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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Is there a way for normals to be constantly active ?

Author Topic: Is there a way for normals to be constantly active ? (13 messages, Page 1 of 1)
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AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Feb 20, 2014 03:06 PM    Msg. 1 of 13       
I am wondering if you can have the normals active all the time, not just when you cast the flashlight on them. I have tried cubemaps, but they make my highly detailed normals look awfull. Any tricks? Thanks in advance.


altis94
Joined: Oct 5, 2012

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Posted: Feb 20, 2014 03:22 PM    Msg. 2 of 13       
Add dynamic lights?


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Feb 20, 2014 03:25 PM    Msg. 3 of 13       
for bsp? or opensauce shaders?


altis94
Joined: Oct 5, 2012

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


Posted: Feb 20, 2014 03:26 PM    Msg. 4 of 13       
Obviously he is talking about BSP.


slashrat
Joined: Aug 10, 2005

TSC:E Environment Art Lead


Posted: Feb 20, 2014 03:28 PM    Msg. 5 of 13       
There is currently no way to have normals display all the time unless you have dynamic lights everywhere, which wouldn't look good and would kill framerates. Normals require 3 dimensional lighting data, while Halo's lightmaps only support 2d information. For instance, the flashlight gives the game a direction for the light to be coming from, whereas a lightmap merely tells the ground to be "lit" or "not lit".


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 20, 2014 04:12 PM    Msg. 6 of 13       
Did anyone ever try to put a sort of static cubemap that would be used for giving a direction to light or something ?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 20, 2014 05:05 PM    Msg. 7 of 13       
One large white dynamic light. But it kills framerate like someone said


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Feb 20, 2014 11:26 PM    Msg. 8 of 13       
Actually, I am talking moslty about OS shader, i don't care about the BSB much.
Edited by AlekosGR on Feb 20, 2014 at 11:27 PM


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: Feb 23, 2014 09:50 PM    Msg. 9 of 13       
Oh, that's cool. So, as far as the aforementioned comments go, OpenSauce allows for the normals on the BSP to be seen all the time, as opposed to stock CE only showing normals when dynamic light is cast on said BSP textures, right? Thanks in advance.


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: Feb 24, 2014 08:13 AM    Msg. 10 of 13       
So, with that being said, if you have OS fully enabled, normals will be constantly active on both the shader_environment and shader_model extensions, right?


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 24, 2014 02:54 PM    Msg. 11 of 13       
Quote: --- Original message by: Mootjuh
Only shader_model. OS doesn't affect shader_environment at all.

OS shows on gbxmodels normals when using an environnement shader, I noticed that on some flag bases


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: Feb 27, 2014 08:24 PM    Msg. 12 of 13       
But aren't there normals/bumps on shader_environments? And if there are, do they show 100% of the time in OS as opposed to stock? I know that normals/bumps don't appear in shader_models, or gbxmodel-based objects in stock, and that normals/bumps WILL show on shader_environments in stock when you cast dynamic light on them. My question is, does OS affect the rendering of these normals/bumps? Do they show up more often/effectively on both shader_environment and model extensions with OS fully enabled?


altis94
Joined: Oct 5, 2012

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Posted: Feb 27, 2014 09:06 PM    Msg. 13 of 13       
OS does not affect shaders on BSP (as far as I know)

 

 
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