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Author Topic: [Tutorial] complete shader tutorial (49 messages, Page 1 of 2)
Moderators: Dennis

SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 30, 2011 11:35 AM    Msg. 1 of 49       
You're the man!


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Mar 30, 2011 12:03 PM    Msg. 2 of 49       
Don't forget to somehow ZIP it and upload to the site's tutorial database. Forum tutorials easily sink below radar but uploaded files hardly do.

Thanks for the work tho!


UnevenElefant5
Joined: May 3, 2008

she/her this fag bashes back


Posted: Mar 30, 2011 05:30 PM    Msg. 3 of 49       
This is very cool. I've been wanting to learn more about shaders for a long time now.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Apr 6, 2011 02:03 PM    Msg. 4 of 49       
Then theres shader plasma, the shader used to create the cyborg and elite shield splash effect and also on the sentinels . Not a lot has been done with this shader either, other than the implementation into fp so far I have yet to see anyone change the bitmaps effects or create a new shader_plasma tag. :(




I've made a few new bitmaps,I could post something here if you want?
Basically it works like this,has to be a black and white image does not support color,
black = 0 it represents no shield are in the bitmap,empty
from 1 to 255 is where your shield is visible on the model.

I'll post more later if you want.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.ö ― Carl Sagan


Posted: Apr 6, 2011 03:57 PM    Msg. 5 of 49       
submit the tutorial to the archive. It will get lost and forgotten in the forum. More people visit the file archive than the forum.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Apr 6, 2011 09:04 PM    Msg. 6 of 49       
Sure let me gather things up and i'll post here for you to have for your project.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: May 13, 2011 02:13 PM    Msg. 7 of 49       
is this thread being continued with or is the information being put into a pdf as mentioned instead of posting in the thread,before being uploaded to hce?


ally
Joined: Jun 23, 2010

Aye Ready


Posted: May 13, 2011 02:22 PM    Msg. 8 of 49       
Quote: --- Original message by: mastur cheef
this is the start of beautyfull shaders for halo ce :)


exactly,in truth i bumped it hoping for an update,but also so that others who haven't seen it will do.


lordofblake
Joined: Jan 6, 2008

Nice Tongue


Posted: May 13, 2011 04:53 PM    Msg. 9 of 49       
Awesome tutorial. Best contribution to the community in a long time. Great job and good luck on the remaining parts.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: May 13, 2011 09:46 PM    Msg. 10 of 49       
that's fine,i will keep a look out for when it's released.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 13, 2011 10:22 PM    Msg. 11 of 49       
I was just thinking about this yesterday...


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Jun 16, 2011 07:02 PM    Msg. 12 of 49       
just a bump on this for when you need to post :)


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jun 17, 2011 02:16 AM    Msg. 13 of 49       
thanx waffles
ill bump occasionally too
you have my sword


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jun 17, 2011 07:57 AM    Msg. 14 of 49       
Hey could you please make a simple reflection properties colour chart to include in the tut? I'm trying to make shaders but I'm failing with reflection properties lol. I'm sure a lot of people would benefit with a chart lol


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jun 17, 2011 06:08 PM    Msg. 15 of 49       
Forgot to sub this 2 months ago and I completely forgot...
Better do it now. Keep going waffles


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: Jun 18, 2011 12:03 PM    Msg. 16 of 49       
thanks for the tut, bro!


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jun 20, 2011 10:21 PM    Msg. 17 of 49       
Saved!


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jun 22, 2011 09:25 PM    Msg. 18 of 49       
I could make a quick reflection cube map tutorial if there is interest.

I would be interested in multi-indexed sprites, no, I don't mean like reticles, or lens flares I do mean like effects\particles\flash\bitmaps\flash h pistol.bitmap this is not a shader per-se, but is a particle effect.


XboxHavic
Joined: May 8, 2011

-Modder- -Gamer-


Posted: Jun 23, 2011 12:32 AM    Msg. 19 of 49       
Quote: --- Original message by: SlappyThePirate
Saved!


Black Crypt
Joined: Jun 30, 2008

Xfire : blackcrypt


Posted: Sep 28, 2011 06:35 PM    Msg. 20 of 49       
Bump!

I'm interested in the rotation-animation functions.

I have tried to rotate in a controlled manner, but not getting anywhere.

The rotation center point is annoying. I tried firstly to make the rotation-animation center 512,512 (as the bitmap is 1024,1024), but the bitmap rotates about a point that is not visible on my object.

Then I tried to set it at a mid point based on the UVW mapping coordinates - checked the texture height and width in the actual úDS max model. This worked out at a different number obv. So i halved it but it still fails.

Anyone know how to make the texture rotate around the center point of the face that is textured?

EDIT: added a ss to support my request...


Edited by Black Crypt on Sep 28, 2011 at 06:43 PM
Edited by Black Crypt on Sep 28, 2011 at 06:44 PM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 29, 2011 09:51 AM    Msg. 21 of 49       
Make the rotation animation centre is set to 1.5 and 1.5.
And the rotation af course to 360.


Black Crypt
Joined: Jun 30, 2008

Xfire : blackcrypt


Posted: Sep 29, 2011 06:31 PM    Msg. 22 of 49       
1.5 and 1.5 does not achieve the desired effect. I want the texture to rotate around it's center point. The texture is centered on the plane that i want it to appear on.

Rather than just throw numbers in and say they work, I'd like to actually understand what's going on - that's the only way that we can learn from our efforts.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 29, 2011 06:58 PM    Msg. 23 of 49       
I have never understood why that worked, but it did, everytime.
Gimmi a min and i will study or post one of the shaders i used.



Those settings work for me.


Here is my shader.
http://www.mediafire.com/?jjuy2jvg2mvg1gl
Edited by Maniac1000 on Sep 29, 2011 at 07:20 PM


Black Crypt
Joined: Jun 30, 2008

Xfire : blackcrypt


Posted: Sep 29, 2011 07:46 PM    Msg. 24 of 49       
Thanks, but can you post a pic of that shader in action - does it do the same thing that I'm trying to achieve?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 29, 2011 07:48 PM    Msg. 25 of 49       
I believe that halo uses the animation as from the entire bitmap texture regardless of the uvw. So if your uvw is not set out right then the texture animation may not give the desired result.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 29, 2011 07:51 PM    Msg. 26 of 49       
http://www.youtube.com/watch?v=ocL0DC6KJ9o

The top disc looking thing has the shader i posted, applied.
I planer mapped the texture to a octagon shaped poly.

What is not working for you? the rotation at all? the centre only?
Edited by Maniac1000 on Sep 29, 2011 at 07:55 PM


Black Crypt
Joined: Jun 30, 2008

Xfire : blackcrypt


Posted: Sep 29, 2011 07:55 PM    Msg. 27 of 49       
That looks good and is what I am trying to achieve except the variable slide.

Is that on the bsp or is it a scenery object?

got xfire? add blackcrypt if yes :)


XlzQwerty1
Joined: Aug 6, 2009


Posted: Sep 29, 2011 07:56 PM    Msg. 28 of 49       
How did you make it glow like that?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 29, 2011 07:59 PM    Msg. 29 of 49       
The glow is in the self illumination section of the shader.
Function=noise
Period=10 sec
Edited by Maniac1000 on Sep 29, 2011 at 08:02 PM


Black Crypt
Joined: Jun 30, 2008

Xfire : blackcrypt


Posted: Sep 29, 2011 09:45 PM    Msg. 30 of 49       
@maniac1000

Thanks very much for your help. such a simple fix in the end, but i was ready to throw in the towel.

I still don't understand the how and why, maybe we could work it out sometime - there's go to be some kind of formula that we can use to work out the center point :)

Thanks again ;)

Now to work on the texture to make it look better...
Edited by Black Crypt on Sep 29, 2011 at 09:47 PM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 29, 2011 10:01 PM    Msg. 31 of 49       
Maybe it is a distance from the circumference or something.
My geometry was small and had 0.5 settings.
Your was a good bit larger and used 3.5 settings.
Maybe someone can figure it out.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 10, 2011 02:14 PM    Msg. 32 of 49       
Sorry for bringing this topic back to life, but I've finally found settings that work for me, and maybe they will work for you guys.
Rotation animation function slide, period 20, phase 0, scale 360 (negative numbers work for the opposite direction, too), animation-center 2.5 and 2.5.
Trial and error got me to 2.5. The bitmap is 1024x1024.
I would also like to see this tutorial continued, so I can learn more about shaders.


hoboscience
Joined: Apr 22, 2011


Posted: Nov 11, 2011 01:23 AM    Msg. 33 of 49       
I would love to know the formula to figuring this out myself. I'm struggling with finding the correct rotation center and its frustrating as hell.


Black Crypt
Joined: Jun 30, 2008

Xfire : blackcrypt


Posted: Nov 11, 2011 07:02 AM    Msg. 34 of 49       
start with 0.5, 0.5 and add 0.5 each test.

ie: 0.5, 1, 1.5, 2, 2.5, 3, 3.5

This works if your base bitmap is same width as height.
Edited by Black Crypt on Nov 11, 2011 at 07:05 AM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Nov 12, 2011 08:27 AM    Msg. 35 of 49       
Oh cool, never read this part of the thread. I'm also working on a rotating bitmap and I cant place it's center right; I tried many things such as :

Using the bitmap size /2
Opening the part of the model in guerilla, using :
The plane's coordinate /2
The coordinates of the textures on the plane /2
The uncompressed verices data mapping coord etc

None of this did work. I'll try the 0.5 method

 
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