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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »:3 Waffles' WIP/RELEASE thread

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Author Topic: :3 Waffles' WIP/RELEASE thread (735 messages, Page 20 of 21)
Moderators: Dennis

Xiao
Joined: Nov 14, 2012

Keiichi-kun o mitsuketa.


Posted: Nov 16, 2012 09:59 AM    Msg. 666 of 735       
Quote: --- Original message by: Soldier11
Smoothing groups are vastly overrated nowadays, especially when using normal maps baked from a high poly model (which applies for most Halo 3 models).
The smoothing groups actually depend on the UV layout. Whenever you split an UV element you will have to apply a smoothing group split as well.
In general, the modeler should go for the least amount of UV elements which means you can end up with a really messy smoothing, but whenever the normal map is applied everything is fine.

Let's check out a Jackhammer model I made a while ago:

http://i806.photobucket.com/albums/yy344/Soldier11/Stuff/jacklow.png

As you can see, the smoothing is really messy in some spots.

http://files.gamebanana.com/img/ss/wips/4f8aca6dd49aa.jpg

Whenever the normal map is applied it looks perfectly fine! The shader is a realtime viewport one.

There's a really nifty tool called TexTools (http://www.renderhjs.net/textools/) that has a nice tool included applying the smoothing groups automatically according to the UV elements. It'll provide perfect results for baked models - therefore I recommend it for Halo 3 stuff.

If you're going for an old-school lowpoly model you should go for the best possible smoothing though!


You're forgetting that in halo ce, the messy smoothing groups like your first picture will show up, regardless if you use OS to add in normal maps or not. It's not the same as in source or 3ds max...


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Apr 28, 2015 08:09 AM    Msg. 667 of 735       
Quote: --- Original message by: Waffles

Oh thanks tool, please create a disgusting error in my custom lightmaps.

http://i.imgur.com/W8SgxxU.png

Nothing wrong with the actual lightmap uv's, tool just decided to destroy the uv's connected to the ground.

*always re-run lightmaps before you start custom ones*
Edited by Waffles on Apr 27, 2015 at 06:43 PM
looks cool lacks <3 colour.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 29, 2015 07:31 AM    Msg. 668 of 735       
Quote: --- Original message by: Echo77
Is that the Jackhammer shotgun that's featured in some maps on Halomaps?


I believe that one was ripped from turbo squid.


killzone64
Joined: Jun 9, 2010

Too many hobbys not enough time


Posted: Apr 29, 2015 10:52 AM    Msg. 669 of 735       
halomaps is just like the hotel california. you can check out anytime you like but you can never leave XD


does this mean your back doing ce stuff waffles?
Edited by killzone64 on Apr 29, 2015 at 10:52 AM


MEGA_VKNG
Joined: Dec 23, 2013

no.


Posted: Apr 29, 2015 08:22 PM    Msg. 670 of 735       
Quote: --- Original message by: killzone64

halomaps is just like the hotel california. you can check out anytime you like but you can never leave XD


does this mean your back doing ce stuff waffles?
Edited by killzone64 on Apr 29, 2015 at 10:52 AM


I hope so. his work was quite nice.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Apr 30, 2015 11:52 AM    Msg. 671 of 735       
We have mirrors on the ceiling? More importantly, we have a ceiling?


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: May 15, 2015 12:59 PM    Msg. 672 of 735       
WB.


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: May 15, 2015 06:00 PM    Msg. 673 of 735       
it's a relief to see you back again


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 15, 2015 07:53 PM    Msg. 674 of 735       
He's baaaack


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: May 15, 2015 08:18 PM    Msg. 675 of 735       
Back with custom stuff ?


EmmanuelCD
Joined: Jan 7, 2015

Esteban se la come


Posted: May 15, 2015 09:02 PM    Msg. 676 of 735       
Quote: --- Original message by: Waffles
I guess I'm back, idk.



ok wb, but where did you go? heheh social life


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: May 16, 2015 11:09 AM    Msg. 677 of 735       
Quote: --- Original message by: Waffles

Quote: --- Original message by: bourrin33
Back with custom stuff ?


I have no interest in porting if that's what you mean.

I'm going to continue "restoring" CE to it's original Xbox counterpart, and debugging/fixing issues Bungie and Gearbox left behind, which includes...

-Shader restoration/fixes, bitmap cleanup
-AI debugging (grenade velocities, etc)
-Animation; fixing some incorrect animation types (marine ghost enter/exit), adding/redoing animations (giving full weapon support to marines/elites/grunts/etc, giving armored marines different pistol animations lol)
-Script fixes/debugging (random braindead johnson clone in a10 cafeteria)
-Fresh clean custom lightmaps/dlm's

I'd also like to try and fix glass shaders, and get transparent generic working again. If it takes learning some coding and messing around with OS I'll give it a shot.
Edited by Waffles on Mayu 15, 2015 at 11:07 PM


Awaits with bated breath.


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: May 16, 2015 04:17 PM    Msg. 678 of 735       
i liked what you were doing with porting different things, but this new direction is a very nice twist. know that i am definitely looking forward to it.

maybe you should talk to FireyScythe? he's the new head cheese of OS, since Kornman's kind of "retiring" from the project, in a sense


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: May 17, 2015 02:19 PM    Msg. 679 of 735       
Aren't DLMs only OS thing?


NeX
Joined: Apr 11, 2013


Posted: May 18, 2015 04:39 PM    Msg. 680 of 735       
Quote: --- Original message by: Waffles

Welp, if you confirmed it that's fine. If NeX would like to have DLM's I'd be willing to do it since at least some of the maps he is doing is stock anyway.

Also feel free to follow my twitch, probs gunna stream while I am working on stuff.
Edited by Waffles on May 18, 2015 at 03:52 PM




U CEREAL?
Edited by NeX on May 18, 2015 at 04:39 PM


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: May 26, 2015 11:04 PM    Msg. 681 of 735       
bump unrelated to engine edits

will this ever see the light of day? i know this was a while ago







what a wildcard question, right?
Edited by Bungie LLC on May 26, 2015 at 11:04 PM


MEGA_VKNG
Joined: Dec 23, 2013

no.


Posted: May 26, 2015 11:25 PM    Msg. 682 of 735       
The sniper or the spartan? I might release my old vkmt spartan soon.

https://youtu.be/wfJw4stJ0VA


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: May 26, 2015 11:46 PM    Msg. 683 of 735       
the sniper. i really, really want a sauced ImBroke gauss sniper


MEGA_VKNG
Joined: Dec 23, 2013

no.


Posted: May 26, 2015 11:50 PM    Msg. 684 of 735       
It wouldn't be hard. I could whip one up in my free time based on altis' if you want.


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: May 27, 2015 12:01 AM    Msg. 685 of 735       
that's nice of you to offer, but i'd prefer to have one done from the straight up source release from broke himself. unfortunately, the download link for the actual release no longer works.

and i'd rather not have one reverse-engineered from another map


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 27, 2015 01:32 AM    Msg. 686 of 735       
despite our bad relations (me and you, bunbun) I might be able to talk to broke and get the files from him directly
Edited by R93_Sniper on May 27, 2015 at 01:32 AM


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: May 27, 2015 03:19 AM    Msg. 687 of 735       
Quote: --- Original message by: TheSenpaiModder

Quote: --- Original message by: Waffles
get transparent generic working again. If it takes learning some coding and messing around with OS I'll give it a shot.
Edited by Waffles on May 15, 2015 at 11:07 PM

Yes! We need more coders, I feel lonely in here.
Edit: I see you're back vampire girl.
Edited by TheSenpaiModder on May 16, 2015 at 11:20 AM


What kind of code? I have been really interested to learn C++, now that I feel I am capable. Been spending too much time in C#, Java and Haskell, and have always wanted to work on an engine.

EDIT: I'm pretty sure there's way more people who have delved into programming then modelling here.
Edited by Cheddars on May 27, 2015 at 03:21 AM


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: May 27, 2015 03:52 AM    Msg. 688 of 735       
Quote: --- Original message by: R93_Sniper

despite our bad relations (me and you, bunbun) I might be able to talk to broke and get the files from him directly
Edited by R93_Sniper on May 27, 2015 at 01:32 AM


speak for yourself, there's no issues here. if you're projecting a "bad relation" on me because i triggered you or something, that's on you.

if you would like, though, you could hit him up and ask him if he could update that gun's old release thread here: http://forum.halomaps.org/index.cfm?page=topic&topicID=39383
Edited by Bungie LLC on May 27, 2015 at 03:53 AM


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 20, 2015 11:30 AM    Msg. 689 of 735       
Tool hates like almost every UV set I throw at it. That being said i got UV's perfect for poop map.







Minimal impact on file size thanks to compression and low af padding. No more weird seams. (I have no idea wtf those black spots are, might be something I changed earlier).

Started messing with B30, but I'm having tons of issues with UV's, tool just ruins them if they aren't good enough for it. Have some renders instead.





Light emitting materials are expensive as hell to render too btw (blotches are from low fg settings, ignore). And I feel like I could be a bit more creative with the light and shadow colors.

Edited by Imouto on Sep 20, 2015 at 11:39 AM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 20, 2015 04:31 PM    Msg. 690 of 735       
It would be very cool if you could get B30 using DLMs.. would gladly throw something your way if you could get several of those levels working with DLMs.


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 20, 2015 04:43 PM    Msg. 691 of 735       
I'm having issues with custom UV's, and stock radiosity UV's are terrible. Even though the imported UV's are already split into their own shells tool gets retarded over certain shells being moved from one another. Need a better workflow for UV's atm.


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Sep 20, 2015 04:48 PM    Msg. 692 of 735       
Quote: --- Original message by: Masters1337
It would be very cool if you could get B30 using DLMs.. would gladly throw something your way if you could get several of those levels working with DLMs.


I never sent ya' these?





Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 20, 2015 05:13 PM    Msg. 693 of 735       
k, saved a bunch of time by configuring obj to export uv's on channel 2, cuz im dumb. Running some debug lighting on uv's, 1 moment.



yyyyyyyyyyyyyyyyyyy

If shells/islands that are near each other on geometry, but aren't in UV's verts get skewed and this crap happens. Really don't want to have to do too much manual work, because some bsp's have a ton of charts...
Edited by Imouto on Sep 20, 2015 at 05:38 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 20, 2015 08:43 PM    Msg. 694 of 735       
WaHt are those pelicans doing


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Sep 20, 2015 08:48 PM    Msg. 695 of 735       
Quote: --- Original message by: Spartan314
WaHt are those pelicans doing
water thoooose


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 21, 2015 12:03 AM    Msg. 696 of 735       
k, so I think I ran into the issues Slashrat did with Mental Ray finally. Mental ray won't render to texture properly in certain situations just cuz.

So I'm dicking around with light tracer, faking light emitting shaders.



(Scene lit with plane and skylight only)

Only problem is all colors reflect more light since there is no per object multiplier... Really don't want to have to place a billion lights manually :L

Now I need to overcome the problem that is tool UV's.
Edited by Imouto on Sep 21, 2015 at 12:26 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Sep 21, 2015 03:15 AM    Msg. 697 of 735       
Were DLM rendered all in Mental Ray?


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 21, 2015 10:40 AM    Msg. 698 of 735       
Tutorial was, I ran into some issues with b30 and mental ray however. Mental ray would just render parts of the lightmap black when other geometry was present, oddly enough i could isolate the lightmap geometry and it would render fine.


The_Purrminator
Joined: May 30, 2014

(SBB) Michelle


Posted: Sep 21, 2015 11:10 AM    Msg. 699 of 735       
nvm
Edited by The_Purrminator on Sep 21, 2015 at 11:10 AM


Imouto
Joined: Sep 9, 2015

Waffles B&


Posted: Sep 21, 2015 09:04 PM    Msg. 700 of 735       
Tool/Halo being a really cool guy



I did make a discovery however, tool doesn't seem to have an issue with large UV islands/shells. I need to manually unwrap however, and I can't stitch or weld UV steams cuz tool UV geometry.
Edited by Imouto on Sep 21, 2015 at 11:51 PM

 
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