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Author Topic: Bsp breakable and unbreakable glass (12 messages, Page 1 of 1)
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EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Feb 10, 2016 09:11 PM    Msg. 1 of 12       
How is this made?

Besides another questions, are cinematics mp compatible?

I already ask this but does mp suport (object_create "object") scripts?

What is the limit of objects and vehicles in servers?

thanks


Halonimator
Joined: Dec 15, 2014


Posted: Feb 10, 2016 09:29 PM    Msg. 2 of 12       
Shader Symbols

The following table shows the list of special material or shader symbols used to assign certain attributes or behaviors to a particular surface in the level. These shader symbols are hard-coded in the tools and game to be recognized as applying their associated attribute when added to the end of a material name.
These shader symbols should NOT be used or added to the name of a material unless it is for the specific function for which it is designed. These symbols should not appear anywhere in the normal name for a material nor should these special symbols appear in the name of a data tag (.bitmap, .shader_environment, etc…).
The shader symbols are taken into account during the compilation of the .jms and affect the surfaces at this time.
For example, if a ladder is created using 2 polygons and has the material “ladder” (without the quotes) assigned to it. This ladder is able to be viewed from both sides. To make the ladder a true ladder with respect to the Halo engine AND to make it able to be viewed or rendered from both sides the “%” would be added as well as the “^”. The resulting material name viewed in 3ds Max for the Sub-Material under the Multi/Sub-Object would be “ladder%^” (without the quotes). The data tag name would still be ladder.shader_environment.
%
Two sided property. This flag or shader symbol when applied to a material that is applied to a face or surface renders both sides of the surface instead of just the side that the normal is facing.
#
Transparent property. This flag or shader symbol when applied to a material that is applied to a face or surface allows the surface up to be rendered with transparency.
!
Render only property. This flag or shader symbol when applied to a material that is applied to a face or surface makes the surface only render the face, the face or surface will not have any collision.
*
Large collideable property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to not be rendered and only have collision.
$
Fog plane property. This flag or shader symbol when applied to a material that is applied to a face or surface makes the surface not be rendered. The faces acts as a fog plane that can be used to define a volumetric fog region.
^
Ladder property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to act as a ladder for the player.
The surfaces is climbable.
-
Breakable property. This flag or shader symbol when applied to a material that is applied to a face or surface allows the surface to be able to be destroyed or broken. (e.g. glass)
&
AI deafening property. This property does not apply to multiplayer levels. This flag or shader symbol when applied to a material that is applied to a face or surface allows that surface to inhibit AI functions.
@
Collision only property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to not be rendered and only have collision.
.
Exact Portal property. This flag or shader symbol when applied to a material that is applied to a face or surface makes the surface able to be used to define an exact portal.

TIPS:

-Never use OS_tool with glass, for some strange reason when you see the glass ingame haloce would start to have performance issues.
-Dont export many separeted objects with the same glass material, add a new glass material for each object (windows).
-Never use hight-poly meshes with glass type materials. goes for models above 15 vertices instead use add multiple glass materials.

Edited by Halonimator on Feb 10, 2016 at 09:39 PM


altis94
Joined: Oct 5, 2012

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


Posted: Feb 11, 2016 03:09 AM    Msg. 3 of 12       
Object create works in multi player but you need to understand how to make it sync. Vehicle limit is 512.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 11, 2016 06:12 AM    Msg. 4 of 12       
Quote: --- Original message by: Halonimator
-Never use hight-poly meshes with glass type materials. goes for models above 15 vertices instead use add multiple glass materials.

Edited by Halonimator on Feb 10, 2016 at 09:39 PM


The obviousness of this post was too mind obvious to comprehend.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Feb 11, 2016 07:28 PM    Msg. 5 of 12       
Sorry i didnt explain my self, i want to know how to make the mesh, not the material. Its posible by other ways but its to poly consuming (my own techinques that i have, basically separating in to diferent meshes)

I would like to post a pic, but tinypic banned my acount


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Feb 11, 2016 07:40 PM    Msg. 6 of 12       
That's why you don't upload fox nudes to the internet.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Feb 11, 2016 07:41 PM    Msg. 7 of 12       
Quote: --- Original message by: Kinnet
That's why you don't upload fox nudes to the internet.


wtf are you talking about? My avatar does nothing to do with this


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Feb 11, 2016 07:43 PM    Msg. 8 of 12       
.... nvm.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 12, 2016 04:27 AM    Msg. 9 of 12       
Quote: --- Original message by: EmmanuelCD
Quote: --- Original message by: Kinnet
That's why you don't upload fox nudes to the internet.


wtf are you talking about? My avatar does nothing to do with this




Jobalisk
Joined: Feb 8, 2014

The haiku master。


Posted: May 29, 2016 04:59 AM    Msg. 10 of 12       
when someone posts an annoying gif that makes your eyes bleed. but seriously, if I was to name a material "glass#" in gmax, would that be usable as a glass surface?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 29, 2016 02:41 PM    Msg. 11 of 12       
Quote: --- Original message by: tarikja
Quote: --- Original message by: Jobalisk
when someone posts an annoying gif that makes your eyes bleed.

You've asked for it.

http://i.imgur.com/lNXipui.gif


You forgot the warning. Man you are irresponsible to say the least.



Oh & jobalisk try it like this:

Shader_name%

E.g

Zanzibar_glass%

Make sure you have a shader setup for your glass material though.

And use 3dsmax.
Edited by Super Flanker on May 29, 2016 at 02:47 PM


Jobalisk
Joined: Feb 8, 2014

The haiku master。


Posted: May 29, 2016 03:26 PM    Msg. 12 of 12       
Quote: --- Original message by: Super Flanker

Quote: --- Original message by: tarikja
Quote: --- Original message by: Jobalisk
when someone posts an annoying gif that makes your eyes bleed.

You've asked for it.

http://i.imgur.com/lNXipui.gif


You forgot the warning. Man you are irresponsible to say the least.

http://silviolorusso.com/wp-content/uploads/2013/09/epilepsy-warning.gif

Oh & jobalisk try it like this:

Shader_name%

E.g

Zanzibar_glass%

Make sure you have a shader setup for your glass material though.

And use 3dsmax.
Edited by Super Flanker on May 29, 2016 at 02:47 PM


naa, I have 3ds max, and I like Gmax more, its easier to use I find. but I already got glass into the game under glass# which works fine and is unbreakable and collidable

 

 
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