
R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 2, 2015 07:15 PM
Msg. 526 of 857
What you should do is have the spec map take the roughness map and set metalness to 1, and specular to ~0.4 ideally. Detail Texturing is also your friend
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Feb 2, 2015 08:15 PM
Msg. 527 of 857
Quote: --- Original message by: R93_SniperWhat you should do is have the spec map take the roughness map and set metalness to 1, and specular to ~0.4 ideally. Detail Texturing is also your friend That's something I can't find much about in UE4 Documentation. How does one accomplish Detail Texturing in UE4?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 3, 2015 02:35 AM
Msg. 528 of 857
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Feb 3, 2015 06:33 AM
Msg. 529 of 857
Edited by SciFi on Mar 28, 2015 at 03:13 AM
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Feb 3, 2015 06:49 AM
Msg. 530 of 857
Beg Kirby to get you the halo 3 plus amim tools end story.
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ElijahB1
Joined: Nov 25, 2012
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Posted: Feb 3, 2015 08:49 AM
Msg. 531 of 857
Quote: --- Original message by: SciFi One problem I am having is there are these weird shadows every where. I got rid of the sun light and every other light but one. But that made it worse. I am still having the same problem (no matter what I do) with these freaky weird shadows every where. Is it a indoor thing. Have you had this problem? Could be the smoothing groups/normals
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 3, 2015 09:02 PM
Msg. 532 of 857
actually in unreal that's probably a fault of you not building your lighting or setting it up. Be sure to make sure your SwarmConnection works properly and try to build the lighting. Also check up how to use LightmassImportanceVolumes in your level. Otherwise, keep the default lighting setup to test it out, then try to place point and spot lights around. Since you don't generally want them to be dynamic, set them to static and then build lighting. You should get the results you want
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Feb 4, 2015 02:28 PM
Msg. 533 of 857
any plans for halo cea model extraction yet?
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Feb 4, 2015 03:28 PM
Msg. 534 of 857
Quote: --- Original message by: savinpvtmike any plans for halo cea model extraction yet? no.
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Feb 4, 2015 04:30 PM
Msg. 535 of 857
Quote: --- Original message by: SGT ArroyoQuote: --- Original message by: savinpvtmike any plans for halo cea model extraction yet? no. This coming from the guy (possibly troll) who lied about a fake private version that supports animation viewing. Seen here: Quote: --- Original message by: SGT Arroyo New private version of adjutant supports h3/odst animation viewer not extractor. Quote: --- Original message by: savinpvtmike any plans for halo cea model extraction yet? savinpvtmike, I would suggest waiting to hear officially from ElijahB1 about Halo CEA model extraction. As they are the Original Poster and know what is and is not in the works for Adjutant.
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Feb 6, 2015 12:03 AM
Msg. 536 of 857
Edited by SciFi on Mar 28, 2015 at 03:16 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 6, 2015 04:42 AM
Msg. 537 of 857
what map is that? it looks very eerily familiar
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Feb 6, 2015 04:54 AM
Msg. 538 of 857
Edited by SciFi on Mar 28, 2015 at 03:18 AM
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Feb 6, 2015 01:50 PM
Msg. 539 of 857
Quote: --- Original message by: SciFiQuote: --- Original message by: R93_Sniper what map is that? it looks very eerily familiar It is from Halo 3 070_waste (The Ark) bsp_005. Edited by SciFi on Feb 6, 2015 at 05:06 AM That's what map I thought it was. However, the map looks too bright and sunny to fit the feeling of the original feel in Halo 3. I would suggest toning down the lighting intensity so that you get the darker sort of grim feel that the original had. Unless however you are trying to give the map a brighter look, and in that case it looks good.
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Feb 6, 2015 03:41 PM
Msg. 540 of 857
Edited by SciFi on Mar 28, 2015 at 03:20 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 6, 2015 06:08 PM
Msg. 541 of 857
i'll try my hand at that too, see if I can help you out
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Feb 6, 2015 06:40 PM
Msg. 542 of 857
Quote: --- Original message by: R93_Sniper i'll try my hand at that too, see if I can help you out I would try to help more, but right now I am having trouble myself with trying to get a RTS project working on UE4. I am co-leading a team that is using Unity, however Unity mainly works around the central idea that you have a couple of computer coders. Which we don't. So right now I am juggling the idea of "trying" to build and create the game in UE4. Not sure if we have any active coders on Halomaps anymore, but if there are and they know C# or Javascript then they might want to take a look at this. http://www.moddb.com/games/elysian-fields-gameAnyways, here's a screenshot of the "Firing" room on the last level of Halo 3. I still feel that you lighting SciFi, is too bright. Again though, that is up to you on how bright it should be.
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Feb 6, 2015 06:47 PM
Msg. 543 of 857
Quote: --- Original message by: videomanQuote: --- Original message by: R93_Sniper i'll try my hand at that too, see if I can help you out I would try to help more, but right now I am having trouble myself with trying to get a RTS project working on UE4. I am co-leading a team that is using Unity, however Unity mainly works around the central idea that you have a couple of computer coders. Which we don't. So right now I am juggling the idea of "trying" to build and create the game in UE4. Not sure if we have any active coders on Halomaps anymore, but if there are and they know C# or Javascript then they might want to take a look at this. http://www.moddb.com/games/elysian-fields-gameAnyways, here's a screenshot of the "Firing" room on the last level of Halo 3. I still feel that you lighting SciFi, is too bright. Again though, that is up to you on how bright it should be. I'm familiar with the C languages. What exactly do you have done so far? PM me if need be. e:also whoever drafted your mod page sounds like a less-than-intelligent individual. Edited by BKTiel on Feb 6, 2015 at 06:49 PM
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Feb 6, 2015 07:02 PM
Msg. 544 of 857
Edited by SciFi on Mar 28, 2015 at 03:33 AM
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Feb 6, 2015 07:18 PM
Msg. 545 of 857
What are you doing with that BSP?
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videoman
Joined: Feb 2, 2008
We are Microsoft, Resistance is Futile
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Posted: Feb 6, 2015 07:30 PM
Msg. 546 of 857
Quote: --- Original message by: BKTielQuote: --- Original message by: videomanQuote: --- Original message by: R93_Sniper i'll try my hand at that too, see if I can help you out I would try to help more, but right now I am having trouble myself with trying to get a RTS project working on UE4. I am co-leading a team that is using Unity, however Unity mainly works around the central idea that you have a couple of computer coders. Which we don't. So right now I am juggling the idea of "trying" to build and create the game in UE4. Not sure if we have any active coders on Halomaps anymore, but if there are and they know C# or Javascript then they might want to take a look at this. http://www.moddb.com/games/elysian-fields-gameAnyways, here's a screenshot of the "Firing" room on the last level of Halo 3. I still feel that you lighting SciFi, is too bright. Again though, that is up to you on how bright it should be. I'm familiar with the C languages. What exactly do you have done so far? PM me if need be. e:also whoever drafted your mod page sounds like a less-than-intelligent individual. Edited by BKTiel on Feb 6, 2015 at 06:49 PM We currently have a RTS style camera set up. We also have part of a UI/GUI setup as well for the menus. As to you last part of your post, can you please elaborate?
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Feb 6, 2015 08:54 PM
Msg. 547 of 857
Edited by SciFi on Mar 28, 2015 at 03:35 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 6, 2015 09:22 PM
Msg. 548 of 857
from what I gather, what you want to do is use a blend_overlay or blend_multiply shader, then use a color output value as an overlay.
As for specular, you usually end up tying your diffuse map's alpha to the roughness slot, then give metalness a constant value of 1 and specular a scalar value of .35 as this gives the most consistent results
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Ubermaniac
Joined: Dec 22, 2014
Bleach. Y'know what I mean?
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Posted: Feb 6, 2015 09:27 PM
Msg. 549 of 857
Hmm, not bad. For a sec I thought you were attacking Dratts H3 port! :)
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Feb 6, 2015 10:58 PM
Msg. 550 of 857
Edited by SciFi on Mar 28, 2015 at 03:03 AM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 7, 2015 01:19 AM
Msg. 551 of 857
Quote: --- Original message by: SciFiQuote: --- Original message by: R93_Sniper from what I gather, what you want to do is use a blend_overlay or blend_multiply shader, then use a color output value as an overlay.
As for specular, you usually end up tying your diffuse map's alpha to the roughness slot, then give metalness a constant value of 1 and specular a scalar value of .35 as this gives the most consistent results I dont know if I did this right, but it did give part of specular effect I wanted. http://i1144.photobucket.com/albums/o491/calihanman/Material-001_zpsvjytoyyz.jpg Where the "metalness" and "scalar value" located? Do I need to make a new node and connect it to Metallic? Edited by SciFi on Feb 6, 2015 at 11:05 PMNew Edit: I tried this. http://i1144.photobucket.com/albums/o491/calihanman/Material-002_zpsubqproyh.jpgIs that "metalness"? Edited by SciFi on Feb 6, 2015 at 11:31 PM you're doing roughness wrong. take the alpha (Spec) of the diffuse and put it into roughness. for metalness you just drag out (or create) a "constant" node and give it a value of 1. For specular you can do the same thing but scalar tends to work nicely because you can do realtime edits via material instancing. Here's what I did for one of the emissive materials on Guardian. Now take into account that having emmisives take in slot A of alpha while color in B is VERY important. switching those can cause color bleed in wrong areas. Now here's what Master Noob did. And that carries through to all materials. How you may ask? Simple: Material Instancing. I'll refer him here and he can clear it up but I think if I do I might end up making it worse.
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Feb 7, 2015 01:25 AM
Msg. 552 of 857
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Feb 7, 2015 01:32 AM
Msg. 553 of 857
when did ue turn into google chrome?
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SciFi
Joined: Aug 25, 2014
strong and bitter words indicate a weak cause
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Posted: Feb 7, 2015 06:59 PM
Msg. 554 of 857
Edited by SciFi on Mar 28, 2015 at 03:04 AM
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Reconz
Joined: Jan 17, 2013
Evolution is a step forward.
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Posted: Feb 12, 2015 07:22 PM
Msg. 555 of 857
So did anyone successfully extracted one of those dialogs, coz I'm still trying with no success. What I need are the Intro Victory and Defeat one's of the Covenant and Spartans
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ElijahB1
Joined: Nov 25, 2012
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Posted: Feb 12, 2015 07:31 PM
Msg. 556 of 857
Quote: --- Original message by: ReconzSo did anyone successfully extracted one of those dialogs, coz I'm still trying with no success. What I need are the Intro Victory and Defeat one's of the Covenant and Spartans People have been able to extract those tags for almost 4 months now. I tested the first few on that list and they are working for me. If you have a specific tag that is not working, post it's tag name here.
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Reconz
Joined: Jan 17, 2013
Evolution is a step forward.
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Posted: Feb 13, 2015 01:22 AM
Msg. 557 of 857
Sound\dialog\invasion\bone_cv_defeat Sound\dialog\invasion\bone_cv_ph1_defeat Sound\dialog\invasion\bone_cv_ph1_intro Sound\dialog\invasion\bone_cv_ph1_victory Sound\dialog\invasion\bone_cv_ph2_defeat Sound\dialog\invasion\bone_cv_ph2_intro Sound\dialog\invasion\bone_cv_ph2_victory Sound\dialog\invasion\bone_cv_ph3_victory Sound\dialog\invasion\bone_cv_victory Sound\dialog\invasion\bone_sp_defeat Sound\dialog\invasion\bone_sp_ph1_intro Sound\dialog\invasion\bone_sp_ph1_victory Sound\dialog\invasion\bone_sp_ph2_intro Sound\dialog\invasion\bone_sp_ph_victory Sound\dialog\invasion\bone_sp_ph3_defeat Sound\dialog\invasion\bone_sp_ph3_intro Sound\dialog\invasion\bone_sp_ph3_victory Sound\dialog\invasion\isle_cv_defeat Sound\dialog\invasion\isle_cv_ph1_intro Sound\dialog\invasion\isle_cv_ph1_victory Sound\dialog\invasion\isle_cv_ph2_intro Sound\dialog\invasion\isle_cv_ph2_victory Sound\dialog\invasion\isle_cv_ph3_defeat Sound\dialog\invasion\isle_cv_ph3_intro Sound\dialog\invasion\isle_cv_ph3_victory Sound\dialog\invasion\isle_sp_defeat Sound\dialog\invasion\isle_sp_ph1_defeat Sound\dialog\invasion\isle_sp_ph1_extra Sound\dialog\invasion\isle_sp_ph1_intro Sound\dialog\invasion\isle_sp_ph1_victory Sound\dialog\invasion\isle_sp_ph2_defeat Sound\dialog\invasion\isle_sp_ph2_victory Those are the tags
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ElijahB1
Joined: Nov 25, 2012
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Posted: Feb 13, 2015 01:54 AM
Msg. 558 of 857
Quote: --- Original message by: ReconzSound\dialog\invasion\bone_cv_defeat Sound\dialog\invasion\bone_cv_ph1_defeat Sound\dialog\invasion\bone_cv_ph1_intro Sound\dialog\invasion\bone_cv_ph1_victory Sound\dialog\invasion\bone_cv_ph2_defeat Sound\dialog\invasion\bone_cv_ph2_intro Sound\dialog\invasion\bone_cv_ph2_victory Sound\dialog\invasion\bone_cv_ph3_victory Sound\dialog\invasion\bone_cv_victory Sound\dialog\invasion\bone_sp_defeat Sound\dialog\invasion\bone_sp_ph1_intro Sound\dialog\invasion\bone_sp_ph1_victory Sound\dialog\invasion\bone_sp_ph2_intro Sound\dialog\invasion\bone_sp_ph_victory Sound\dialog\invasion\bone_sp_ph3_defeat Sound\dialog\invasion\bone_sp_ph3_intro Sound\dialog\invasion\bone_sp_ph3_victory Sound\dialog\invasion\isle_cv_defeat Sound\dialog\invasion\isle_cv_ph1_intro Sound\dialog\invasion\isle_cv_ph1_victory Sound\dialog\invasion\isle_cv_ph2_intro Sound\dialog\invasion\isle_cv_ph2_victory Sound\dialog\invasion\isle_cv_ph3_defeat Sound\dialog\invasion\isle_cv_ph3_intro Sound\dialog\invasion\isle_cv_ph3_victory Sound\dialog\invasion\isle_sp_defeat Sound\dialog\invasion\isle_sp_ph1_defeat Sound\dialog\invasion\isle_sp_ph1_extra Sound\dialog\invasion\isle_sp_ph1_intro Sound\dialog\invasion\isle_sp_ph1_victory Sound\dialog\invasion\isle_sp_ph2_defeat Sound\dialog\invasion\isle_sp_ph2_victory Those are the tags Not going to test them all, but I know the first few work.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Feb 13, 2015 03:10 AM
Msg. 559 of 857
actually, I just tried those too, they don't seem to work for me which is weird as hell. I can extract other sound files but those specifically don't seem to work for me
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Reconz
Joined: Jan 17, 2013
Evolution is a step forward.
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Posted: Feb 13, 2015 04:56 AM
Msg. 560 of 857
Quote: --- Original message by: R93_Sniper actually, I just tried those too, they don't seem to work for me which is weird as hell. I can extract other sound files but those specifically don't seem to work for me yeah same here, I tried them aswell but doesnt work, something with value cant be NULL. @ElijahB1 which .map did you tried/tested it on to extract them ? I have tried forge_halo Boneyard, Island and another map.
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