochrome because the base map determines the color?
-- Haven't tested how this works at different viewing distances...edit: viewing distance doesn't affect this
-- Its alpha controls where the bump map can appear!
Secondary Detail map:
-- Adds general detail to the base map
-- It LOOKS like its alpha determines how strong the cubemap should be.

Micro Detail map:
-- These are up-close-and-personal details you find standing right next to a wall or something
-- I don't know how its alpha works, !!!

Bump map:
-- When alpha tested is active, alpha from the bump map determines transparency for the entire texture, like a ladder or a grate.
-- When bump map is specular mask is active, a greyscale map that is placed here will determine how strong the cubemap should be. Maybe I should see how it looks like if I put some metal scratches here and use a metallic texture as the base map..
-- usually adds bump the texture



What I don't know though and it confuses me like crazy is:

1: How does the micro detail's alpha work??
2: answered
3: I keep seeing specular mask mentioned in the tag window. How do I generate specular highlights? Is it part of the bump map? or something else???
4: also answered, thanks!
Edited by OrangeJuice on Feb 8th, 2013 at 01:12 PM


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Feb 12, 2013 11:13 PM    Msg. 6 of 8       
also, what's the difference between rasterizer_rt_display 3 and 4?

Is there a plugin for photoshop CS2 that gives a shaded representation while you're working on bump maps?
Edited by OrangeJuice on Feb 12, 2013 at 11:21 PM


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Feb 13, 2013 11:54 AM    Msg. 7 of 8       
Now I'm trying to create a ceiling lamp, and when I try to attach a .light to a #marker, it ends up being nowhere near the marker? does the light have to be laying down in max facing Y? or can it be hanging from the origin like it is now?


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Feb 13, 2013 06:41 PM    Msg. 8 of 8       
Quote: --- Original message by: Lestat
As a matter of fact, I use a handy little plugin for Photoshop, NVIDIA Texture Tools for Adobe Photoshop. This includes things like the normal map filter with realtime 3D previewer and full DDS format support (for Photoshop).


don't use that, dude. I've used it a lot and it absolutely fails in the worst ways. use xnormal (a better photoshop plugin with enhanced features, such as crevice and ambient occlusion maps) or genetica (easy to use, expensive as blam).

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 12:23 AM 141 ms.
A Halo Maps Website