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Author Topic: [WIP] h3 style campaign revamp (151 messages, Page 4 of 5)
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Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 5, 2013 10:11 PM    Msg. 106 of 151       
Quote: --- Original message by: rcghalohell
Quote: --- Original message by: Tiel
How did this happen, anyway? Back in the day anyone even suggesting such a thing would be carried out of the thread and shot.

And then stoned.

We've had so many Halo 1 campaign remakes it's not even funny, except it is because none of them are actually good (with the exception of SPV2/3).

Well, at least you're making your own tags. That has to count for something, even if it is ripped content.



the reach one was kinda funny.... Spanish dialogue.... hilarious

It was made by a guy who mostly writes/speaks in Spanish, so that would be appropriate.


CorpseManTS
Joined: Nov 16, 2008

Sorry, I cant hear u with my bullet in your mouth!


Posted: Jun 6, 2013 03:25 AM    Msg. 107 of 151       
could be a lot of help with OS... (just sayin)


so can i request a private link on the marine's animation tag???


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Jun 6, 2013 03:15 PM    Msg. 108 of 151       
Quote: --- Original message by: CorpseManTS
could be a lot of help with OS... (just sayin)


so can i request a private link on the marine's animation tag???


the sauce would be about the only way to have a good remake. more polies, bumpmapping, bloom, better lighting, post-processing, yeah... there should be an OS version.


AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: Jun 6, 2013 04:23 PM    Msg. 109 of 151       
Quote: --- Original message by: greg079
Quote: --- Original message by: CorpseManTS
could be a lot of help with OS... (just sayin)


so can i request a private link on the marine's animation tag???


the sauce would be about the only way to have a good remake. more polies, bumpmapping, bloom, better lighting, post-processing, yeah... there should be an OS version.


Sadly, a great majority of the Halo CE community doesn't know how/can't use OpenSauce. OpenSauce is like the good movie that suffers from bad sales.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jun 6, 2013 04:40 PM    Msg. 110 of 151       
Ok, Killer, here's a suggestion. If you're going to be showing stuff off, do it in the other threads. Continually showing off HR or H4 stuff in this thread will confuse people and will make them not even want to care about it


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 6, 2013 08:09 PM    Msg. 111 of 151       
Quote: --- Original message by: Killer5000

im seeing if i can get halo 3 brutes working if not then ill just stick to v3 cmt brutes

ill put it in ce3

things to do add new encounters here and there like jackel snipes add easter eggs like anything really,add some more battle rifles better floood elites

(request) possible flood tank if anyone has such a biped still itll do well ;)

and yes sniper your right

and about open suace hmm im not such good with bloom but ill add specular maps to all the marines faces teeth eyes and etc and add some bloom here and dere but there 1 problem tho
wen i compile os maps they dont work ingame so if anyone knows how im suppost to compile os itll be a good help
http://img829.imageshack.us/img829/4289/sapiendualcore201306041.jpg
I THINK THIS DUDE IS A PILOT DONT YOU?

Edited by Killer5000 on Jun 6, 2013 at 07:07 PM

I think he's an dummy who failed to complete basic training.

If he fires his weapon, he won't have a hand anymore.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 6, 2013 08:51 PM    Msg. 112 of 151       
Quote: --- Original message by: Killer5000
you have to rescue these dummies with cpt keyes in a50 XD

So, you are being sent in with one guy (Cpt. Keyes) to rescue a bunch of dummies?

Interesting.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 6, 2013 10:54 PM    Msg. 113 of 151       
Quote: --- Original message by: Tiel
yes stop being such a dummie dumb ai

Your sad attempt of a pun is not amusing (intentional or not)


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Jun 6, 2013 11:14 PM    Msg. 114 of 151       
your argument is invalid


Danger_zone_98
Joined: Nov 26, 2012


Posted: Jun 10, 2013 10:43 PM    Msg. 115 of 151       
Yeah... well, uhm... Are you going to use equipment in this mod? I think it alredy have been mentioned but yeah well, I'm so [REDACTED] lazy so...

Oh, and if so, will it use the weapon method?


ralph777
Joined: Mar 11, 2013

Loving the world than the almighty is loving vian


Posted: Jun 12, 2013 06:32 AM    Msg. 116 of 151       
Wooooww... awesome!


altis94
Joined: Oct 5, 2012

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


Posted: Jun 12, 2013 10:13 AM    Msg. 117 of 151       
I doubt that your maps will look this good.


AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: Jun 12, 2013 10:27 AM    Msg. 118 of 151       
Quote: --- Original message by: altis94
I doubt that your maps will look this good.


For once, I actually agree. @Killer5000, Isn't this running on generic sauce? There's no way that this would be able to run if it is. You need OpenSauce.. I wouldn't suggest getting it though. Like 50% of the community can't use it/don't know how to install it.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Jun 12, 2013 10:37 AM    Msg. 119 of 151       
Quote: --- Original message by: AllySuzumiya
Quote: --- Original message by: altis94
I'm not being supportive in any way.

...You need OpenSauce...

'bout time, killer, if u want any map to look like that visually, you're gonna need bumps, good shaders, and excellent post-processing. those are all things that the sauce can provide if u work with it.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 12, 2013 10:49 AM    Msg. 120 of 151       
Quote: --- Original message by: Killer5000
ok i need hel[p with shaders cuase i wanna do stuff like http://img692.imageshack.us/img692/3526/haloce2012080301570404.jpg
and i wanna add the dif nade type and h3 brutes which may never come
and h3 flood elite which needs custom anims to work in ce

You might wanna improve your non-OS shaders first before jumping into OS.

The H3 Flood Elite could be rerigged to the H1 Flood Elite bones, which would allow it to use the H1 animations. Might not look too good, depending on how well it was rerigged.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jun 12, 2013 12:45 PM    Msg. 121 of 151       
Quote: --- Original message by: Killer5000
ok i need hel[p with shaders cuase i wanna do stuff like http://img692.imageshack.us/img692/3526/haloce2012080301570404.jpg
and i wanna add the dif nade type and h3 brutes which may never come
and h3 flood elite which needs custom anims to work in ce

Well, just put the reach hull shader and let h3 tires and gun.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jun 13, 2013 03:06 AM    Msg. 122 of 151       
If you want to learn something technical, try obsessing over it for a while until you get how things work!

oh and tuts help
Edited by OrangeJuice on Jun 13, 2013 at 03:07 AM


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Jun 13, 2013 02:27 PM    Msg. 123 of 151       
I can give you some suggestions on how to improve your non-OS shaders, before working with OpenSauce.

After looking your models, I have seen that you just have applied the diffuse map, without using reflection/cubemaps and detail maps. Here is a short list of things that you need to do in order to obtain a decent shader_model:

1) First of all, you need a multipurpose map, or multi-map. It is a sort of control bitmap, that defines where the detail, the color change and the reflection must be visible. All you need is a photo editing software like Photoshop or Gimp.
Open your diffuse map, and colorize the regions you need to edit (sometimes it's enough the whole bitmap). Remeber: if you fill a region with pink, that region will be used for the reflection map; if you fill it with green, that region will be self illuminated (good for lights); if you fill it with black, that region will be ignored. You have also to define the alpha channel, that is important for the color change. The alpha channel uses just two colours, black and white, and the black parts are ignored, as always. Once you have finished, save it as a separated bitmap.
A little example:

2) Once you imported the multi in your shader tag, you need to set it up correctly. For self illuminated regions, find the "self illumination" caption, and set both the animation colour bounds with the desired colour (white usually)

3) For colour change, select your change colour source (it depends from the function in your biped tag. Open your biped tag and scroll down until you find a section called "change colours")

4) Now you need a detail map. It's not really necessary, since it is visible only if you look close to the model, but it's important for better looks. Guerrilla allows you to chose which detail mask use, like the reflection mask (read above) or the alpha channel. You can use the stock detail maps, or make a new one. Remeber that detail maps must be tiled and in grayscale. Once you got a detail map, set the detail map scale: it is the number of times the map is repeated. The detail function defines how strong the map is visible, I usually keep the default "double/biased multiply"

5) Texture scrolling animation is not necessary, unless you want to make your map scroll through the model (not the best for shader_models, so ignore it)

6) Now comes the most important part: reflection maps! First of all, you need a rflection cube map, I recommend using the default ones, that you can paste from every shader_model. They are really important, because they give a shiny look, perfect for metal surfaces.
Once you got your cube map, you need set these parameters:

reflection fallout and cutoff distance=0, unless you want to have your cubemap scale depending from the distance

perpendicular brightness= from 0.5 to 1 (it's your choise)

parallel brightness= 1-perpendicular brightness

perpendicular colour and parallel colour are up to your choise, but remember that the first must be brighter

If you have followed my suggestions correctly, you should have a decent shader_model!


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 13, 2013 03:35 PM    Msg. 124 of 151       
Quote: --- Original message by: SOI_7
You have also to define the alpha channel, that is important for the color change. The alpha channel uses just two colours, black and white, and the black parts are ignored, as always. Once you have finished, save it as a separated bitmap.
A little example: http://oi41.tinypic.com/33ji7vp.jpg

perpendicular colour and parallel colour are up to your choise, but remember that the first must be brighter



You can also use gray in the color change. This makes the color lighter.

As for the perpendicular color, it does not need to be lighter/brighter. It can be if you wish but it will change depending on what you're trying to do.


Edited by Dumb AI on Jun 13, 2013 at 03:39 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jun 13, 2013 10:34 PM    Msg. 125 of 151       
Fix ther smoothing groups


master noob
Joined: Aug 10, 2012

343Industries Advocate


Posted: Jun 13, 2013 11:05 PM    Msg. 126 of 151       
adjust the textures for use in Halo CE's engine.


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Jun 14, 2013 11:18 AM    Msg. 127 of 151       
Select your mesh, go in face selection mode, select all your faces, scroll down until you find the Smoothing groups caption, and click on a number (usually 1 is enough)

Just a note: maybe this is foregone, but don't use reflections on clothes or skins, use them just on metal surfaces, armours and vehicles
Edited by SOI_7 on Jun 14, 2013 at 11:26 AM


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Jun 14, 2013 01:11 PM    Msg. 128 of 151       
Quote: --- Original message by: waffles
Quote: --- Original message by: SOI_7

Select your mesh, go in face selection mode, select all your faces, scroll down until you find the Smoothing groups caption, and click on a number (usually 1 is enough)



In most cases you never want an entire model to have the same smoothing group. Also, its possible that hey may not have even welded, in which case smoothing isn't gunna help much.


Yep, I had this type of problems when I made my revamped Keyes -_-
Bad memories...


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Jun 15, 2013 07:11 AM    Msg. 129 of 151       
Use some punctuation, please, it's hard to understand what you wrote :'(

For the smoothing groups, this is what Waffles was talking about: you need to weld your vertices. Select your desired vertices in vertex mode, scroll down until you find the "Weld" caption, in the first box write a small number (like 0,001) and then click on "Selected". This will make your faces smoother, but remember that some vertices will need to be rerigged again.

To rig just some vertices, in the skin modifier list, select "Paint weights", and set the size of the brush in the "radius" caption


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jun 15, 2013 11:51 AM    Msg. 130 of 151       
Quote: --- Original message by: SOI_7
Use some punctuation, please, it's hard to understand what you wrote :'(

For the smoothing groups, this is what Waffles was talking about: you need to weld your vertices. Select your desired vertices in vertex mode, scroll down until you find the "Weld" caption, in the first box write a small number (like 0,001) and then click on "Selected". This will make your faces smoother, but remember that some vertices will need to be rerigged again.

To rig just some vertices, in the skin modifier list, select "Paint weights", and set the size of the brush in the "radius" caption


Vertices won't need to be rerigged in most cases for these ripped models. You can then apply the smoothing groups after welding, or like me, I prefer to apply the smoothing groups before welding because it's much easier to select by element.


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Jun 16, 2013 12:52 PM    Msg. 131 of 151       
If I'm not wrong, you said that your marines use Cyborg animations, am I right?
In this case, the problem is that your model doesn't have the talking animation, and so you need to make it by your hand (I don't recommend it, though).
If, on the other hand, your marines are using the Halo CE marines animations, probably you rigged the whole head with the "head" bone, while you need to rig the mandible with a different bone (it should be "ponytail" or "jaw"). You have just to use the Paint Weights tool, and click on the desired vertices, so you don't have to rig a complete component.

P.S. Thanks to God, he's gone (you know who...)


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: Jun 16, 2013 01:50 PM    Msg. 132 of 151       
amen to that, maybe I should get in to the map making game, of course I need to know what is what


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Jun 16, 2013 04:19 PM    Msg. 133 of 151       
If it looks squished, probably something is wrong with one or more vertices. Just for curiosity, when you export the JMS, does it display an error like "Some vertices are rigged by more than two bones"? It should explain the problem... unless there is something else


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 16, 2013 08:56 PM    Msg. 134 of 151       
Quote: --- Original message by: Killer5000

when i export i get no errors thats the thing all fine just the model head gets squished if it uses head bone but with reach ones it doesnt >_<


plus everything h3 or reach or even 4 style needs open suace or just super crazy shaders XD
Edited by Killer5000 on Jun 16, 2013 at 05:13 PM

Crazy shaders=lots of different colors

I like terrible shaders more than crazy shaders...


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 19, 2013 12:57 AM    Msg. 135 of 151       
Quote: --- Original message by: Killer5000
ok a30 aka halo will start like this you crash 1 marine will be dead infront of you with all nades and weapons that fell around there
its dusk and cloudy
you move and rescue marines go in cave then wen you reach other side it snows hard
and you keep moveing

I think it sounds just like b40 (Assault on the Control Room), except for the crashing part in the beginning.

And I'm guessing a50 will take place at sunset!
Edited by Dumb AI on Jun 19, 2013 at 12:58 AM


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 19, 2013 11:14 AM    Msg. 136 of 151       
Quote: --- Original message by: Killer5000

yeah it does o changed it its dusk in morning you get to other side and its cloudy fast clouds
o and heres a vid http://www.youtube.com/watch?v=Zly2dcxBVi8
like and sub :D
i want to upload hd vids :( how do i do that and i got some surps comeing
http://www.imageshack.com/scaled/large/543/78ce.jpg
http://www.imageshack.com/scaled/large/41/haloce20130609123920757.jpg
a taste of whats to come
the captain here is old so he doesnt look like dat
plus a30 has kickass battle for marines :D
Edited by Killer5000 on Jun 19, 2013 at 03:07 AM

I'm starting to think that your shaders for bipeds are better than what you have for Blood Gulch.


ralph777
Joined: Mar 11, 2013

Loving the world than the almighty is loving vian


Posted: Jun 20, 2013 08:13 AM    Msg. 137 of 151       
yes.. I'll be waiting..


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Jun 20, 2013 10:12 AM    Msg. 138 of 151       
You should put the Spirit just in a50 and in c10, remember that this is a H3 mod, and Spirits in H3 have been replaced by Phantoms. Moreover, I don't like that texture you used for the ground in a30. It looks like a floor, instead of rock... Same thing for the sky, I prefered the old one you showed. And I've not finished yet... :/
I can understand your desire to change the original campaign, but you shouldn't upset the original levels so much, IMO. Still waiting for the demo, though, I'll put what I've found wrong, just like I always do


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jun 21, 2013 06:47 AM    Msg. 139 of 151       
Quote: --- Original message by: Killer5000

well are you talking about the rock like ground detail or the grass detail?
and halo 3 phantom ares compatible they go inside the ground and with its anims it flops around
so i use halo reach spirits instead sstill i need halo 3 elites high quility to \
plus brutes i doubt will happen
and i need someones to fix this bitmaps for halo ce and not destroy the way it is if thats possible and thank you bitmap is for the halo 3 plants
http://www.mediafire.com/?pr35ijhch2pasex
]
Edited by Killer5000 on Jun 21, 2013 at 01:45 AM


Might just need UVing from a pro... not me.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jun 21, 2013 10:58 AM    Msg. 140 of 151       
Quote: --- Original message by: Killer5000

well are you talking about the rock like ground detail or the grass detail?
and halo 3 phantom ares compatible they go inside the ground and with its anims it flops around
so i use halo reach spirits instead sstill i need halo 3 elites high quility to \
plus brutes i doubt will happen
and i need someones to fix this bitmaps for halo ce and not destroy the way it is if thats possible and thank you bitmap is for the halo 3 plants
http://www.mediafire.com/?pr35ijhch2pasex
http://www.mediafire.com/view/pr35ijhch2pasex/foliage_plants_broadleaf.tif
Edited by Killer5000 on Jun 21, 2013 at 01:45 AM

Waffles' H3 Elites are great.

(please try to spell your words correctly)
Edited by Dumb AI on Jun 21, 2013 at 11:00 AM

 
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