Alexis has contributed to 126 posts out of 465278 total posts
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Make sure that OS_Tool didn't add your map's bitmaps to the stock bitmaps.map.
There is a strange bug where os_tool will randomly decide to modify the stock sounds, and bitmaps.map for whatever reason. This will let you play the map just fine, but others will obviously be missing the bitmap references in bitmaps.map.
Quote: --- Original message by: Super FlankerQuote: --- Original message by: Jobalisknot really no. I could add a fog layer, but that would go through the building. its an unnecessary add on. Yes it actually is possible, through the use of particle systems which if god giveth the time I intend to make. As for excluding weather effects from certain parts of a bsp that is basically the calling of exact portals which define specific areas of a level for halo to render items for, stuff like sounds and of course weather systems for example snow and rain. I intend to make those to at some point after I get Halo2 working that is.
There is another way... You could set up a grid of planes with a low opacity scrolling fog texture.
Quote: --- Original message by: LegitGameReviews You are absolutely correct. The reflections won't work unless you give it specular tint override. Why that's the case doesn't make sense to me, but whatever.
I guess that pretty much covers everything. Thanks man.
Basically, the override disables the old reflection color settings at the bottom of the tag if you enable the shader_model extensions. This is probably to allow you to make a non-os compatible shader_model if you plan on compiling a .map. So, make sure to set both up - even if you set them up identically.
Along with specular tint. using black as your tint value will disable that specular color.
Quote: --- Original message by: LegitGameReviews
I tested a few things. Alexis, you are correct about the blending and specular. Thank you. But the reflections still don't want to work. Multi or not. I had the shader set up with reflections working just fine, then added bump mapping, and boom. No more reflections. Edited by LegitGameReviews on Jun 17, 2016 at 04:10 PM
Can you post a screenshot of your shader tag? The full tag, if you would.
I would imagine you need to set your parallel and perpendicular brightness settings for the OS extension.
Edited by Alexis on Jun 17, 2016 at 04:14 PM
Hypersean is mistaken. It's 66% and/or 33%
Quote: --- Original message by: HyperSean Make sure your normal map is about 50% transparent or else detail normals will not show.
Quote: --- Original message by: LegitGameReviews 66% actually. But that only really makes one detail normal work (it seems), not the second.
-66% and/or 33%, actually. This allows you to have two separate detail normals if you were to hand paint your mask. So, instead of 100% and 0% being your mask values, it's 66% and 33%. I usually just fill the whole channel with 33%, then mask in 66%.
-For reflections, they are masked via the Multipurpose's blue channel. If you don't have that, you'll lose your reflections.
-The OS specularity settings are named a bit too technically. Here's a quick breakdown:
Specular Coefficient is how bright the reflected highlight is. Higher Value = Brighter highlight.
Specular Exponent is how wide the highlight is. Higher value = smaller highlight.
Pay attention to these values. They should work together. If you have a really bright highlight, the size of the highlight should be very small. If you have a dull highlight, the size should be set larger. Edited by Alexis on Jun 17, 2016 at 04:02 PM
Quote: --- Original message by: Super Flanker Oh dear you have just TRIGGERED me.1. Portals should only be implemented into a BSP once the artist is 100% sure that no augmentations are ever going to be made to the level's topology again (at least in his/hers life time). Why? because it introduces a never ending autistic cycle of fixing and re-fixing and more fixing to the point where you lose all enthusiasm for the project because you are constantly fixing something which if approached in a correct mood of thought should only need fixing once. 2. As I mentioned in the above post I couldn't be bothered to fix the surface/s which clipped to no leaves which is a mandatory requirement before even thinking about portals. 3. This was literally a test. IDK what sort of workflow you use but you certainly don't take dessert before a starter. Updates: Haven't had much time if any to work back on this but the next stage is to actually play Backwash so I can understand where all the spawn points go how the decals and shaders are supposed to look e.t.c . http://img15.hostingpics.net/pics/764844491a.png http://img15.hostingpics.net/pics/614312742a.png http://img15.hostingpics.net/pics/512848533a.png Sorry about the lack of FXAAAAAAAAAAA. https://mega.nz/#!BZVykLSL!YnsDmDsBfFxQKVs9uz-3oa7Fs8K5Bi1pZf844qp15Q8
Hmmm... What is the pass for that zip?
Quote: --- Original message by: MosesofEgyptIfaf, Tehlag, Seraphim, sorry but I dont think Ifaf remembered that I told him that he could finish the last bit of tweaking on the weapons and that he could be the one to release Maridia, since it's been about 2 years since I sent him the finalized map. Anyway, I contacted Seraphim a few years ago about porting Maridia over to xbox. In the end I ended up cleaning up Samus's model, making lod's for it, optimizing the fp models, optimizing textures, redoing the hud a bit, making the hud able to be toggled on/off with the flashlight(for those of you who think it gets in the way), optimizing, unwrapping, texturing, and portalling the level itself(I also added nice little sandfalls as a nod to the sandy parts of Maridia and some light bgm), making the super missile a grenade, and replacing all the scenery around the map. There are still some little bugs here and there, but I dont have time to fix them. Here's the ones I know of: Missile indicator is in the wrong spot on some resolutions Water splashing sfx/vfx appear when walking on rock Bullet decals appear on the water holes in the top center of the map Here's a link to a folder containing renders and ingame pics of the level. The folder titled "Original Maridia" is for comparison to how it was before I worked on it. https://www.dropbox.com/sh/n1x54nsxtxcxp1n/AADEhRSBOIdhKG7sn3OoOXSda?dl=0 And here's a link to the map file itself. https://www.dropbox.com/s/g1usjvtknb89vld/maridia.map?dl=0 Credit for everything I didn't mention goes to Seraphim, Tehlag, Ifafudafi, and whoever else was in the Metroid Online team. Here's the original Halomaps download location with more credit information. http://hce.halomaps.org/index.cfm?fid=4869 If you guys want the tags then just rip them. I'm not uploading them. Have fun EDIT:Yeah, apparently I need to proofread my thread titles before I hit post..... Edited by MosesofEgypt on Jun 13, 2016 at 06:13 PM
I hear from some little birdies that something more significant relating to Metroid Online is coming this year. Unrelated to Moses' stuff, yet Something forked from the same source after Seraphim dropped the project a few years back.
A complete revamp one might say... Edited by Alexis on Aug 20, 2019 at 12:30 PM
Amazing! Now give it a model based off the old Gravity Wrench from the pre-xbox Halo!
Quote: --- Original message by: R93_SniperQuote: --- Original message by: AlexisQuote: --- Original message by: R93_SniperQuote: --- Original message by: AlexisQuote: --- Original message by: R93_Sniper That is extremely helpful, thank you. However, is it possible to do that with the alpha Channel? As far as im aware, you could maybe trick 3DS by using a color correction and setting each channel to the alpha, but would that work? You can isolate an alpha channel within the standard max bitmap material. Here's another handy image... I've highlighted the changes needed to isolate the alpha in bitmap. http://i.imgur.com/FNSW7A3.jpg Yeah I knew that much, was unsure if it actually worked with the RGB Mask part. Was just asking if it worked should I put a color correction slot into the bitmap I'm confused at what you're getting at... Are you not trying to isolate the alpha? In halo 4, all of the information for CC is held in the alpha of the control map. So yes, I am indeed trying to isolate the alpha. Was wondering if using a color correction map within the RGB Mask would allow me to pick out the primary (white) from the secondary (50% gray) and the non-cc (Black)
AH!,
Gotcha... You probably wouldn't be able to isolate the 50% gray with that method... You could just use a standard bitmap material, then under the output tab, Check "Enable Color Map" and mess with the curve chart to isolate one of the 3 values. Repeat that in process in separate materials to get each color separated. From there, just set up your composite material with 3 Mask materials with each mask containing one of the above isolated values.
Hopefully that makes sense...
Quote: --- Original message by: R93_SniperQuote: --- Original message by: AlexisQuote: --- Original message by: R93_Sniper That is extremely helpful, thank you. However, is it possible to do that with the alpha Channel? As far as im aware, you could maybe trick 3DS by using a color correction and setting each channel to the alpha, but would that work? You can isolate an alpha channel within the standard max bitmap material. Here's another handy image... I've highlighted the changes needed to isolate the alpha in bitmap. http://i.imgur.com/FNSW7A3.jpg Yeah I knew that much, was unsure if it actually worked with the RGB Mask part. Was just asking if it worked should I put a color correction slot into the bitmap
I'm confused at what you're getting at... Are you not trying to isolate the alpha?
Quote: --- Original message by: R93_SniperQuote: --- Original message by: AlexisQuote: --- Original message by: R93_Sniper Slight issue with this. If you ever actually looked at the CC maps for halo 4, you'll notice that theres white for primary, gray for secondary, and black for no CC. As far as i know you cant exactly pick out specific colors in a single channel when setting up materials in 3ds max. The way I've been doing it is seperating each mask in the CC into different channels of a new bitmap. This way you can get clean materials that arent so watered down You definitely can. Take an RGB mask texture and load it into Max's RGB Tint material. From there, you should see a box corresponding to each channel. Select the box for the channel you wish to use, and set it to white, then set the other channels to black. Of course, you'll still need to set up the rest of the material correctly, as this just isolates a channel in a given texture. Here's a visual aid, just in case... In this given example, the material would be isolating the red channel of the applied texture. http://i.imgur.com/3aujoNv.jpgEdited by Alexis on Jan 7, 2016 at 06:49 PM That is extremely helpful, thank you. However, is it possible to do that with the alpha Channel? As far as im aware, you could maybe trick 3DS by using a color correction and setting each channel to the alpha, but would that work? @Elijah: Here's what I meant about the faces. this happens in EVERY halo 4 campaign map file I open up. I want to know if this is just me or if somehow something just goof'd http://i68.servimg.com/u/f68/18/86/73/49/compar10.jpg You can isolate an alpha channel within the standard max bitmap material. Here's another handy image... I've highlighted the changes needed to isolate the alpha in bitmap. 
Quote: --- Original message by: ElijahB1
You'll need to manually fix up the materials to get it looking better, also that 343 render is with higher resolution materials which were not included in the game.
I don't think that's what he's talking about. If you notice, the extracted models eyes are misplaced in the socket, and there are random stretched verts on the right eyelid (The model's left). Edited by Alexis on Jan 8, 2016 at 05:41 PM
Quote: --- Original message by: R93_SniperQuote: --- Original message by: ElijahB1Quote: --- Original message by: Dumb AI I have yet to figure out how secondary works with H4 CC.
What's the secret? Look at the OP for how they work. Slight issue with this. If you ever actually looked at the CC maps for halo 4, you'll notice that theres white for primary, gray for secondary, and black for no CC. As far as i know you cant exactly pick out specific colors in a single channel when setting up materials in 3ds max. The way I've been doing it is seperating each mask in the CC into different channels of a new bitmap. This way you can get clean materials that arent so watered down
You definitely can. Take an RGB mask texture and load it into Max's RGB Tint material. From there, you should see a box corresponding to each channel. Select the box for the channel you wish to use, and set it to white, then set the other channels to black. Of course, you'll still need to set up the rest of the material correctly, as this just isolates a channel in a given texture.
Here's a visual aid, just in case... In this given example, the material would be isolating the red channel of the applied texture.  Edited by Alexis on Jan 7, 2016 at 06:49 PM
This is awesome.
I take it this is in an upcoming update?
Quote: --- Original message by: Echo77
•MA5 GL looked a little "lazy," for lack of a better term. The launcher looked bloated and ill-fitting. The compass is also backwards. When the arrow is pointing to the right, it should say "E" but it says "W".
No,
If the arrow always points north, and you turn to the left(west) the arrow points to the right. Obviously, the direction you are facing is West, or W
Quote: --- Original message by: ElijahB1Quote: --- Original message by: Alexis The Halo 2 support is great. Any chance of having the application convert the P8_bumps into standard normals on extraction? I'm sure many would rather not convert the palette by hand.
I believe Entity 1.6UE had a similar function. No plans like that at the moment. There is an app called "CrazyBump" that can convert them pretty well though.
Eh, Crazybump is just making a normal from the extracted bitmap. H2 normals aren't actually heightmaps, they are palettized 256-color images.
Anyway, Great work to all involved.
The Halo 2 support is great. Any chance of having the application convert the P8_bumps into standard normals on extraction? I'm sure many would rather not convert the palette by hand.
I believe Entity 1.6UE had a similar function.
Shader preview would be amazing. Even more so if it was OS compatible.
Possibly converting the shader input values into sliders to aid in tweaking shaders in the above mentioned shader preview.
I reckon a non cel-shaded look at the effect is in order since it's not really a secret. Hopefully I'm not seen as going rogue!
Light off
Light on
As posted above, blend the snow into the ice. Also, try a simple gaussian blur on a shape the follows the pond, instead of the sharp wavy masking you have now. Edited by Alexis on Jun 16, 2014 at 10:22 PM
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