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 General Discussion »Community Porting/Resource/Tutorial Thread

Page 2 of 2 Go to page: · 1 · [2] · Prev
Author Topic: Community Porting/Resource/Tutorial Thread (44 messages, Page 2 of 2)
Moderators: Dennis

Banshee64
Joined: Dec 4, 2012

oify


Posted: Sep 14, 2013 01:51 AM    Msg. 36 of 44       
Quote: --- Original message by: waffles
4banshee

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


Banshee64
Joined: Dec 4, 2012

oify


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.


Danger_zone_98
Joined: Nov 26, 2012


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!


YesUar
Joined: Aug 12, 2013

Shhhhh !!!


Posted: Oct 1, 2013 09:05 AM    Msg. 39 of 44       
^this



and a list of material symbols

example

+sky
water!$
^ (climb walls)

etc....


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 1, 2013 09:10 PM    Msg. 40 of 44       
thats actually in the HEK Tutorial. no need to post that here


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Oct 3, 2013 12:58 AM    Msg. 41 of 44       
is there a tutorial on animated bitmaps?


6thLoneWolf
Joined: Mar 1, 2011

i'm a newbie :B


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


YesUar
Joined: Aug 12, 2013

Shhhhh !!!


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




Quote: --- Original message by: 6thLoneWolf

Quote: --- Original message by: savinpvtmike
is there a tutorial on animated bitmaps?


http://imageshack.us/a/img687/5037/gifception2.gif
tut http://youtu.be/PUwKPfH2q3A


Edited by 6thLoneWolf on Oct 3, 2013 at 09:18 AM



Nice


Player360
Joined: Nov 8, 2013


Posted: Dec 5, 2015 02:19 PM    Msg. 44 of 44       
Quote: --- Original message by: Alexis
Quote: --- Original message by: waffles
Make 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

 
Page 2 of 2 Go to page: · 1 · [2] · Prev

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 9:19 AM 156 ms.
A Halo Maps Website