
Banshee64
Joined: Dec 4, 2012
oify
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Posted: Sep 14, 2013 01:51 AM
Msg. 36 of 44
Quote: --- Original message by: waffles4banshee http://img22.imageshack.us/img22/3610/l72z.gif I can upload what I have, and just append later with other stuff/updates. I'm kinda limited in a few areas that I have no control over without the original shader--animation speed/animation direction. Looks better than gearbox's shaders, but its not 100% accurate to the originals. 256x8192 resolution bitmap for frame animation (32 frames). Might end up dropping resolution for the fact that the compiled bitmap is around 8mb's... Go spam Korn and scythe's accounts asking to fix the old shader/replace it Awesome, So that's the speed of the animation ingame? It's better than the gearbox shaders. Also do you really think that the broken shaders can be fixed with dll injection? edit:Just had a look at the source bitmaps, If the animation phase is too fast, couldn't you duplicate frames in the animation? Also you've probably answered this question before, but how did you create the animation file? Edited by Banshee64 on Sep 14, 2013 at 02:11 AM
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Sep 14, 2013 12:38 PM
Msg. 37 of 44
Quote: --- Original message by: waffles More frames=larger bitmap size. Normal compressed bitmaps are no more than a few hundred kb's compared to having one thats 12mb's uncompressed with mipmaps. You can change the speed the frames display at with the function controlling it, by changing the period value at the top of the function. Though anything over 1 will end up being sluggish/laggy.
32 frames animating each frame over a period of 1=32 frames per second 32 frames animating at a period of 2=16 frames per second
If you wanted more control over speed you would have to increase the amount of frames. But, more frames=much smaller increments to animation, which is very tedious as it is. Theres also bitmap size, which could lead you to compress the bitmap and even reduce resolution quite a bit.
If you look at the "shield" texture in the data directory in the source folder, it contains the blend modes/etc. All I did is take the bitmap size and divide it by the amount of frames to get the incremental value to move the noise bitmap from one end to the other (256/32=8) so it would loop; each frame I move the bitmap by 8 pixels.
The OS team has already added normal mapping/specularity to dynamic objects. I wouldn't think it impossible to add in a new blend mode for the default transparent shaders as some sort of extension. That or somehow fix the original shader. Literally all thats needed is some sort of inverse/difference function for blending in the transparent shaders. Very informative, thanks again.
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Sep 30, 2013 12:00 AM
Msg. 38 of 44
Hey, I find this useful for me... I will some day, maybe
I want this to keep going!
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Oct 1, 2013 09:05 AM
Msg. 39 of 44
^this
and a list of material symbols
example
+sky water!$ ^ (climb walls)
etc....
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Oct 1, 2013 09:10 PM
Msg. 40 of 44
thats actually in the HEK Tutorial. no need to post that here
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Oct 3, 2013 12:58 AM
Msg. 41 of 44
is there a tutorial on animated bitmaps?
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6thLoneWolf
Joined: Mar 1, 2011
i'm a newbie :B
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Posted: Oct 3, 2013 09:14 AM
Msg. 42 of 44
Quote: --- Original message by: savinpvtmike is there a tutorial on animated bitmaps? tutorial by HaloGuru http://youtu.be/PUwKPfH2q3A Edited by 6thLoneWolf on Oct 4, 2013 at 06:38 PM
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Oct 3, 2013 03:25 PM
Msg. 43 of 44
Quote: --- Original message by: Mootjuh Why not make a post about tool errors one has encountered and with the solution of that error? This would help Nice
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Player360
Joined: Nov 8, 2013
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Posted: Dec 5, 2015 02:19 PM
Msg. 44 of 44
Quote: --- Original message by: AlexisQuote: --- Original message by: wafflesMake sure you have backups in the chance you want to switch something back. I'm just including my entire c_dropship set. I made some changes to random things here and there (shaders/vehicle/functions). Just copy and paste tags folder into your halo directory and merge/overwrite. c_dropship tags Awesome, Thanks. I am mainly interested in your shader set up. I have a 2 second method for animating the noise in photoshop. I can just never manage to get the shader to be bright enough. Crappy Sapien pics for reference. http://i.imgur.com/0ETD66R.jpg http://i.imgur.com/oh7FFjX.jpg http://i.imgur.com/xkUA31b.jpg Hi there, do you still have these c_dropship tags with you ? I've been busy trying to get them working but without any success =/ I also tried to extract xbox shaders to compare and recreate the shader tractor beam... Edited by Player360 on Dec 5, 2015 at 02:22 PM
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